Restructured deferred lighting/rendering

This commit is contained in:
2020-05-12 15:19:05 -05:00
parent 7c81dd93e3
commit dae950c72a
14 changed files with 152 additions and 225 deletions

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@@ -1,50 +0,0 @@
# version 330 core
@include "light_struct"
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
layout(location = 4) in float inTextureID;
out vec3 outPosition;
out vec3 outColor;
out vec3 outNormal;
out vec3 outUV;
out float outTextureID;
out Light outLights[MAX_LIGHTS];
flat out int outTotalLights;
out vec3 outFragPos;
out vec3 outViewPos;
out vec3 outCameraPos;
flat out int outHasTexture;
flat out int outDisableLighting;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform int hasTexture;
uniform int totalLights;
uniform Light lights[MAX_LIGHTS];
uniform vec3 cameraPos;
uniform int disableLighting;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
outLights = lights;
outTotalLights = totalLights;
outCameraPos = cameraPos;
outDisableLighting = disableLighting;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}

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@@ -1,10 +1,17 @@
#version 330 core
@include "light_struct"
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inTexCoords;
uniform sampler2D diffuse, position, texcoord, normal, depth;
uniform Light light;
out vec2 outTexCoords;
flat out Light outLight;
void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
outTexCoords = inTexCoords;
}
outLight = light;
}

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@@ -0,0 +1,28 @@
# version 330 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
uniform mat4 projection, view, model;
uniform int hasTexture;
uniform vec3 cameraPos;
out vec3 outPosition, outColor, outNormal, outUV;
out vec3 outFragPos, outViewPos, outCameraPos;
flat out int outHasTexture;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outHasTexture = hasTexture;
outCameraPos = cameraPos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}