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This commit is contained in:
@@ -0,0 +1,12 @@
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D text;
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uniform vec4 textColor;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = textColor * sampled;
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}
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@@ -0,0 +1,14 @@
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#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 TexCoords;
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uniform vec2 screenSize;
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void main()
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{
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vec2 ndc = (vertex.xy / screenSize) * 2.0 - 1.0;
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ndc.y = -ndc.y;
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gl_Position = vec4(ndc, 0.0, 1.0);
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TexCoords = vertex.zw;
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}
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@@ -0,0 +1,36 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform float rounding = 0.0f;
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uniform vec2 screenSize;
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uniform vec2 normalizedCenterPos;
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uniform vec2 normalizedCenterScale;
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uniform vec2 pixelScale;
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uniform vec2 pixelPos;
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uniform vec4 Color = {0.0f,0.0f,0.0f,1.0f};
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uniform vec4 BackgroundColor = {0.0f,0.0f,0.0f,1.0f};
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void main()
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{
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FragColor = Color;
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float rounding = clamp(rounding,0.0f,1.0f);
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if (rounding != 0.0f) {
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float roundingfactor = min(pixelScale.x,pixelScale.y)/2 * rounding;
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vec2 r1 = pixelScale/2 - vec2(roundingfactor);
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vec2 fragPosTopLeft = vec2(gl_FragCoord.x, screenSize.y - gl_FragCoord.y);
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vec2 absrelcoord = abs(fragPosTopLeft - pixelScale/2 - pixelPos);
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if (!(absrelcoord.x < r1.x || absrelcoord.y < r1.y)) {
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if (pow(absrelcoord.y-r1.y,2) > pow(roundingfactor,2) - pow((absrelcoord.x-r1.x),2)) {
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discard;
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}
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}
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}
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}
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@@ -0,0 +1,24 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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uniform vec2 screenSize;
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uniform vec2 pixelPos;
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uniform vec2 pixelScale;
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uniform float z;
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uniform float rotation;
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void main()
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{
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vec2 unitPos = aPos * 0.5 + 0.5;
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vec2 pixelPosTopLeft = pixelPos + unitPos * pixelScale;
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vec2 ndc = (pixelPosTopLeft / screenSize) * 2.0 - 1.0;
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ndc.y = -ndc.y;
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gl_Position = vec4(ndc, 0.0f, 1.0f);
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TexCoords = aTexCoords;
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 hitboxColor;
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void main()
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{
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FragColor = vec4(hitboxColor, 1.0);
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}
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@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 modl;
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uniform mat4 view;
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uniform mat4 proj;
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void main()
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{
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gl_Position = proj * view * modl * vec4(aPos, 1.0);
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}
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@@ -0,0 +1,38 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform float rounding = 0.0f;
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uniform vec2 screenSize;
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uniform vec2 normalizedCenterPos;
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uniform vec2 normalizedCenterScale;
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uniform vec2 pixelScale;
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uniform vec2 pixelPos;
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uniform vec4 Color = {0.0f,0.0f,0.0f,1.0f};
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uniform vec4 BackgroundColor = {0.0f,0.0f,0.0f,1.0f};
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uniform sampler2D tex;
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void main()
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{
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FragColor = Color * texture(tex,TexCoords);
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float rounding = clamp(rounding,0.0f,1.0f);
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if (rounding != 0.0f) {
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float roundingfactor = min(pixelScale.x,pixelScale.y)/2 * rounding;
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vec2 r1 = pixelScale/2 - vec2(roundingfactor);
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vec2 fragPosTopLeft = vec2(gl_FragCoord.x, screenSize.y - gl_FragCoord.y);
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vec2 absrelcoord = abs(fragPosTopLeft - pixelScale/2 - pixelPos);
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if (!(absrelcoord.x < r1.x || absrelcoord.y < r1.y)) {
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if (pow(absrelcoord.y-r1.y,2) > pow(roundingfactor,2) - pow((absrelcoord.x-r1.x),2)) {
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discard;
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}
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}
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}
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}
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@@ -0,0 +1,24 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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uniform vec2 screenSize;
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uniform vec2 pixelPos;
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uniform vec2 pixelScale;
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uniform float z;
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uniform float rotation;
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void main()
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{
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vec2 unitPos = aPos * 0.5 + 0.5;
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vec2 pixelPosTopLeft = pixelPos + unitPos * pixelScale;
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vec2 ndc = (pixelPosTopLeft / screenSize) * 2.0 - 1.0;
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ndc.y = -ndc.y;
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gl_Position = vec4(ndc, 0.0f, 1.0f);
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TexCoords = aTexCoords;
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}
