Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
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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@@ -38,7 +38,7 @@ void main()
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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 * vec4(Normal, 0.0));
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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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@@ -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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@@ -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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@@ -0,0 +1,41 @@
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#version 430
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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 = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMapTexture;
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in VertexData{
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vec3 Position;
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vec3 Normal;
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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 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 color_result = Color * diffuseTexel;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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if(pos <= FillPercentage) {
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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*3;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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}
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@@ -0,0 +1,24 @@
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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 = 1) in vec3 Normal;
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layout(location = 4) in vec2 TextureCoords;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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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 = P * M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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}
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