Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
This reverts commit b56824786c.
This commit is contained in:
@@ -3,6 +3,7 @@
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layout (binding = 0) uniform sampler2D SceneTexture;
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layout (binding = 1) uniform sampler2D BloomTexture;
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uniform float Exposure;
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uniform float Gamma;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -12,7 +13,6 @@ out vec4 fragmentColor;
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void main()
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{
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const float gamma = 2.2;
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vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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hdrColor += bloomColor;
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@@ -21,7 +21,7 @@ void main()
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vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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//gamme correction
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result = pow(result, vec3(1.0 / gamma));
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result = pow(result, vec3(1.0 / Gamma));
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fragmentColor = vec4(result, 1.0);
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//fragmentColor = hdrColor;
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@@ -17,15 +17,21 @@ uniform bool ExponentialAccelaration;
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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 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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layout(triangles) in;
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@@ -114,12 +120,17 @@ void main()
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{
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// calculate the max distance (s) the triangle will move
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float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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float te = (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = te;
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}
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else
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{
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Output.ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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@@ -132,6 +143,8 @@ void main()
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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// convert to model space for the gravity to always be in -y
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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@@ -154,11 +167,14 @@ void main()
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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Output.ExplosionColor = vec4(0.0);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = 0.0;
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}
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else
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{
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Output.ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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@@ -168,7 +184,9 @@ void main()
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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// no change in position, pass through vertex
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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@@ -7,13 +7,13 @@ uniform vec4 Color;
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uniform vec4 DiffuseColor;
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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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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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layout (binding = 3) uniform sampler2D GlowMapTexture;
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#define TILE_SIZE 16
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struct LightSource {
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@@ -55,13 +55,12 @@ in VertexData{
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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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vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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@@ -120,6 +119,7 @@ void main()
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
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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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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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@@ -128,7 +128,7 @@ void main()
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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@@ -150,8 +150,9 @@ void main()
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totalLighting.Specular += light_result.Specular;
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}
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vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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@@ -160,7 +161,7 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel;
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color_result += glowTexel*3;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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@@ -20,6 +20,7 @@ out VertexData{
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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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@@ -41,5 +42,6 @@ void main()
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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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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(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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