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@@ -0,0 +1,18 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 normal;
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in vec2 texCoord;
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in vec3 FragPos;
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uniform sampler2D tex;
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uniform vec4 color;
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void main()
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{
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vec4 base = texture(tex,texCoord) * color;
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if (base.w == 0.0f) {
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discard;
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}
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FragColor = base;
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}
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@@ -0,0 +1,22 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTex;
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layout(location = 3) in mat4 modl;
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out vec3 normal;
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out vec2 texCoord;
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out vec3 FragPos;
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uniform mat4 view;
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uniform mat4 proj;
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void main()
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{
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FragPos = vec3(modl * vec4(aPos, 1.0));
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normal = aNormal;
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texCoord = aTex;
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gl_Position = proj* view * modl * vec4(aPos,1.0f);
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}
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@@ -0,0 +1,41 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform float brightness = 0.0f;
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uniform float colorContrast = 0.0f;
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uniform float saturation = 1.0f;
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uniform float exposure = 1.0f;
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vec3 ACESFilm(vec3 x)
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{
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
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}
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void main()
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{
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vec3 originalcolor = texture(screenTexture, TexCoords).rgb;
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vec3 finalcolor = ACESFilm(originalcolor * exposure);
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const float gamma = 2.2;
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finalcolor = pow(finalcolor, vec3(1.0 / gamma));
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vec3 contrast = vec3(1.0f) - finalcolor;
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finalcolor = mix(finalcolor,vec3(1.0f) - finalcolor,colorContrast);
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float average = (finalcolor[0]+finalcolor[1]+finalcolor[2])/3.0f;
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for (int i = 0; i < 3; i++) {
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finalcolor[i] = average + saturation * (finalcolor[i] - average);
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}
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FragColor = vec4(finalcolor,1.0f);
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}
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@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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TexCoords = aTexCoords;
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}
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@@ -0,0 +1,140 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 normal;
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in vec2 texCoord;
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in vec3 FragPos;
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in vec4 fragposlightspace;
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struct DirLight {
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vec3 direction;
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vec3 color;
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float intensity;
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};
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uniform DirLight dirLight;
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uniform vec3 viewPos;
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uniform sampler2DShadow shadowMap;
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uniform sampler2D tex;
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uniform samplerCube environmentMap;
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uniform vec4 colorOverride = vec4(0.0);
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uniform int useTexture = 0;
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uniform float metallic = 0.0;
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uniform float roughness = 0.7;
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uniform float ao = 1.0;
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uniform float envIntensity = 0.8;
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const float PI = 3.14159265359;
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float DistributionGGX(vec3 N, vec3 H, float rough)
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{
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float a = rough * rough;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float denom = NdotH2 * (a2 - 1.0) + 1.0;
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return a2 / max(PI * denom * denom, 1e-5);
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}
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float GeometrySchlickGGX(float NdotV, float rough)
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{
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float r = rough + 1.0;
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float k = (r * r) / 8.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float rough)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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return GeometrySchlickGGX(NdotV, rough) * GeometrySchlickGGX(NdotL, rough);
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}
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vec3 FresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float rough)
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{
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vec3 f = max(vec3(1.0 - rough), F0);
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return F0 + (f - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 EnvironmentBRDF(vec3 F0, float rough, float NdotV)
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{
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = rough * c0 + c1;
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float a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;
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vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
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return F0 * AB.x + AB.y;
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}
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
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{
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords = projCoords * 0.5 + 0.5;
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if (projCoords.z > 1.0 || any(lessThan(projCoords, vec3(0.0))) ||
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any(greaterThan(projCoords, vec3(1.0))))
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return 1.0;
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float bias = max(0.004 * (1.0 - dot(N, L)), 0.001);
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vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
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float shadow = 0.0;
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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vec2 offset = vec2(x, y) * texelSize;
