im nauseous

This commit is contained in:
2026-07-11 16:44:48 -04:00
parent 0117bcfc3a
commit c651c6f10b
57 changed files with 23922 additions and 0 deletions
+12
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#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec4 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = textColor * sampled;
}
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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform vec2 screenSize;
void main()
{
vec2 ndc = (vertex.xy / screenSize) * 2.0 - 1.0;
ndc.y = -ndc.y;
gl_Position = vec4(ndc, 0.0, 1.0);
TexCoords = vertex.zw;
}
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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform float rounding = 0.0f;
uniform vec2 screenSize;
uniform vec2 normalizedCenterPos;
uniform vec2 normalizedCenterScale;
uniform vec2 pixelScale;
uniform vec2 pixelPos;
uniform vec4 Color = {0.0f,0.0f,0.0f,1.0f};
uniform vec4 BackgroundColor = {0.0f,0.0f,0.0f,1.0f};
void main()
{
FragColor = Color;
float rounding = clamp(rounding,0.0f,1.0f);
if (rounding != 0.0f) {
float roundingfactor = min(pixelScale.x,pixelScale.y)/2 * rounding;
vec2 r1 = pixelScale/2 - vec2(roundingfactor);
vec2 absrelcoord = abs(gl_FragCoord.xy - pixelScale/2 - pixelPos);
if (!(absrelcoord.x < r1.x || absrelcoord.y < r1.y)) {
if (pow(absrelcoord.y-r1.y,2) > pow(roundingfactor,2) - pow((absrelcoord.x-r1.x),2)) {
discard;
}
}
}
}
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#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
uniform vec2 normalizedCenterPos;
uniform vec2 normalizedCenterScale;
uniform float z;
uniform float rotation;
void main()
{
gl_Position = vec4(normalizedCenterPos + aPos * normalizedCenterScale,0.0f,1.0f);
TexCoords = aTexCoords;
}
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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform float rounding = 0.0f;
uniform vec2 screenSize;
uniform vec2 normalizedCenterPos;
uniform vec2 normalizedCenterScale;
uniform vec2 pixelScale;
uniform vec2 pixelPos;
uniform vec4 Color = {0.0f,0.0f,0.0f,1.0f};
uniform vec4 BackgroundColor = {0.0f,0.0f,0.0f,1.0f};
uniform sampler2D tex;
void main()
{
FragColor = Color * texture(tex,TexCoords);
float rounding = clamp(rounding,0.0f,1.0f);
if (rounding != 0.0f) {
float roundingfactor = min(pixelScale.x,pixelScale.y)/2 * rounding;
vec2 r1 = pixelScale/2 - vec2(roundingfactor);
vec2 absrelcoord = abs(gl_FragCoord.xy - pixelScale/2 - pixelPos);
if (!(absrelcoord.x < r1.x || absrelcoord.y < r1.y)) {
if (pow(absrelcoord.y-r1.y,2) > pow(roundingfactor,2) - pow((absrelcoord.x-r1.x),2)) {
discard;
}
}
}
}
+18
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#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
uniform vec2 normalizedCenterPos;
uniform vec2 normalizedCenterScale;
uniform float z;
uniform float rotation;
void main()
{
gl_Position = vec4(normalizedCenterPos + aPos * normalizedCenterScale,0.0f,1.0f);
TexCoords = aTexCoords;
}
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#version 330 core
out vec4 FragColor;
in vec3 normal;
in vec2 texCoord;
in vec3 FragPos;
uniform sampler2D tex;
uniform vec4 color;
void main()
{
vec4 base = texture(tex,texCoord) * color;
if (base.w == 0.0f) {
discard;
}
FragColor = base;
}
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTex;
layout(location = 3) in mat4 modl;
out vec3 normal;
out vec2 texCoord;
out vec3 FragPos;
uniform mat4 view;
uniform mat4 proj;
void main()
{
FragPos = vec3(modl * vec4(aPos, 1.0));
normal = aNormal;
texCoord = aTex;
gl_Position = proj* view * modl * vec4(aPos,1.0f);
}
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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
uniform float brightness = 0.0f;
uniform float colorContrast = 0.0f;
uniform float saturation = 1.0f;
void main()
{
vec3 originalcolor = texture(screenTexture, TexCoords).rgb;
vec3 finalcolor = originalcolor;
const float gamma = 2.2;
