Port also other shaders to use #stk_include
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f679078e75
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@ -4,10 +4,10 @@ uniform sampler2D dtex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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void main(void)
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{
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@ -22,7 +22,7 @@ layout (std430) buffer BoundingBoxes
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CascadeBoundingBox BB[4];
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};
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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shared int xmin[4];
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shared int xmax[4];
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@ -2,8 +2,8 @@ uniform sampler2D tex;
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out vec4 FragColor;
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vec3 getCIEYxy(vec3 rgbColor);
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vec3 getRGBFromCIEXxy(vec3 YxyColor);
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#stk_include "utils/getCIEXYZ.frag"
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#stk_include "utils/getRGBfromCIEXxy.frag"
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void main()
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{
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@ -3,10 +3,10 @@ uniform sampler2D ntex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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void main(void)
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{
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@ -6,7 +6,7 @@ uniform vec3 col;
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -30,8 +30,8 @@ vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
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out vec4 Diffuse;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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vec3 resolution = vec3(32, 16, 32);
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@ -12,8 +12,7 @@ layout(location = 12) in vec4 GlowColor;
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flat out vec4 glowColor;
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -13,7 +13,7 @@ in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -32,8 +32,7 @@ flat out sampler2D handle;
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flat out sampler2D secondhandle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main()
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{
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@ -14,7 +14,7 @@ in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -12,7 +12,7 @@ in vec3 bitangent;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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#stk_include "utils/encode_normal.frag"
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void main()
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{
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@ -42,8 +42,7 @@ flat out sampler2D secondhandle;
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flat out sampler2D thirdhandle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -9,7 +9,7 @@ in vec3 nor;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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#stk_include "utils/encode_normal.frag"
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void main(void)
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{
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@ -11,7 +11,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -10,9 +10,8 @@ flat in sampler2D handle;
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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(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/getLightFactor.frag"
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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@ -11,7 +11,7 @@ in vec3 nor;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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#stk_include "utils/encode_normal.frag"
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void main() {
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#ifdef Use_Bindless_Texture
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@ -11,7 +11,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -21,8 +21,7 @@ flat out uvec2 handle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -36,8 +36,7 @@ flat out uvec2 hdle;
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#endif
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -33,8 +33,7 @@ flat out uvec2 hdle;
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#endif
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -42,7 +42,7 @@ out vec4 FragColor;
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// Number of samples used for blurring
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#define NB_SAMPLES 8
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -9,10 +9,10 @@ flat in float radius;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -9,7 +9,7 @@ flat in float radius;
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out vec4 Fog;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -4,11 +4,11 @@ uniform sampler2D dtex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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@ -12,11 +12,11 @@ in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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float getShadowFactor(vec3 pos, int index)
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{
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@ -11,11 +11,11 @@ in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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float getShadowFactor(vec3 pos, int index)
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{
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@ -2,7 +2,7 @@
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -6,6 +6,6 @@ vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float rou
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vec3 H = normalize(eyedir + lightdir);
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float NdotH = clamp(dot(normal, H), 0., 1.);
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float normalisationFactor = (exponentroughness + 2.) / 8.;
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vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5);
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vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5.);
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return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.));
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}
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@ -81,7 +81,6 @@ public:
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{
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loadProgram(PARTICLES_RENDERING,
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GL_VERTEX_SHADER, "flipparticle.vert",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "particle.frag");
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assignUniforms();
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assignSamplerNames(0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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BloomShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/getCIEXYZ.frag",
