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https://github.com/cyberarm/i-mic-fps.git
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Restructured deferred lighting/rendering
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@@ -1,108 +0,0 @@
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# version 330 core
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@include "light_struct"
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layout(location = 0) out vec3 fragPosition;
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layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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in vec3 outPosition;
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in vec3 outColor;
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in vec3 outNormal;
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in vec3 outUV;
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in float outTextureID;
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in Light outLights[MAX_LIGHTS];
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flat in int outTotalLights;
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in vec3 outFragPos;
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in vec3 outCameraPos;
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flat in int outHasTexture;
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flat in int outDisableLighting;
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uniform sampler2D diffuse_texture;
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// optimizing compilers are annoying at this stage of my understanding of GLSL
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vec4 lokiVar;
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// https://learnopengl.com/Lighting/Multiple-lights
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vec3 calculatePointLight(Light light) {
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vec3 viewDir = normalize(outCameraPos - outFragPos);
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vec3 lightDir = normalize(light.position - outFragPos);
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float diff = max(dot(vec3(outNormal), lightDir), 0.0);
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vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
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float distance = length(light.position - outFragPos);
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float attenuation = 1.0 / (1.0 + 0.09 * distance +
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0.032 * (distance * distance));
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vec3 ambient = light.ambient * outColor;
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vec3 diffuse = light.diffuse * outColor;
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vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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// https://learnopengl.com/Lighting/Basic-Lighting
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vec3 calculateBasicLight(Light light) {
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vec3 lightDir = normalize(light.position - outFragPos);
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float ambientStrength = 0.25;
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vec3 ambient = ambientStrength * light.ambient;
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float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
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vec3 diffuse = diff * light.diffuse;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(outCameraPos - outFragPos);
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vec3 reflectDir = reflect(-lightDir, outNormal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.specular;
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return vec3(ambient + diffuse + specular);
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}
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vec3 calculateLighting() {
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vec3 result = vec3(0.0, 0.0, 0.0);
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for (int i = 0; i < min(outTotalLights, MAX_LIGHTS); i++) {
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if (int(outLights[i].type) == 0) {
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result += calculateBasicLight(outLights[i]);
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} else if (int(outLights[i].type) == 1) {
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result += calculateBasicLight(outLights[i]);
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}
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}
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return result;
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}
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void main() {
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lokiVar = vec4(outColor, 1.0) + vec4(outNormal, 1.0) + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
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lokiVar = normalize(lokiVar);
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vec3 result;
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if (outHasTexture == 0) {
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if (outDisableLighting == 1.0) {
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result = outColor + 0.25;
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} else {
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result = calculateLighting() * outColor;
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}
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} else {
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if (outDisableLighting == 1.0) {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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} else {
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result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
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}
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}
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fragPosition = outPosition;
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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}
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35
shaders/fragment/deferred_lighting.glsl
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35
shaders/fragment/deferred_lighting.glsl
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@@ -0,0 +1,35 @@
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#version 330 core
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out vec4 FragColor;
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@include "light_struct"
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const int DIRECTIONAL = 0;
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const int POINT = 1;
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const int SPOT = 2;
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in vec2 outTexCoords;
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flat in Light outLight;
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uniform sampler2D diffuse, position, texcoord, normal, depth;
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vec4 directionalLight(Light light) {
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return vec4(0,0,0,0);
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}
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vec4 calculateLighting(Light light) {
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vec4 result = vec4(0,0,0,0);
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switch(light.type) {
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case DIRECTIONAL: {
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result = directionalLight(light);
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}
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default: {
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result = vec4(1,1,1,1);
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}
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}
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return result;
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}
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void main() {
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FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight);
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}
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26
shaders/fragment/g_buffer.glsl
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26
shaders/fragment/g_buffer.glsl
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@@ -0,0 +1,26 @@
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# version 330 core
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layout(location = 0) out vec3 fragPosition;
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layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
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flat in int outHasTexture;
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uniform sampler2D diffuse_texture;
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void main() {
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vec3 result;
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if (outHasTexture == 0) {
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result = outColor;
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} else {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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}
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fragPosition = outPosition;
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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}
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@@ -1,10 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 outTexCoords;
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uniform sampler2D screenTexture;
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void main() {
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FragColor = texture(screenTexture, outTexCoords);
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}
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@@ -1,15 +1,11 @@
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const int MAX_LIGHTS = 2;
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struct Light {
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float end;
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float type;
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int type;
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vec3 direction;
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vec3 position;
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vec3 diffuse;
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vec3 ambient;
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vec3 specular;
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vec3 direction;
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float intensity;
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};
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@@ -1,50 +0,0 @@
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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 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 = 4) in float inTextureID;
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out vec3 outPosition;
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out vec3 outColor;
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out vec3 outNormal;
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out vec3 outUV;
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out float outTextureID;
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out Light outLights[MAX_LIGHTS];
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flat out int outTotalLights;
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out vec3 outFragPos;
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out vec3 outViewPos;
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out vec3 outCameraPos;
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flat out int outHasTexture;
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flat out int outDisableLighting;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform int hasTexture;
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uniform int totalLights;
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uniform Light lights[MAX_LIGHTS];
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uniform vec3 cameraPos;
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uniform int disableLighting;
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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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outTextureID = inTextureID;
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outHasTexture = hasTexture;
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outLights = lights;
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outTotalLights = totalLights;
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outCameraPos = cameraPos;
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outDisableLighting = disableLighting;
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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}
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@@ -1,10 +1,17 @@
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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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uniform sampler2D diffuse, position, texcoord, normal, depth;
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uniform Light light;
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out vec2 outTexCoords;
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flat out Light outLight;
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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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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outTexCoords = inTexCoords;
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}
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outLight = light;
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}
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28
shaders/vertex/g_buffer.glsl
Normal file
28
shaders/vertex/g_buffer.glsl
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@@ -0,0 +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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uniform mat4 projection, view, model;
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uniform int hasTexture;
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uniform vec3 cameraPos;
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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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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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outFragPos = vec3(model * vec4(inPosition, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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}
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