finalcolor = pow(finalcolor, vec3(1.0 / gamma));
vec3 contrast = vec3(1.0f) - finalcolor;
finalcolor = mix(finalcolor,vec3(1.0f) - finalcolor,colorContrast);
float average = (finalcolor[0]+finalcolor[1]+finalcolor[2])/3.0f;
for (int i = 0; i < 3; i++) {
finalcolor[i] = average + saturation * (finalcolor[i] - average);
}
FragColor = vec4(finalcolor,1.0f);
}
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#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
TexCoords = aTexCoords;
}
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#version 330 core
out vec4 FragColor;
in vec3 normal;
in vec2 texCoord;
in vec3 FragPos;
in vec4 fragposlightspace;
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;
uniform vec3 viewPos;
uniform sampler2DShadow shadowMap;
uniform sampler2D tex;
float ShadowCalculation(vec4 fragposlightspace)
{
// perform perspective divide
vec3 projCoords = fragposlightspace.xyz / fragposlightspace.w;
projCoords = projCoords * 0.5 + 0.5;
if(projCoords.z > 1.0)
return 0.0;
float currentDepth = projCoords.z;
float bias = 0.01;
float shadow = 0.0;
return texture(shadowMap, vec3(projCoords.xy,projCoords.z));
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0f);
// combine results
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
vec3 specular = light.specular * spec;
return ambient + (diffuse + specular) * (ShadowCalculation(fragposlightspace));
}
void main()
{
float gamma = 2.2;
vec4 lightless = texture(tex, texCoord);
lightless = texture(tex, texCoord);
if (lightless.a < 0.1) {
discard;
}
vec3 norm = normalize(normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec4 pregamma = (lightless) * vec4(CalcDirLight(dirLight,norm,viewDir),1.0f) * vec4(vec3(1.0f-1.0f/gl_FragCoord[3]/ 200.0f), 1.0f);
FragColor = pregamma;
//FragColor = vec4(1.0f,1.0f,1.0f,1.0f);
}
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTex;
out vec3 normal;
out vec2 texCoord;
out vec3 FragPos;
out vec4 fragposlightspace;
uniform mat4 modl;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 lightSpaceMatrix;
void main()
{
FragPos = vec3(modl * vec4(aPos, 1.0));
normal = transpose(inverse(mat3(modl))) * aNormal;
texCoord = aTex;
fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
gl_Position = proj* view * modl * vec4(aPos,1.0f);
}
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#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedo;
uniform sampler2D gLightSpacePos;
uniform sampler2DShadow shadowMap;
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;
uniform vec3 viewPos;
float ShadowCalculation(vec4 fragPosLightSpace)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.z > 1.0) return 0.0;
return texture(shadowMap, vec3(projCoords.xy, projCoords.z));
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec4 fragPosLS, vec3 albedo)
{
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
vec3 ambient = light.ambient * albedo;
vec3 diffuse = light.diffuse * diff * albedo;
vec3 specular = light.specular * spec;
float shadow = ShadowCalculation(fragPosLS);
return ambient + (diffuse + specular) * shadow;
}
void main()
{
vec3 fragPos = texture(gPosition, TexCoord).rgb;
vec3 normal = normalize(texture(gNormal, TexCoord).rgb);
vec4 albedaSample = texture(gAlbedo, TexCoord);
vec4 fragPosLS = texture(gLightSpacePos, TexCoord);
// Sky (no geometry written) — output clear color
if (length(normal) < 0.1) {
FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
vec3 viewDir = normalize(viewPos - fragPos);
vec3 lit = CalcDirLight(dirLight, normal, viewDir, fragPosLS, albedaSample.rgb);
FragColor = vec4(lit, albedaSample.a);
}
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#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main()
{
TexCoord = aTexCoord;
gl_Position = vec4(aPos, 0.0, 1.0);
}
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#version 330 core
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedo;
