Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # resources/Schema/Components.xsd # resources/Schema/Entities/CollisionTestLevel.xml # resources/Schema/Types/Entity.xsd # src/Engine/Collision/Collision.cpp # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
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@@ -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 +1,15 @@
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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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out vec4 fragmentColor;
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void main()
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{
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fragmentColor = vec4(0.5, 0.0, 0.0, 0.0);
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}
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@@ -0,0 +1,19 @@
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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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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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