mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 03:06:55 -04:00
parent
61268fb374
commit
73d50720b4
@ -17,8 +17,8 @@ layout(std430, binding = 1) buffer _animatedTexture
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float animatedTexture[];
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};
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uniform uint time;
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uniform uint size;
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layout(location = 0) uniform uint time;
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layout(location = 1) uniform uint size;
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void main() {
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uint textureIndex = gl_GlobalInvocationID.x;
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@ -5,8 +5,8 @@ layout(location = 1) in vec2 texCoords;
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layout(location = 0) out vec2 outTexCoords;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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layout(location = 0) uniform mat4 viewMatrix;
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layout(location = 1) uniform mat4 projectionMatrix;
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void main() {
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gl_Position = projectionMatrix*viewMatrix*vec4(vertexPos, 1);
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@ -4,11 +4,11 @@ layout(location = 0) in vec3 position;
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layout(location = 0) out vec3 mvVertexPos;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 modelPosition;
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uniform vec3 lowerBounds;
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uniform vec3 upperBounds;
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layout(location = 0) uniform mat4 projectionMatrix;
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layout(location = 1) uniform mat4 viewMatrix;
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layout(location = 2) uniform vec3 modelPosition;
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layout(location = 3) uniform vec3 lowerBounds;
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layout(location = 4) uniform vec3 upperBounds;
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void main() {
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vec4 mvPos = viewMatrix*vec4(lowerBounds + position*(upperBounds - lowerBounds) + modelPosition, 1);
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@ -9,12 +9,12 @@ layout(location = 2) in vec3 direction;
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layout(binding = 3) uniform sampler2D color;
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layout(binding = 4) uniform sampler2D depthTexture;
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uniform float zNear;
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uniform float zFar;
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uniform vec2 tanXY;
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layout(location = 1) uniform vec2 tanXY;
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layout(location = 2) uniform float zNear;
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layout(location = 3) uniform float zFar;
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uniform ivec3 playerPositionInteger;
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uniform vec3 playerPositionFraction;
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layout(location = 4) uniform ivec3 playerPositionInteger;
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layout(location = 5) uniform vec3 playerPositionFraction;
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struct Fog {
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vec3 color;
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@ -23,7 +23,7 @@ struct Fog {
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float fogHigher;
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};
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uniform Fog fog;
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layout(location = 6) uniform Fog fog;
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float zFromDepth(float depthBufferValue) {
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return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);
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@ -8,8 +8,8 @@ layout(location = 2) out vec3 direction;
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layout(binding = 3) uniform sampler2D color;
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uniform mat4 invViewMatrix;
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uniform vec2 tanXY;
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layout(location = 0) uniform mat4 invViewMatrix;
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layout(location = 1) uniform vec2 tanXY;
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void main() {
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vec2 position = inTexCoords*2 - vec2(1, 1);
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@ -11,16 +11,16 @@ layout(location = 7) flat in int ditherSeed;
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layout(location = 8) flat in float distanceForLodCheck;
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layout(location = 9) flat in int opaqueInLod;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 0) uniform sampler2DArray textureSampler;
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layout(binding = 1) uniform sampler2DArray emissionSampler;
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layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
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layout(binding = 4) uniform samplerCube reflectionMap;
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uniform float reflectionMapSize;
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uniform float contrast;
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uniform float lodDistance;
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layout(location = 0) out vec4 fragColor;
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layout(location = 5) uniform float reflectionMapSize;
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layout(location = 6) uniform float contrast;
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layout(location = 7) uniform float lodDistance;
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layout(std430, binding = 1) buffer _animatedTexture
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{
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@ -11,11 +11,11 @@ layout(location = 7) flat out int ditherSeed;
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layout(location = 8) flat out float distanceForLodCheck;
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layout(location = 9) flat out int opaqueInLod;
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uniform vec3 ambientLight;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform ivec3 playerPositionInteger;
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uniform vec3 playerPositionFraction;
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layout(location = 0) uniform vec3 ambientLight;
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layout(location = 1) uniform mat4 projectionMatrix;
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layout(location = 2) uniform mat4 viewMatrix;
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layout(location = 3) uniform ivec3 playerPositionInteger;
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layout(location = 4) uniform vec3 playerPositionFraction;
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struct FaceData {
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int encodedPositionAndLightIndex;
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@ -40,14 +40,14 @@ layout(std430, binding = 9) buffer _chunkIDs
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uint chunkIDs[];
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};
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uniform uint chunkIDIndex;
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uniform uint commandIndexStart;
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uniform uint size;
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uniform bool isTransparent;
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uniform bool onlyDrawPreviouslyInvisible;
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uniform ivec3 playerPositionInteger;
