2023-10-18 20:50:40 +00:00
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#version 430 core
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2022-11-07 01:54:58 +00:00
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#include <globals.glsl>
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layout (location = 0)
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in vec3 v_pos;
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layout (location = 1)
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in vec4 v_color;
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layout (location = 2)
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in vec3 v_norm;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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vec4 w_pos;
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vec4 w_color;
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vec4 w_ori;
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};
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layout (std140, set = 0, binding = 9)
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uniform u_light_shadows {
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mat4 shadowMatrices;
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mat4 texture_mat;
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};
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layout (location = 0)
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out vec4 f_color;
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layout (location = 1)
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out vec3 f_pos;
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layout (location = 2)
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out vec3 f_norm;
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void main() {
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f_color = w_color * v_color;
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// Build rotation matrix
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Rotation_matrices
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mat3 rotation_matrix;
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float q0 = w_ori[3];
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float q1 = w_ori[0];
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float q2 = w_ori[1];
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float q3 = w_ori[2];
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float r00 = 1 - 2 * (pow(q2, 2) + pow(q3, 2));
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float r01 = 2 * (q1 * q2 - q0 * q3);
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float r02 = 2 * (q0 * q2 + q1 * q3);
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rotation_matrix[0] = vec3(r00, r01, r02);
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float r10 = 2 * (q1 * q2 + q0 * q3);
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float r11 = 1 - 2 * (pow(q1, 2) + pow(q3, 2));
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float r12 = 2 * (q2 * q3 - q0 * q1);
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rotation_matrix[1] = vec3(r10, r11, r12);
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float r20 = 2 * (q1 * q3 - q0 * q2);
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float r21 = 2 * (q0 * q1 + q2 * q3);
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float r22 = 1 - 2 * (pow(q1, 2) + pow(q2, 2));
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rotation_matrix[2] = vec3(r20, r21, r22);
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f_pos = (v_pos * rotation_matrix + w_pos.xyz) - focus_off.xyz;
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f_norm = normalize(v_norm);
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gl_Position = shadowMatrices * vec4(f_pos, 1);
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}
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