Add instanced spheremap shader
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33
data/shaders/instanced_objectpass_spheremap.frag
Normal file
33
data/shaders/instanced_objectpass_spheremap.frag
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@ -0,0 +1,33 @@
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// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D tex;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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#endif
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in vec3 nor;
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 getLightFactor(float specMapValue);
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz;
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vec3 r = reflect(u, nor);
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float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
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r.y = - r.y;
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#ifdef GL_ARB_bindless_texture
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vec4 detail0 = texture(handle, r.xy / m + .5);
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detail0.xyz = pow(detail0.xyz, vec3(2.2));
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#else
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vec4 detail0 = texture(tex, r.xy / m + .5);
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#endif
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(detail0.xyz * LightFactor, 1.);
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}
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@ -987,11 +987,27 @@ namespace MeshShader
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SphereMapShader::SphereMapShader()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectpass_spheremap.frag").c_str());
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AssignUniforms("ModelMatrix", "InverseModelMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "tex");
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}
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InstancedSphereMapShader::InstancedSphereMapShader()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/in.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
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AssignUniforms("ModelMatrix", "InverseModelMatrix");
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AssignUniforms();
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@ -554,6 +554,12 @@ public:
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SphereMapShader();
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};
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class InstancedSphereMapShader : public ShaderHelperSingleton<InstancedSphereMapShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedSphereMapShader();
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};
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class SplattingShader : public ShaderHelperSingleton<SplattingShader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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