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layout(location = 0) uniform uint chunkIDIndex;
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layout(location = 1) uniform uint commandIndexStart;
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layout(location = 2) uniform uint size;
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layout(location = 3) uniform bool isTransparent;
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layout(location = 4) uniform bool onlyDrawPreviouslyInvisible;
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layout(location = 5) uniform ivec3 playerPositionInteger;
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uniform float lodDistance;
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layout(location = 6) uniform float lodDistance;
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bool isVisible(int dir, ivec3 playerDist) {
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switch(dir) {
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@ -57,10 +57,10 @@ vec3 vertexBuffer[24] = vec3[24](
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vec3(0, 0, 1)
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);
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform ivec3 playerPositionInteger;
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uniform vec3 playerPositionFraction;
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layout(location = 0) uniform mat4 projectionMatrix;
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layout(location = 1) uniform mat4 viewMatrix;
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layout(location = 2) uniform ivec3 playerPositionInteger;
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layout(location = 3) uniform vec3 playerPositionFraction;
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void main() {
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uint chunkIDID = uint(gl_VertexID)/24u;
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@ -11,21 +11,23 @@ layout(location = 7) flat in int ditherSeed;
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layout(location = 8) flat in float distanceForLodCheck;
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layout(location = 9) flat in int opaqueInLod;
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layout(location = 0, index = 0) out vec4 fragColor;
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layout(location = 0, index = 1) out vec4 blendColor;
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layout(binding = 0) uniform sampler2DArray textureSampler;
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layout(binding = 1) uniform sampler2DArray emissionSampler;
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layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
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layout(binding = 4) uniform samplerCube reflectionMap;
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layout(binding = 5) uniform sampler2D depthTexture;
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uniform float reflectionMapSize;
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uniform float contrast;
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layout(location = 3) uniform ivec3 playerPositionInteger;
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layout(location = 4) uniform vec3 playerPositionFraction;
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uniform ivec3 playerPositionInteger;
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uniform vec3 playerPositionFraction;
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layout(location = 5) uniform float reflectionMapSize;
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layout(location = 6) uniform float contrast;
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layout(location = 0, index = 0) out vec4 fragColor;
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layout(location = 0, index = 1) out vec4 blendColor;
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layout(location = 8) uniform float zNear;
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layout(location = 9) uniform float zFar;
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struct Fog {
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vec3 color;
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@ -34,6 +36,8 @@ struct Fog {
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float fogHigher;
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};
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layout(location = 10) uniform Fog fog;
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layout(std430, binding = 1) buffer _animatedTexture
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{
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float animatedTexture[];
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@ -55,11 +59,6 @@ float lightVariation(vec3 normal) {
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return baseLighting + dot(normal, directionalPart);
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}
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uniform float zNear;
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uniform float zFar;
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uniform Fog fog;
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vec3 unpackColor(uint color) {
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return vec3(
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color>>16 & 255u,
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@ -8,12 +8,16 @@ layout(location = 1) flat in vec3[4] directions;
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layout(binding = 3) uniform sampler2D color;
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layout(binding = 4) uniform sampler2D depthTexture;
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uniform float zNear;
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uniform float zFar;
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uniform vec2 tanXY;
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layout(binding = 5) uniform sampler2D bloomColor;
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layout(location = 1) uniform vec2 tanXY;
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layout(location = 2) uniform float zNear;
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layout(location = 3) uniform float zFar;
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layout(location = 4) uniform ivec3 playerPositionInteger;
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layout(location = 5) uniform vec3 playerPositionFraction;
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struct Fog {
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vec3 color;
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float density;
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@ -21,10 +25,7 @@ struct Fog {
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float fogHigher;
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};
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uniform Fog fog;
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uniform ivec3 playerPositionInteger;
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uniform vec3 playerPositionFraction;
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layout(location = 6) uniform Fog fog;
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float zFromDepth(float depthBufferValue) {
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return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);
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@ -5,8 +5,8 @@ layout(location = 0) in vec2 inTexCoords;
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layout(location = 0) out vec2 texCoords;
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layout(location = 1) flat out vec3[4] directions;
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uniform mat4 invViewMatrix;
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uniform vec2 tanXY;
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layout(location = 0) uniform mat4 invViewMatrix;
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layout(location = 1) uniform vec2 tanXY;
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void main() {
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directions[0] = (invViewMatrix * vec4(1*tanXY.x, 1, 1*tanXY.y, 0)).xyz;
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@ -9,7 +9,7 @@ layout(location = 0) out vec4 fragColor;
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layout(binding = 0) uniform sampler2D textureSampler;