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shadow += texture(shadowMap, vec3(projCoords.xy + offset, projCoords.z - bias));
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}
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}
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return shadow / 9.0;
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}
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void main()
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{
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vec4 albedoSample = vec4(0.8, 0.8, 0.8, 1.0);
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if (useTexture != 0) {
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albedoSample = texture(tex, texCoord);
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if (albedoSample.a < 0.1)
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discard;
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albedoSample.rgb = pow(albedoSample.rgb, vec3(2.2));
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}
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albedoSample.rgb = mix(albedoSample.rgb, colorOverride.rgb, colorOverride.w);
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vec3 albedo = albedoSample.rgb;
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float metal = clamp(metallic, 0.0, 1.0);
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float rough = clamp(roughness, 0.04, 1.0);
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vec3 N = normalize(normal);
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vec3 V = normalize(viewPos - FragPos);
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vec3 L = normalize(-dirLight.direction);
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vec3 H = normalize(V + L);
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float NdotV = max(dot(N, V), 1e-4);
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float NdotL = max(dot(N, L), 0.0);
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vec3 F0 = mix(vec3(0.04), albedo, metal);
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vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(N, H, rough);
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float G = GeometrySmith(N, V, L, rough);
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vec3 specular = (NDF * G * F) / max(4.0 * NdotV * NdotL, 1e-4);
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vec3 kD = (vec3(1.0) - F) * (1.0 - metal);
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vec3 radiance = dirLight.color * dirLight.intensity;
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float shadow = ShadowCalculation(fragposlightspace, N, L);
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vec3 direct = (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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vec3 ambientF = FresnelSchlickRoughness(NdotV, F0, rough);
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vec3 ambientKD = (vec3(1.0) - ambientF) * (1.0 - metal);
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vec3 irradiance = pow(textureLod(environmentMap, N, 7.0).rgb, vec3(2.2)) * envIntensity;
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vec3 R = reflect(-V, N);
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vec3 prefiltered = pow(textureLod(environmentMap, R, rough * 7.0).rgb, vec3(2.2)) * envIntensity;
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vec3 specularIBL = prefiltered * EnvironmentBRDF(F0, rough, NdotV);
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vec3 ambient = (ambientKD * irradiance * albedo + specularIBL) * ao;
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FragColor = vec4(direct + ambient, albedoSample.a);
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}
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@@ -0,0 +1,23 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTex;
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||||
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out vec3 normal;
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out vec2 texCoord;
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out vec3 FragPos;
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out vec4 fragposlightspace;
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uniform mat4 modl;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 lightSpaceMatrix;
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void main()
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{
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FragPos = vec3(modl * vec4(aPos, 1.0));
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normal = transpose(inverse(mat3(modl))) * aNormal;
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texCoord = aTex;
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fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
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gl_Position = proj* view * modl * vec4(aPos,1.0f);
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}
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@@ -0,0 +1,61 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D gPosition;
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||||
uniform sampler2D gNormal;
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uniform sampler2D gAlbedo;
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||||
uniform sampler2D gLightSpacePos;
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||||
uniform sampler2DShadow shadowMap;
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||||
|
||||
struct DirLight {
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vec3 direction;
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||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
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};
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uniform DirLight dirLight;
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uniform vec3 viewPos;
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||||
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||||
float ShadowCalculation(vec4 fragPosLightSpace)
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||||
{
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
if (projCoords.z > 1.0) return 0.0;
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return texture(shadowMap, vec3(projCoords.xy, projCoords.z));
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}
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||||
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||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec4 fragPosLS, vec3 albedo)
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||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
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||||
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
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||||
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
#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);
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D gPosition;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D gAlbedo;
|
||||
uniform sampler2D gLightSpacePos;
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D depthTex;
|
||||
|
||||
uniform int debugMode; // 0 = final, 1 = position, 2 = normal, 3 = albedo, 4 = lightspace, 5 = depth
|
||||
|
||||
void main()
|
||||
{
|
||||
if (debugMode == 1) {
|
||||
vec3 v = texture(gPosition, TexCoord).rgb;
|
||||
FragColor = vec4(v * 0.01 + 0.5, 1.0);
|
||||
return;
|
||||
}
|
||||
if (debugMode == 2) {
|
||||
vec3 n = normalize(texture(gNormal, TexCoord).rgb);
|
||||
FragColor = vec4(n * 0.5 + 0.5, 1.0);
|
||||
return;
|
||||
}
|
||||
if (debugMode == 3) {
|
||||
FragColor = texture(gAlbedo, TexCoord);
|
||||
return;
|
||||
}
|
||||
if (debugMode == 4) {
|
||||
FragColor = texture(gLightSpacePos, TexCoord);
|
||||
return;
|
||||
}
|
||||
if (debugMode == 5) {
|
||||
float d = texture(depthTex, TexCoord).r;
|
||||
FragColor = vec4(vec3(d), 1.0);
|
||||
return;
|
||||
}
|
||||
FragColor = vec4(0.0);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
#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);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#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);
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
|
||||
void main()
|
||||
{
|
||||
//gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
#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);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#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;
|
||||
}
|
||||
Reference in New Issue
Block a user