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68 lines
1.4 KiB
GLSL
68 lines
1.4 KiB
GLSL
#version 330 core
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#define FIGURE_SHADER
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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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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in vec3 f_pos;
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in vec3 f_col;
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flat in vec3 f_norm;
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in float f_ao;
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// in float f_alt;
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// in vec4 f_shadow;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 highlight_col;
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vec4 model_light;
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vec4 model_glow;
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ivec4 atlas_offs;
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vec3 model_pos;
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int flags;
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};
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struct BoneData {
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mat4 bone_mat;
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mat4 normals_mat;
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};
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layout (std140)
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uniform u_bones {
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BoneData bones[16];
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};
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#include <sky.glsl>
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#include <light.glsl>
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#include <srgb.glsl>
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out vec4 tgt_color;
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void main() {
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// float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2;
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// float opacity = clamp(distance / distance_divider, 0, 1);
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// if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
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// discard;
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// }
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// if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > shadow_dithering) {
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// discard;
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// }
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tgt_color = vec4(0.0,0.0,0.0, 1.0);
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}
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