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GL_FRAGMENT_SHADER, "utils/getRGBfromCIEXxy.frag",
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GL_FRAGMENT_SHADER, "bloom.frag");
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assignUniforms();
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assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
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@ -440,10 +438,6 @@ public:
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IBLShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "utils/DiffuseIBL.frag",
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GL_FRAGMENT_SHADER, "utils/SpecularIBL.frag",
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GL_FRAGMENT_SHADER, "IBL.frag");
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assignUniforms();
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
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@ -459,10 +453,6 @@ public:
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DegradedIBLShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "utils/DiffuseIBL.frag",
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GL_FRAGMENT_SHADER, "utils/SpecularIBL.frag",
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GL_FRAGMENT_SHADER, "degraded_ibl.frag");
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assignUniforms();
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED);
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@ -497,8 +487,6 @@ public:
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GlobalIlluminationReconstructionShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "gi.frag");
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assignUniforms("rh_matrix", "inv_rh_matrix", "extents");
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@ -627,8 +615,6 @@ public:
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SSAOShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "ssao.frag");
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assignUniforms("radius", "k", "sigma");
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@ -656,7 +642,6 @@ public:
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MotionBlurShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "motion_blur.frag");
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assignUniforms("previous_viewproj", "center", "boost_amount",
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"mask_radius");
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@ -793,11 +778,6 @@ public:
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SunLightShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
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GL_FRAGMENT_SHADER, "sunlight.frag");
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
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@ -51,8 +51,7 @@ class InstancedColorizeShader : public Shader<InstancedColorizeShader>
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public:
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InstancedColorizeShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
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GL_VERTEX_SHADER, "glow_object.vert",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "glow_object.vert",
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GL_FRAGMENT_SHADER, "glow_object.frag");
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assignUniforms();
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} // InstancedColorizeShader
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@ -83,9 +83,7 @@ class InstancedObjectPass1Shader : public TextureShader<InstancedObjectPass1Shad
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public:
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InstancedObjectPass1Shader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
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GL_VERTEX_SHADER, "instanced_object_pass.vert",
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GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
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GL_FRAGMENT_SHADER, "instanced_object_pass1.frag");
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assignUniforms();
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@ -99,9 +97,7 @@ class InstancedObjectRefPass1Shader : public TextureShader<InstancedObjectRefPas
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public:
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InstancedObjectRefPass1Shader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
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GL_VERTEX_SHADER, "instanced_object_pass.vert",
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GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_objectref_pass1.frag");
|
||||
|
||||
assignUniforms();
|
||||
@ -135,9 +131,7 @@ class InstancedObjectPass2Shader : public TextureShader<InstancedObjectPass2Shad
|
||||
public:
|
||||
InstancedObjectPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_object_pass2.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
@ -154,9 +148,7 @@ class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPas
|
||||
public:
|
||||
InstancedObjectRefPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_objectref_pass2.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
@ -206,14 +198,12 @@ public:
|
||||
return;
|
||||
if (CVS->isAMDVertexShaderLayerUsable())
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
GL_FRAGMENT_SHADER, "shadow.frag");
|
||||
}
|
||||
else
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
GL_GEOMETRY_SHADER, "instanced_shadow.geom",
|
||||
GL_FRAGMENT_SHADER, "shadow.frag");
|
||||
}
|
||||
@ -265,8 +255,7 @@ class CInstancedRSMShader : public TextureShader<CInstancedRSMShader, 1, core::m
|
||||
public:
|
||||
CInstancedRSMShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_rsm.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_rsm.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_rsm.frag");
|
||||
|
||||
assignUniforms("RSMMatrix");
|
||||
@ -297,10 +286,8 @@ class InstancedSphereMapShader : public TextureShader<InstancedSphereMapShader,
|
||||
public:
|
||||
InstancedSphereMapShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
loadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "instanced_objectpass_spheremap.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
@ -369,9 +356,7 @@ class InstancedNormalMapShader : public TextureShader<InstancedNormalMapShader,
|
||||
public:
|
||||
InstancedNormalMapShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_normalmap.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "normalMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
@ -402,8 +387,7 @@ class InstancedObjectUnlitShader : public TextureShader<InstancedObjectUnlitShad
|
||||
public:
|
||||
InstancedObjectUnlitShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_object_unlit.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
@ -454,14 +438,12 @@ public:
|
||||
return;
|
||||
if (CVS->isAMDVertexShaderLayerUsable())
|
||||
{
|
||||
loadProgram(OBJECT,GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
loadProgram(OBJECT,GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
|
||||
}
|
||||
else
|
||||
{
|
||||
loadProgram(OBJECT,GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
loadProgram(OBJECT,GL_VERTEX_SHADER, "instanciedshadow.vert",
|
||||
GL_GEOMETRY_SHADER, "instanced_shadow.geom",
|
||||
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
|
||||
}
|
||||
@ -508,8 +490,7 @@ public:
|
||||
NormalVisualizer()
|
||||
{
|
||||
#if !defined(ANDROID) && !defined(USE_GLES2) //?????
