Water now rendered in forward rendering
This commit is contained in:
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After Width: | Height: | Size: 11 MiB |
+25
-12
@@ -134,14 +134,26 @@ public:
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}
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//Halfpipe background test model.
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// {
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// auto t_halfPipe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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// transform->Position = glm::vec3(0.f, 0.f, -15.f);
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// transform->Scale = glm::vec3(15.f);
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// auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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// model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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// model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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// m_World->CommitEntity(t_halfPipe);
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// }
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//Background
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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auto background = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(background);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(15.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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m_World->CommitEntity(t_halfPipe);
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transform->Scale = glm::vec3(2681.f/100.f, 1080.f/100.f, 1.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(background);
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sprite->SpriteFile = "Textures/Background.png";
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m_World->CommitEntity(background);
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}
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//Water test
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@@ -159,7 +171,7 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, -3.f, -10.f);
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transform->Position = glm::vec3(0.f, -3.f, -9.9f);
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transform->Scale = glm::vec3(3.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -172,7 +184,7 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(1.5f, -1.5f, -10.f);
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transform->Position = glm::vec3(1.5f, -1.5f, -9.9f);
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transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -185,7 +197,7 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(-1.5f, -1.5f, -10.f);
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transform->Position = glm::vec3(-1.5f, -1.5f, -9.9f);
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transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -366,7 +378,7 @@ public:
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::scale(absoluteTransform.Scale);
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EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix);
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EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
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}
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}
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@@ -451,14 +463,15 @@ public:
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}
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix)
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
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{
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WaterParticleJob job;
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job.Position = position;
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job.Color = color;
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job.ModelMatrix = modelMatrix;
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job.Depth = depth;
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m_RendererQueue.Water.Add(job);
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m_RendererQueue.Forward.Add(job);
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}
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private:
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@@ -172,14 +172,12 @@ struct RenderQueueCollection
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue Water;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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Water.Clear();
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}
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void Sort()
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@@ -187,8 +185,6 @@ struct RenderQueueCollection
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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//TODO: Is water sort needed?
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Water.Sort();
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}
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};
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@@ -112,7 +112,7 @@ private:
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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+41
-35
@@ -243,6 +243,7 @@ void dd::Renderer::CreateBuffers()
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//water Blur texture2
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glGenTextures(1, &t_m_BWater2);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -284,13 +285,12 @@ void dd::Renderer::CreateBuffers()
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void dd::Renderer::Draw(RenderQueueCollection& rq)
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{
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DrawDeferred(rq.Deferred, rq.Lights, rq.Water);
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rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
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DrawDeferred(rq.Deferred, rq.Lights);
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DrawForward(rq.Forward, rq.Lights);
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// Finally: Draw the deferred+forward combined texture to the screen
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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@@ -308,7 +308,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
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DebugKeys();
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}
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void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles)
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void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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{
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// Pass #1: Fill G-buffers
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glDisable(GL_CULL_FACE);
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@@ -323,18 +323,6 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
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m_spDeferred1->Bind();
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DrawScene(objects, *m_spDeferred1);
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//WaterPass
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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t_m_spWater->Bind();
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DrawWater(waterParticles);
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// Pass #2: Lighting
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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@@ -344,7 +332,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
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glClearColor(0, 0, 0, 1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred2->Bind();
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DrawLightSpheres(lights);
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@@ -353,7 +341,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glClearColor(0, 0, 0, 1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred3->Bind();
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glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
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@@ -361,15 +349,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
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glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_tLighting);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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{
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// Forward-render semi-transparent objects on top of the current framebuffer
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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@@ -385,6 +370,19 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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m_spForward->Bind();
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DrawScene(objects, *m_spForward);
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//WaterPass
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater->Bind();
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DrawWater(objects);
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}
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void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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@@ -400,6 +398,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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if (modelJob) {
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glm::mat4 modelMatrix = modelJob->ModelMatrix;
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MVP = PV * modelMatrix;
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glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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@@ -442,6 +441,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
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@@ -496,7 +496,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
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}
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}
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void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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void dd::Renderer::DrawWater(RenderQueue &rq)
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{
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GLuint shaderProgramHandle = *t_m_spWater;
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@@ -504,7 +504,7 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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glm::mat4 viewMatrix = m_Camera->ViewMatrix();
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glm::mat4 PV = projectionMatrix * viewMatrix;
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glm::mat4 MVP;
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for ( auto &job : waterParticles ) {
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for ( auto &job : rq ) {
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (waterJob) {
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glm::mat4 modelMatrix = waterJob->ModelMatrix;
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@@ -524,18 +524,23 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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}
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}
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//blur1
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shaderProgramHandle = *t_m_spWater2;
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
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glClearColor(0, 0, 0, 1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater2->Bind();
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 2.0f);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Width);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 3.0f);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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@@ -545,16 +550,17 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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//blur2
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shaderProgramHandle = *t_m_spWater2;
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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t_m_spWater2->Bind();
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 2.0f);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 3.0f);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater);
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@@ -659,6 +665,6 @@ void dd::Renderer::DebugKeys()
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m_CurrentScreenBuffer = m_tLighting;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
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m_CurrentScreenBuffer = t_m_BWater2;
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m_CurrentScreenBuffer = t_m_BWater;
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}
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}
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Regular → Executable
+2
@@ -24,6 +24,7 @@ layout (binding = 2) uniform sampler2D SpecularMap;
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uniform mat4 V;
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uniform float MaterialShininess;
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uniform vec4 Color;
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in VertexData
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{
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@@ -49,6 +50,7 @@ void main()
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{
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// Diffuse Texture
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GDiffuse = texture(DiffuseTexture, Input.TextureCoord) * Input.DiffuseColor;
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GDiffuse = GDiffuse * Color;
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// G-buffer Position
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GPosition = vec4(Input.Position.xyz, 1.0);
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@@ -22,7 +22,6 @@ uniform vec3 La;
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D LightingTexture;
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layout (binding=2) uniform sampler2D WaterTexture;
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in VertexData
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{
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@@ -36,12 +35,11 @@ void main()
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{
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vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
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vec4 WaterTexel = texture(WaterTexture, Input.TextureCoord);
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
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//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
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frag_Diffuse = DiffuseTexel + LightingTexel + WaterTexel;
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frag_Diffuse = DiffuseTexel + LightingTexel;
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//frag_Diffuse = DiffuseTexel;
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//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
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}
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@@ -65,6 +65,6 @@ void main()
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float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
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avgColor = avgColor/3;
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if ( avgColor*dir.y > Threshhold ){
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frag_Diffuse = vec4(0.0, 0.6, 1.0, 1.0);
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frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
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}
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}
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