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Restructured deferred lighting/rendering
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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
Normal file
@@ -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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