2023-10-18 20:50:40 +00:00
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#version 430 core
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2020-11-15 22:18:35 +00:00
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#include <constants.glsl>
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#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
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2022-10-23 19:03:21 +00:00
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#if (FLUID_MODE == FLUID_MODE_LOW)
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2020-11-15 22:18:35 +00:00
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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2022-09-23 14:04:47 +00:00
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#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
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2020-11-15 22:18:35 +00:00
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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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#include <globals.glsl>
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2020-12-06 21:42:01 +00:00
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layout(location = 0) out vec2 uv;
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2020-11-15 22:18:35 +00:00
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void main() {
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2020-12-05 09:31:35 +00:00
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// Generate fullscreen triangle
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vec2 v_pos = vec2(
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float(gl_VertexIndex / 2) * 4.0 - 1.0,
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float(gl_VertexIndex % 2) * 4.0 - 1.0
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);
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2021-05-13 03:59:51 +00:00
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// Flip y and transform into 0.0 to 1.0 range
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2020-12-06 21:42:01 +00:00
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uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5;
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2020-11-15 22:18:35 +00:00
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2020-12-05 09:31:35 +00:00
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gl_Position = vec4(v_pos, 0.0, 1.0);
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2020-11-15 22:18:35 +00:00
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}
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