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uniform float contrast;
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layout(location = 5) uniform float contrast;
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float lightVariation(vec3 normal) {
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const vec3 directionalPart = vec3(0, contrast/2, contrast);
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@ -5,11 +5,11 @@ layout(location = 1) out vec3 mvVertexPos;
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layout(location = 2) out vec3 outLight;
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layout(location = 3) flat out vec3 normal;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 ambientLight;
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uniform vec3 directionalLight;
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uniform uint light;
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layout(location = 0) uniform mat4 projectionMatrix;
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layout(location = 1) uniform mat4 viewMatrix;
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layout(location = 2) uniform vec3 ambientLight;
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layout(location = 3) uniform vec3 directionalLight;
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layout(location = 4) uniform uint light;
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struct QuadInfo {
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vec3 normal;
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@ -4,10 +4,10 @@ layout(location = 0) in vec3 coords;
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layout(location = 0) out vec4 fragColor;
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uniform vec3 normalVector;
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uniform vec3 upVector;
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uniform vec3 rightVector;
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uniform float frequency;
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layout(location = 1) uniform vec3 normalVector;
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layout(location = 2) uniform vec3 upVector;
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layout(location = 3) uniform vec3 rightVector;
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layout(location = 4) uniform float frequency;
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ivec3 random3to3(ivec3 v) {
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v &= 15;
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@ -4,7 +4,7 @@ layout(location = 0) in vec2 inTexCoords;
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layout(location = 0) out vec3 coords;
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uniform float reflectionMapSize;
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layout(location = 0) uniform float reflectionMapSize;
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void main() {
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coords = vec3((inTexCoords*2 - vec2(1, 1))*(reflectionMapSize + 1)/reflectionMapSize, 1);
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@ -5,14 +5,12 @@ layout(location = 0) in vec2 vertex_pos;
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layout(location = 0) out vec2 unitPosition;
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layout(location = 1) flat out vec4 color;
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//in pixel
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uniform vec2 center;
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uniform float radius;
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uniform vec2 screen;
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uniform int circleColor;
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layout(location = 0) uniform vec2 center;
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layout(location = 1) uniform float radius;
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layout(location = 2) uniform vec2 screen;
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layout(location = 3) uniform int circleColor;
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void main() {
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// Convert to opengl coordinates:
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@ -6,13 +6,13 @@ layout(location = 0) out vec2 uv;
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layout(location = 1) flat out vec4 fColor;
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//in pixel
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uniform vec2 start;
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uniform vec2 size;
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uniform vec2 screen;
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uniform vec2 uvOffset;
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uniform vec2 uvDim;
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layout(location = 0) uniform vec2 start;
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layout(location = 1) uniform vec2 size;
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layout(location = 2) uniform vec2 screen;
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layout(location = 3) uniform vec2 uvOffset;
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layout(location = 4) uniform vec2 uvDim;
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uniform int color;
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layout(location = 5) uniform int color;
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void main() {
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// Convert to opengl coordinates:
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@ -5,11 +5,11 @@ layout(location = 0) in vec2 vertex_pos;
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layout(location = 0) flat out vec4 color;
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//in pixel
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uniform vec2 start;
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uniform vec2 direction;
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uniform vec2 screen;
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layout(location = 0) uniform vec2 start;
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layout(location = 1) uniform vec2 direction;
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layout(location = 2) uniform vec2 screen;
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uniform int lineColor;
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layout(location = 3) uniform int lineColor;
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void main() {
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// Convert to opengl coordinates:
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@ -5,11 +5,11 @@ layout(location = 0) in vec2 vertex_pos;
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layout(location = 0) flat out vec4 color;
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//in pixel
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uniform vec2 start;
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uniform vec2 size;
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uniform vec2 screen;
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layout(location = 0) uniform vec2 start;
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layout(location = 1) uniform vec2 size;
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layout(location = 2) uniform vec2 screen;
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uniform int rectColor;
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layout(location = 3) uniform int rectColor;
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void main() {
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// Convert to opengl coordinates:
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@ -5,12 +5,12 @@ layout(location = 0) in vec4 vertex_pos;
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layout(location = 0) flat out vec4 color;
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//in pixel
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uniform vec2 start;
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uniform vec2 size;
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uniform vec2 screen;
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uniform float lineWidth;
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layout(location = 0) uniform vec2 start;
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layout(location = 1) uniform vec2 size;
