Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/RenderQueue.h # resources/Schema/Components.xsd # resources/Schema/Entities/QualityAssurance.xml # resources/Schema/Entities/RenderingWorld.xml # resources/Shaders/Sprite.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/Model.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -2,6 +2,8 @@
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layout (binding = 0) uniform sampler2D SceneTexture;
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layout (binding = 1) uniform sampler2D BloomTexture;
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layout (binding = 2) uniform sampler2D SceneTextureLowRes;
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layout (binding = 3) uniform sampler2D BloomTextureLowRes;
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uniform float Exposure;
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uniform float Gamma;
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@@ -15,10 +17,19 @@ void main()
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{
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vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
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vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
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hdrColor += bloomColor;
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hdrColorLowRes;
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float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
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//Toon mapping thingy
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vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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vec3 result;
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if(hdrColorsum > 0.0) {
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result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
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} else {
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result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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}
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//gamme correction
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result = pow(result, vec3(1.0 / Gamma));
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@@ -0,0 +1,11 @@
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#version 430
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in VertexData{
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vec3 Position;
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}Input;
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void main()
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{
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}
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@@ -0,0 +1,21 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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gl_Position = P * V * M * vec4(Position, 1.0);
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Output.Position = Position;
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}
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@@ -0,0 +1,33 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = vec3(0.0);
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}
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@@ -9,6 +9,11 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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@@ -114,11 +119,11 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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@@ -3,15 +3,12 @@
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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@@ -25,19 +22,9 @@ out VertexData{
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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@@ -0,0 +1,46 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Output;
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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@@ -0,0 +1,277 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec2 ScreenDimensions;
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uniform float FillPercentage;
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uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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uniform vec2 DiffuseUVRepeat2;
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uniform vec2 DiffuseUVRepeat3;
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uniform vec2 DiffuseUVRepeat4;
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uniform vec2 DiffuseUVRepeat5;
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uniform vec2 NormalUVRepeat1;
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uniform vec2 NormalUVRepeat2;
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uniform vec2 NormalUVRepeat3;
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uniform vec2 NormalUVRepeat4;
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uniform vec2 NormalUVRepeat5;
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uniform vec2 SpecularUVRepeat1;
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uniform vec2 SpecularUVRepeat2;
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uniform vec2 SpecularUVRepeat3;
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uniform vec2 SpecularUVRepeat4;
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uniform vec2 SpecularUVRepeat5;
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uniform vec2 GlowUVRepeat1;
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uniform vec2 GlowUVRepeat2;
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uniform vec2 GlowUVRepeat3;
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uniform vec2 GlowUVRepeat4;
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uniform vec2 GlowUVRepeat5;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 3) uniform sampler2D DiffuseTexture3;
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layout (binding = 4) uniform sampler2D DiffuseTexture4;
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layout (binding = 5) uniform sampler2D DiffuseTexture5;
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layout (binding = 6) uniform sampler2D NormalMapTexture1;
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layout (binding = 7) uniform sampler2D NormalMapTexture2;
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layout (binding = 8) uniform sampler2D NormalMapTexture3;
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layout (binding = 9) uniform sampler2D NormalMapTexture4;
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layout (binding = 10) uniform sampler2D NormalMapTexture5;
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layout (binding = 11) uniform sampler2D SpecularMapTexture1;
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layout (binding = 12) uniform sampler2D SpecularMapTexture2;
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layout (binding = 13) uniform sampler2D SpecularMapTexture3;
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layout (binding = 14) uniform sampler2D SpecularMapTexture4;
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layout (binding = 15) uniform sampler2D SpecularMapTexture5;
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layout (binding = 16) uniform sampler2D GlowMapTexture1;
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layout (binding = 17) uniform sampler2D GlowMapTexture2;
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layout (binding = 18) uniform sampler2D GlowMapTexture3;
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layout (binding = 19) uniform sampler2D GlowMapTexture4;
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layout (binding = 20) uniform sampler2D GlowMapTexture5;
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#define TILE_SIZE 16
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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float LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist, falloff);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
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}
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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#define TEXTURE_TILE 5.0
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vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
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vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
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vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
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vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
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vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
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vec4 A_Channel = texture2D(A, Input.TextureCoordinate * A_TileValues);
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vec4 D_Channel = texture2D(D, Input.TextureCoordinate * D_TileValues);
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
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blendValue.a / total;
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}
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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return blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.b * B_Channel
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+ blendValue.a * A_Channel
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+ D_percent * D_Channel;
|
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}
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vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
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vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 A_Channel = texture(A, Input.TextureCoordinate * A_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 D_Channel = texture(D, Input.TextureCoordinate * D_TileValues).xyz * 2.0 - vec3(1.0);
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
|
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blendValue.a / total;
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}
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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vec3 Normal_result = blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.b * B_Channel
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+ blendValue.a * A_Channel
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+ D_percent * D_Channel;
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return vec4(TBN * normalize(Normal_result), 0.0);
|
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}
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void main()
|
||||
{
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
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|
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseTexture4, DiffuseTexture5,
|
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DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3, DiffuseUVRepeat4, DiffuseUVRepeat5);
|
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vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowMapTexture4, GlowMapTexture5,
|
||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3, GlowUVRepeat4, GlowUVRepeat5);
|
||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularMapTexture4, SpecularMapTexture5,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3, SpecularUVRepeat4, SpecularUVRepeat5);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalMapTexture4, NormalMapTexture5,
|
||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3, NormalUVRepeat4, NormalUVRepeat5);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
int l = int(LightIndex[i]);
|
||||
LightSource light = LightSources.List[l];
|
||||
|
||||
LightResult light_result;
|
||||
//These if statements should be removed.
|
||||
if(light.Type == 1) { // point
|
||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||
sceneColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -3,15 +3,12 @@
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
@@ -19,14 +16,6 @@ out VertexData{
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
Output.Position = Position, 1.0;
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
}Input;
|
||||
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragmentColor = vec4(0.5, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = vec3(0.0);
|
||||
}
|
||||
Reference in New Issue
Block a user