Normal map support
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@@ -9,7 +9,8 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform float FillPercentage;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMap;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D GlowMapTexture;
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#define TILE_SIZE 16
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@@ -49,6 +50,8 @@ layout (std430, binding = 4) buffer LightIndexBuffer
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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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}Input;
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@@ -102,13 +105,20 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
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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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void main()
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMap, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
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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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vec2 tilePos;
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@@ -147,25 +157,10 @@ void main()
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if(pos <= FillPercentage) {
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color_result += FillColor;
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}
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//These if statements should be removed if they are slow.
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color_result += glowTexel;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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/*
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if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
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bloomColor = vec4(color_result.xyz, 1.0);
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} else {
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bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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} */
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//Tiled Debug Code
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/*
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