Now render water through it's own buffer. Not currently visable through finaltexture. Also added a white texture to render the water.
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#version 440
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D NormalMap;
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layout (binding=2) uniform sampler2D SpecularMap;
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uniform mat4 MVP;
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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 vec3 LightPosition;
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uniform float LightRadius;
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uniform vec3 LightSpecular;
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uniform vec3 LightDiffuse;
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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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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoord;
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vec4 DiffuseColor;
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vec4 SpecularColor;
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vec4 BoneIndices1;
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vec4 BoneIndices2;
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vec4 BoneWeights1;
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vec4 BoneWeights2;
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} Input;
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out vec4 frag_Diffuse;
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vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
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{
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// Diffuse
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vec3 lightPos = vec3(V * vec4(LightPosition, 1.0));
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vec3 distanceToLight = lightPos - position;
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vec3 directionToLight = normalize(distanceToLight);
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float dotProd = dot(directionToLight, normal);
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dotProd = max(dotProd, 0.0);
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vec3 Idiffuse = LightDiffuse * dotProd;
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// Specular
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//vec3 reflection = reflect(-directionToLight, normal);
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vec3 surfaceToViewer = normalize(-position);
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vec3 halfWay = normalize(surfaceToViewer + directionToLight);
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float dotSpecular = max(dot(halfWay, normal), 0.0);
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float specularFactor = pow(dotSpecular, specularExponent);
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vec3 Ispecular = specular * LightSpecular * specularFactor;
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//Attenuation
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float dist = distance(lightPos, position);
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//float attenuation = 1.0 - pow(dist / LightRadius, 2);
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float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
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return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
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}
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void main()
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{
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vec4 normalTexel = texture(NormalMap, Input.TextureCoord);
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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vec3 normal = normalize(vec4(TBN * normalTexel.xyz, 0.0).xyz);
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vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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vec4 La = vec4(0.3, 0.3, 0.3, 1.0);
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vec4 light = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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//frag_Diffuse = light;
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frag_Diffuse = diffuseTexel;
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}
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+83
@@ -0,0 +1,83 @@
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#version 440
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uniform mat4 MVP;
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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 = 1) in vec3 Normal;
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layout (location = 2) in vec3 Tangent;
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layout (location = 3) in vec3 BiTangent;
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layout (location = 4) in vec2 TextureCoord;
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layout (location = 5) in vec4 DiffuseColor;
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layout (location = 6) in vec4 SpecularColor;
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layout (location = 7) in vec4 BoneIndices1;
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layout (location = 8) in vec4 BoneIndices2;
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layout (location = 9) in vec4 BoneWeights1;
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layout (location = 10) in vec4 BoneWeights2;
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out VertexData
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{
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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 TextureCoord;
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vec4 DiffuseColor;
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vec4 SpecularColor;
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vec4 BoneIndices1;
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vec4 BoneIndices2;
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vec4 BoneWeights1;
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vec4 BoneWeights2;
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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 (length(BoneWeights1 + BoneWeights2) > 0) {
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boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
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+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
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+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
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+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
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+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
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+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
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+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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//TODO: Make sure that boneTransform works here.
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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Output.Tangent = Tangent;
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Output.BiTangent = BiTangent;
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Output.TextureCoord = TextureCoord;
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Output.DiffuseColor = DiffuseColor;
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Output.SpecularColor = SpecularColor;
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Output.BoneIndices1 = BoneIndices1;
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Output.BoneIndices2 = BoneIndices2;
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Output.BoneWeights1 = BoneWeights1;
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Output.BoneWeights2 = BoneWeights2;
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}
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