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https://github.com/cyberarm/cyberarm_engine.git
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Added support for rendering multiple lights, standardized shaders to use snake case for variables and camel case for functions, stubbed PBR material shader include.
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@@ -1,28 +1,28 @@
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# version 330 core
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 3) in vec3 inUV;
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec3 in_color;
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layout(location = 2) in vec3 in_normal;
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layout(location = 3) in vec3 in_uv;
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uniform mat4 projection, view, model;
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uniform int hasTexture;
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uniform vec3 cameraPos;
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uniform int has_texture;
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uniform vec3 camera_pos;
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out vec3 outPosition, outColor, outNormal, outUV;
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out vec3 outFragPos, outViewPos, outCameraPos;
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flat out int outHasTexture;
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out vec3 out_position, out_color, out_normal, out_uv;
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out vec3 out_frag_pos, out_view_pos, out_camera_pos;
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flat out int out_has_texture;
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void main() {
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// projection * view * model * position
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outPosition = inPosition;
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outColor = inColor;
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outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
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outUV = inUV;
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outHasTexture = hasTexture;
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outCameraPos = cameraPos;
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out_position = in_position;
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out_color = in_color;
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out_normal= normalize(transpose(inverse(mat3(model))) * in_normal);
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out_uv = in_uv;
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out_has_texture = has_texture;
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out_camera_pos = camera_pos;
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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out_frag_pos = vec3(model * vec4(in_position, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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gl_Position = projection * view * model * vec4(in_position, 1.0);
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}
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@@ -1,17 +1,24 @@
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#version 330 core
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@include "light_struct"
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec2 inTexCoords;
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layout (location = 0) in vec3 in_position;
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layout (location = 1) in vec2 in_tex_coords;
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uniform sampler2D diffuse, position, texcoord, normal, depth;
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uniform Light light[1];
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uniform int light_count;
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uniform Light lights[7];
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out vec2 outTexCoords;
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flat out Light outLight[1];
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out vec2 out_tex_coords;
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flat out int out_light_count;
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flat out Light out_lights[7];
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void main() {
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outTexCoords = inTexCoords;
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outLight = light;
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}
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gl_Position = vec4(in_position.x, in_position.y, in_position.z, 1.0);
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out_tex_coords = in_tex_coords;
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out_light_count = light_count;
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for(int i = 0; i < light_count; i++)
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{
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out_lights[i] = lights[i];
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}
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}
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