Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.vert.glsl # resources/Shaders/ForwardPlusSkinned.vert.glsl # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -0,0 +1,31 @@
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#version 430
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layout (binding = 0) uniform sampler2D Texture0;
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layout (binding = 1)uniform sampler2D Texture1;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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void main()
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{
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vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
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vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
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float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a;
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texel1_total = ceil(clamp(texel1_total, 0, 1));
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vec4 result0 = texel0 * (1.0 - texel1_total);
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vec4 result1 = texel1 * texel1_total;
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//vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total);
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//float res = 1.0 - texel1_total;
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//vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0);
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sceneColor = result1;
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bloomColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -1,8 +1,6 @@
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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 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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@@ -15,7 +13,7 @@ out VertexData{
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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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gl_Position = PVM * vec4(Position, 1.0);
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Output.Position = Position;
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}
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@@ -1,8 +1,6 @@
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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 PVM;
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uniform mat4 Bones[100];
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@@ -27,7 +25,7 @@ void main()
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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 = PVM*boneTransform * vec4(Position, 1.0);
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Output.Position = vec3(0.0);
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}
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@@ -3,6 +3,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 VM;
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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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@@ -12,7 +13,7 @@ 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 float GlowIntensity = 10;
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uniform float GlowIntensity;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform float FarDistance[MAX_SPLITS];
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@@ -301,7 +302,7 @@ void main()
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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 position = VM * vec4(Input.Position, 1.0);
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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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@@ -359,6 +360,7 @@ 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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//sceneColor = CommonUniforms.testColour;
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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@@ -1,6 +1,7 @@
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#version 430
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uniform mat4 PVM;
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#define MAX_SPLITS 4
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uniform mat4 TIM;
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uniform mat4 M;
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uniform mat4 V;
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@@ -27,8 +28,8 @@ out VertexData{
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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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mat4 TIM = transpose(inverse(M));
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gl_Position = PVM * vec4(Position, 1.0);
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//mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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@@ -3,6 +3,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 VM;
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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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@@ -12,7 +13,7 @@ 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 float GlowIntensity = 10;
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uniform float GlowIntensity;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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@@ -140,7 +141,7 @@ void main()
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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 position = VM * vec4(Input.Position, 1.0);
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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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@@ -2,6 +2,8 @@
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#define MAX_SPLITS 4
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uniform mat4 PVM;
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uniform mat4 TIM;
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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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@@ -39,7 +41,7 @@ void main()
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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 = PVM*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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@@ -3,6 +3,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 VM;
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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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@@ -361,7 +362,7 @@ void main()
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GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = VM * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
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NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
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@@ -3,6 +3,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 VM;
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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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@@ -192,7 +193,7 @@ void main()
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GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = VM * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
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NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
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@@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
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vec3 result = center * weight[0];
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for(int i = 1; i < 5; ++i) {
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result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
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vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
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result += eastFragments.rgb * weight[i] * eastFragments.a;
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result += westFragments.rgb * weight[i] * westFragments.a;
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result += center * weight[i] * (1.0 - westFragments.a);
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result += center * weight[i] * (1.0 - eastFragments.a);
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
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vec3 result = center * weight[0];
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for(int i = 1; i < 5; ++i) {
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result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
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vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
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result += northFragments.rgb * weight[i] * northFragments.a;
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result += southFragments.rgb * weight[i] * southFragments.a;
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result += center * weight[i] * (1.0 - northFragments.a);
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result += center * weight[i] * (1.0 - southFragments.a);
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -1,8 +1,5 @@
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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 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -16,6 +13,6 @@ out VertexData{
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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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gl_Position = PVM * vec4(Position, 1.0);
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Output.Position = Position, 1.0;
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}
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@@ -1,8 +1,5 @@
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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 PVM;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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@@ -27,6 +24,6 @@ void main()
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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 = PVM*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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}
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@@ -3,8 +3,6 @@
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uniform vec4 Color;
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uniform vec4 FillColor;
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uniform float FillPercentage;
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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 (binding = 1) uniform sampler2D DiffuseTexture;
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@@ -35,7 +33,8 @@ void main()
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
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bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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//bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
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}
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@@ -1,8 +1,6 @@
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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 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -17,7 +15,7 @@ out VertexData{
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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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gl_Position = PVM* vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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@@ -0,0 +1,6 @@
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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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Reference in New Issue
Block a user