Merge remote-tracking branch 'origin/deffered_rendering' into render_queue

Conflicts:
	src/Renderer.cpp
	src/Renderer.h
This commit is contained in:
2014-05-27 07:10:50 +02:00
11 changed files with 213 additions and 45 deletions
+1 -1
View File
@@ -25,7 +25,7 @@ public:
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
m_Renderer = std::make_shared<Renderer>();
m_Renderer = std::make_shared<Renderer>(m_ResourceManager);
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
+79 -30
View File
@@ -1,7 +1,8 @@
#include "PrecompiledHeader.h"
#include "Renderer.h"
Renderer::Renderer()
Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
: ResourceManager(resourceManager)
{
m_VSync = false;
#ifdef DEBUG
@@ -112,6 +113,11 @@ void Renderer::LoadContent()
m_ShaderProgramSkybox.Compile();
m_ShaderProgramSkybox.Link();*/
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
m_SunPassProgram.Compile();
m_SunPassProgram.Link();
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
m_ForwardRendering.Compile();
@@ -148,6 +154,8 @@ void Renderer::LoadContent()
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
}
void Renderer::Draw(double dt)
@@ -920,6 +928,7 @@ void Renderer::DrawFBO()
// glCullFace(GL_FRONT);
// DrawLightScene(viewport);
DrawSunLightScene();
// /*
// Final pass
@@ -977,6 +986,9 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
glm::vec3 sunDirection_cameraview = glm::vec3(cameraProjection * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
@@ -989,12 +1001,12 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
//glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glBindVertexArray(modelJob->VAO);
glActiveTexture(GL_TEXTURE0);
@@ -1042,8 +1054,6 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
}
}
void Renderer::DrawLightScene(RenderQueue &rq)
{
glEnable(GL_BLEND);
@@ -1057,31 +1067,69 @@ void Renderer::DrawLightScene(RenderQueue &rq)
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
m_SecondPassProgram.Bind();
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
for (auto &light : Lights)
{
MVP = cameraMatrix * light.SphereModelMatrix;
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), light.Radius);
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "lp"), 1, glm::value_ptr(light.Position));
glUniform3f(glGetUniformLocation(ShaderProgramHandle, "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "specularExponent"), light.SpecularExponent);
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "ConstantAttenuation"), CAtt);
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "LinearAttenuation"), LAtt);
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "QuadraticAttenuation"), QAtt);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "LightRadius"), light.Radius);
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(-sunDirection));
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
void Renderer::DrawSunLightScene()
{
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
//glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_SunPassProgram.Bind();
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3f(glGetUniformLocation(ShaderProgramHandle, "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(glm::normalize(m_SunPosition)));
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
@@ -1151,6 +1199,7 @@ void Renderer::ForwardRendering()
glm::mat4 MVP;
m_ForwardRendering.Bind();
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
{
@@ -1162,10 +1211,10 @@ void Renderer::ForwardRendering()
continue;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
+5 -1
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@@ -31,7 +31,7 @@ public:
std::list<std::tuple<Texture*, glm::mat4, glm::mat4>> TexturesToRender;
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
Renderer();
Renderer(std::shared_ptr<::ResourceManager> resourceManager);
void Initialize();
void Draw(double dt);
@@ -92,6 +92,8 @@ public:
void SetSphereModel(Model* _model);
private:
std::shared_ptr<::ResourceManager> ResourceManager;
int m_Width, m_Height;
struct Viewport
@@ -169,6 +171,7 @@ private:
ShaderProgram m_SecondPassProgram;
ShaderProgram m_SecondPassProgram_Debug;
ShaderProgram m_FinalPassProgram;
ShaderProgram m_SunPassProgram;
ShaderProgram m_ForwardRendering;
ShaderProgram m_ShaderProgramNormals;
@@ -189,6 +192,7 @@ private:
void DrawFBO2();
void DrawFBOScene(RenderQueue &rq);
void DrawLightScene(RenderQueue &rq);
void DrawSunLightScene();
void BindFragDataLocation();
glm::mat4 CreateLightMatrix(Light &_light);
void UpdateSunProjection();
+1 -2
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@@ -21,11 +21,10 @@ void main()
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+34 -8
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@@ -5,6 +5,13 @@ layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D AsphaltTexture;
layout (binding=5) uniform sampler2D GrassTexture;
layout (binding=6) uniform sampler2D SandTexture;
layout (binding=7) uniform sampler2D BlendMap;
uniform float texScale; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
@@ -23,20 +30,20 @@ out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord)
float Shadow(vec4 ShadowCoord, vec3 normal)
{
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Fixed bias
//float bias = 0.00005;
//Variable bias
vec3 n = normalize(Input.Normal);
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00005);
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
//float bias = 0.0005;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
@@ -50,9 +57,24 @@ float Shadow(vec4 ShadowCoord)
void main()
{
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// Diffuse Texture
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
@@ -63,6 +85,10 @@ void main()
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
//frag_Diffuse = tex;
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord, vec3(frag_Normal));
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}
+1 -1
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@@ -49,7 +49,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
float specularFactor = pow(dotSpecular, specularExponent);
vec3 Is = specular.r * ls * specularFactor;
//Attenuation
+61
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@@ -0,0 +1,61 @@
#version 430
layout (binding=0) uniform sampler2D PositionTexture;
layout (binding=1) uniform sampler2D NormalsTexture;
layout (binding=2) uniform sampler2D SpecularTexture;
uniform vec2 ViewportSize;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 CameraPosition;
uniform vec3 directionToSun;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3);
const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
const vec3 SunPos = directionToSun*vec3(100);
const float specularExponent = 5;
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragColor;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
//Diffuse Sunlight
vec3 directionToLight = normalize(vec3(V * vec4(directionToSun, 0.0)));
float dotProdLight = dot(directionToLight, normal);
dotProdLight = max(dotProdLight, 0.0);
vec3 sId = kd * SunDiffuseLight * dotProdLight;
//Specular Sunlight
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactorSun = pow(dotSpecular, specularExponent);
vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
return vec4((sId), sIs.r);
}
void main()
{
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(normalize(NormalTexel)), vec3(SpecularTexel));
//FragColor = NormalTexel;
}
+21
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@@ -0,0 +1,21 @@
#version 430
uniform mat4 MVP;
layout (location = 0) in vec3 Position;
layout (location = 2) in vec2 TextureCoord;
uniform mat4 depthBiasMVP;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
}
+1 -1
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@@ -1,7 +1,7 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.30110.0
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Returngeance", "Returngeance\Returngeance.vcxproj", "{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}"
EndProject
+2
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@@ -229,6 +229,8 @@
<None Include="..\..\src\Shaders\ShadowMap.vert.glsl" />
<None Include="..\..\src\Shaders\Skybox.frag.glsl" />
<None Include="..\..\src\Shaders\Skybox.vert.glsl" />
<None Include="..\..\src\Shaders\SunPass.frag.glsl" />
<None Include="..\..\src\Shaders\SunPass.vert.glsl" />
<None Include="..\..\src\Shaders\Vertex.glsl" />
<None Include="..\..\src\Shaders\Vertex2.glsl" />
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" />
@@ -468,5 +468,11 @@
<None Include="..\..\src\Shaders\ForwardRendering.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\SunPass.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\SunPass.vert.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
</Project>