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@@ -0,0 +1,33 @@
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#version 430
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D PositionTexture;
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layout (binding=2) uniform sampler2D NormalTexture;
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in VertexData
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{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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} Input;
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out vec4 FragColor;
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void DrawQuadrant(vec4 texel, vec2 quadrant)
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{
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if (-quadrant.x * Input.Position.x < 0 && -quadrant.y * Input.Position.y < 0)
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{
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FragColor = texel;
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}
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}
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void main()
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{
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//FragColor = texture2D(DiffuseTexture, Input.TextureCoord * 2 + vec2(0, -1));
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DrawQuadrant(texture2D(DiffuseTexture, Input.TextureCoord * 2), vec2(-1, 1));
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DrawQuadrant(texture2D(PositionTexture, Input.TextureCoord * 2), vec2(1, 1));
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DrawQuadrant(texture2D(NormalTexture, Input.TextureCoord * 2), vec2(-1, -1));
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vec4 AllTexel = texture2D(DiffuseTexture, Input.TextureCoord*2)*texture2D(PositionTexture, Input.TextureCoord*2)*texture2D(NormalTexture, Input.TextureCoord*2);
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DrawQuadrant(AllTexel, vec2(1, -1));
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}
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@@ -15,5 +15,5 @@ out vec4 FragColor;
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void main()
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{
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FragColor = texture2D(DiffuseTexture, Input.TextureCoord);
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FragColor = texture2D(NormalTexture, Input.TextureCoord);
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}
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@@ -1,6 +1,7 @@
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#version 430
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uniform mat4 MVP;
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uniform mat4 ModelMatrix;
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec3 Normal;
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@@ -18,6 +19,6 @@ void main()
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = gl_Position.xyz;
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Output.Normal = Normal;
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Output.Normal = normalize((ModelMatrix * vec4(Normal, 0.0)).xyz);
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Output.TextureCoord = TextureCoord;
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}
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