layout (location = 3) out vec4 gLightSpacePos;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform sampler2D tex;
void main()
{
vec4 albedo = texture(tex, TexCoord);
if (albedo.a < 0.1) discard;
gPosition = FragPos;
gNormal = normalize(Normal);
gAlbedo = albedo;
gLightSpacePos = FragPosLightSpace;
}
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec4 FragPosLightSpace;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
void main()
{
vec4 worldPos = modl * vec4(aPos, 1.0);
FragPos = worldPos.xyz;
Normal = normalize(mat3(transpose(inverse(modl))) * aNormal);
TexCoord = aTexCoord;
FragPosLightSpace = lightSpaceMatrix * worldPos;
gl_Position = proj * view * worldPos;
}
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in ivec4 boneIds;
layout (location = 4) in vec4 weights;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec4 FragPosLightSpace;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
uniform mat4 finalBonesMatrices[100];
void main()
{
mat4 boneTransform = finalBonesMatrices[boneIds[0]] * weights[0];
boneTransform += finalBonesMatrices[boneIds[1]] * weights[1];
boneTransform += finalBonesMatrices[boneIds[2]] * weights[2];
boneTransform += finalBonesMatrices[boneIds[3]] * weights[3];
vec4 localPos = boneTransform * vec4(aPos, 1.0);
vec4 worldPos = modl * localPos;
FragPos = worldPos.xyz;
Normal = normalize(mat3(transpose(inverse(modl * boneTransform))) * aNormal);
TexCoord = aTexCoord;
FragPosLightSpace = lightSpaceMatrix * worldPos;
gl_Position = proj * view * worldPos;
}
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#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 lightSpaceMatrix;
uniform mat4 modl;
void main()
{
gl_Position = lightSpaceMatrix * modl * vec4(aPos, 1.0);
}
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#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 norm;
layout(location = 2) in vec2 tex;
layout(location = 3) in ivec4 boneIds;
layout(location = 4) in vec4 weights;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES];
out vec3 normal;
out vec2 texCoord;
out vec3 FragPos;
out vec4 fragposlightspace;
void main()
{
vec4 totalPosition = vec4(0.0);
vec3 totalNormal = vec3(0.0);
int bonescontributed = 0;
for(int i = 0; i < MAX_BONE_INFLUENCE; i++)
{
if(boneIds[i] == -1) continue;
if(boneIds[i] >= MAX_BONES)
{
totalPosition = vec4(pos, 1.0);
totalNormal = norm;
break;
}
bonescontributed ++;
totalPosition += (finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0))* weights[i];
totalNormal += mat3(finalBonesMatrices[boneIds[i]]) * norm * weights[i];
}
FragPos = vec3(modl * totalPosition);
fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
gl_Position = proj * view * modl * totalPosition;
normal = normalize(mat3(transpose(inverse(modl))) * totalNormal);
texCoord = tex;
}
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#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 3) in ivec4 boneIds;
layout(location = 4) in vec4 weights;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES];
void main()
{
vec4 totalPosition = vec4(0.0);
for (int i = 0; i < MAX_BONE_INFLUENCE; i++)
{
if (boneIds[i] == -1) continue;
if (boneIds[i] >= MAX_BONES)
{
totalPosition = vec4(pos, 1.0);
break;
}
totalPosition += finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0) * weights[i];
}
gl_Position = lightSpaceMatrix * modl * totalPosition;
}
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#version 330 core
void main()
{
//gl_FragDepth = gl_FragCoord.z;
}
+12
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#version 330 core
out vec4 FragColor;
in vec3 TexCoords;
uniform samplerCube skybox;
void main()
{
float gamma = 2.2;
FragColor = vec4(pow(texture(skybox, TexCoords).rgb, vec3(gamma)),1.0f);
}
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#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 TexCoords;
uniform mat4 proj;
uniform mat4 view;
void main()
{
TexCoords = aPos;
vec4 pos = proj * view * vec4(aPos, 1.0);
//gl_Position = pos.xyww
gl_Position = pos;
}