2019-01-11 20:14:37 +00:00
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#version 330 core
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2020-05-15 12:22:17 +00:00
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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2019-05-12 09:10:13 +00:00
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#include <globals.glsl>
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2019-01-11 20:14:37 +00:00
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in vec3 v_pos;
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layout (std140)
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uniform u_locals {
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2019-01-11 23:18:34 +00:00
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vec4 nul;
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2019-01-11 20:14:37 +00:00
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};
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out vec3 f_pos;
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void main() {
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2020-07-02 20:10:22 +00:00
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/* vec3 v_pos = v_pos;
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v_pos.y = -v_pos.y; */
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2019-01-11 20:14:37 +00:00
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f_pos = v_pos;
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2019-06-23 19:18:29 +00:00
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// TODO: Make this position-independent to avoid rounding error jittering
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2019-01-11 20:14:37 +00:00
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gl_Position =
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2020-07-02 20:10:22 +00:00
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/* proj_mat *
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view_mat * */
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all_mat *
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/* proj_mat *
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view_mat * */
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vec4(/*100000 * */v_pos + cam_pos.xyz, 1);
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// vec4(v_pos * (100000.0/* + 0.5*/) + cam_pos.xyz, 1);
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// gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w);
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gl_Position.z = gl_Position.w;
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// gl_Position.z = gl_Position.w - 0.000001;//0.0;
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// gl_Position.z = 1.0;
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// gl_Position.z = -1.0;
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2019-01-11 20:14:37 +00:00
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}
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