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_GEOMETRY_SHADER, "normal_visualizer.geom",
|
||||
GL_FRAGMENT_SHADER, "coloredquad.frag");
|
||||
assignUniforms("color");
|
||||
@ -659,9 +640,7 @@ class InstancedGrassPass1Shader : public TextureShader<InstancedGrassPass1Shader
|
||||
public:
|
||||
InstancedGrassPass1Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_grass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_grass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_objectref_pass1.frag");
|
||||
assignUniforms("windDir");
|
||||
assignSamplerNames(0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
@ -710,14 +689,12 @@ public:
|
||||
return;
|
||||
if (CVS->isAMDVertexShaderLayerUsable())
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
|
||||
}
|
||||
else
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
|
||||
GL_GEOMETRY_SHADER, "instanced_shadow.geom",
|
||||
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
|
||||
}
|
||||
@ -754,9 +731,7 @@ class InstancedGrassPass2Shader : public TextureShader<InstancedGrassPass2Shader
|
||||
public:
|
||||
InstancedGrassPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_grass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_grass.vert",
|
||||
GL_FRAGMENT_SHADER, "instanced_grass_pass2.frag");
|
||||
assignUniforms("windDir", "SunDir");
|
||||
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
@ -793,9 +768,8 @@ class InstancedDetailedObjectPass2Shader : public TextureShader<InstancedDetaile
|
||||
public:
|
||||
InstancedDetailedObjectPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
loadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
GL_FRAGMENT_SHADER, "instanced_detailed_object_pass2.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
|
@ -66,10 +66,6 @@ public:
|
||||
PointLightShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "pointlight.frag");
|
||||
|
||||
assignUniforms();
|
||||
@ -125,7 +121,6 @@ public:
|
||||
PointLightScatterShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "pointlightscatter.frag");
|
||||
|
||||
assignUniforms("density", "fogcol");
|
||||
@ -175,11 +170,6 @@ public:
|
||||
ShadowedSunLightShaderPCF()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
|
||||
GL_FRAGMENT_SHADER, "sunlightshadow.frag");
|
||||
|
||||
// Use 8 to circumvent a catalyst bug when binding sampler
|
||||
@ -212,11 +202,6 @@ public:
|
||||
ShadowedSunLightShaderESM()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
|
||||
GL_FRAGMENT_SHADER, "sunlightshadowesm.frag");
|
||||
|
||||
// Use 8 to circumvent a catalyst bug when binding sampler
|
||||
@ -299,7 +284,6 @@ public:
|
||||
FogShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "fog.frag");
|
||||
assignUniforms("density", "col");
|
||||
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
|
||||
|
@ -48,8 +48,7 @@ public:
|
||||
LightspaceBoundingBoxShader()
|
||||
{
|
||||
#if !defined(ANDROID) && !defined(USE_GLES2)
|
||||
loadProgram(OBJECT, GL_COMPUTE_SHADER, "Lightspaceboundingbox.comp",
|
||||
GL_COMPUTE_SHADER, "utils/getPosFromUVDepth.frag");
|
||||
loadProgram(OBJECT, GL_COMPUTE_SHADER, "Lightspaceboundingbox.comp");
|
||||
assignSamplerNames(0, "depth", ST_NEAREST_FILTERED);
|
||||
assignUniforms("SunCamMatrix", "split0", "split1", "split2", "splitmax");
|
||||
GLuint block_idx =
|
||||
|
Loading…
x
Reference in New Issue
Block a user