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layout(location = 2) uniform vec2 screen;
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layout(location = 3) uniform float lineWidth;
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uniform int rectColor;
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layout(location = 4) uniform int rectColor;
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void main() {
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// Convert to opengl coordinates:
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@ -8,12 +8,12 @@ layout(location = 1) flat in vec4 color;
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layout(binding = 0) uniform sampler2D textureSampler;
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// in pixels
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uniform vec4 texture_rect;
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uniform vec2 scene;
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uniform vec2 fontSize;
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uniform vec2 offset;
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uniform float ratio;
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uniform int fontEffects;
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layout(location = 0) uniform vec4 texture_rect;
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layout(location = 1) uniform vec2 scene;
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layout(location = 2) uniform vec2 offset;
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layout(location = 3) uniform float ratio;
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layout(location = 4) uniform int fontEffects;
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layout(location = 6) uniform vec2 fontSize;
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vec2 convert2Proportional(vec2 original, vec2 full){
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return vec2(original.x/full.x, original.y/full.y);
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@ -6,13 +6,13 @@ layout(location = 0) out vec2 frag_face_pos;
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layout(location = 1) flat out vec4 color;
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// in pixels
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uniform vec4 texture_rect;
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uniform vec2 scene;
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uniform vec2 offset;
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uniform float ratio;
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uniform int fontEffects;
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layout(location = 0) uniform vec4 texture_rect;
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layout(location = 1) uniform vec2 scene;
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layout(location = 2) uniform vec2 offset;
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layout(location = 3) uniform float ratio;
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layout(location = 4) uniform int fontEffects;
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uniform float alpha;
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layout(location = 5) uniform float alpha;
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vec2 convert2Proportional(vec2 original, vec2 full) {
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return vec2(original.x/full.x, original.y/full.y);
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@ -2,7 +2,7 @@
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layout(location = 0) out vec4 frag_color;
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uniform vec3 lineColor;
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layout(location = 5) uniform vec3 lineColor;
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void main() {
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frag_color = vec4(lineColor, 1);
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@ -1,11 +1,11 @@
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#version 460
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//in pixel
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uniform vec2 start;
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uniform vec2 dimension;
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uniform vec2 screen;
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uniform int points;
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uniform int offset;
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layout(location = 0) uniform vec2 start;
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layout(location = 1) uniform vec2 dimension;
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layout(location = 2) uniform vec2 screen;
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layout(location = 3) uniform int points;
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layout(location = 4) uniform int offset;
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layout(std430, binding = 5) buffer _data
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{
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@ -18,12 +18,13 @@ layout(binding = 1) uniform sampler2DArray emissionSampler;
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layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
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layout(binding = 4) uniform samplerCube reflectionMap;
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uniform vec3 ambientLight;
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uniform mat4 projectionMatrix;
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uniform float sizeScale;
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layout(location = 0) uniform mat4 projectionMatrix;
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uniform float reflectionMapSize;
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uniform float contrast;
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layout(location = 5) uniform vec3 ambientLight;
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layout(location = 7) uniform float sizeScale;
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layout(location = 8) uniform float reflectionMapSize;
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layout(location = 9) uniform float contrast;
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const float[6] normalVariations = float[6](
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1.0,
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@ -11,11 +11,11 @@ layout(location = 7) flat out int textureIndex;
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layout(location = 8) flat out uvec3 lower;
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layout(location = 9) flat out uvec3 upper;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 modelMatrix;
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uniform int modelIndex;
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uniform int block;
|
||||
layout(location = 0) uniform mat4 projectionMatrix;
|
||||
layout(location = 1) uniform mat4 viewMatrix;
|
||||
layout(location = 2) uniform mat4 modelMatrix;
|
||||
layout(location = 3) uniform int modelIndex;
|
||||
layout(location = 4) uniform int block;
|
||||
|
||||
layout(std430, binding = 2) buffer _modelInfo
|
||||
{
|
||||
|
@ -6,7 +6,7 @@ layout(location = 0) in vec2 texCoords;
|
||||
|
||||
layout(binding = 3) uniform sampler2D color;
|
||||
|
||||
uniform bool transparent;
|
||||
layout(location = 0) uniform bool transparent;
|
||||
|
||||
void main() {
|
||||
fragColor = texture(color, texCoords);
|
||||
|
@ -1,5 +1,9 @@
|
||||
#version 460
|
||||
|
||||
layout(location = 0) out vec3 pos;
|
||||
layout(location = 1) out flat vec3 centerPos;
|
||||
layout(location = 2) out flat vec3 color;
|
||||
|
||||
struct star {
|
||||
vec4 vertexPositions[3];
|
||||
|
||||
@ -13,12 +17,8 @@ layout (std430, binding = 12) buffer _starBuffer {
|
||||
star starData[];
|
||||
};
|
||||
|
||||
uniform mat4 mvp;
|
||||
uniform float starOpacity;
|
||||
|
||||
layout(location = 0) out vec3 pos;
|
||||
layout(location = 1) out flat vec3 centerPos;
|
||||
layout(location = 2) out flat vec3 color;
|
||||
layout(location = 0) uniform mat4 mvp;
|
||||
layout(location = 1) uniform float starOpacity;
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp*vec4(starData[gl_VertexID/3].vertexPositions[gl_VertexID%3].xyz, 1);
|
||||
|
@ -7,7 +7,7 @@ layout(location = 1) flat in vec4 fColor;
|
||||
|
||||
layout(binding = 0) uniform sampler2D image;
|
||||
|
||||
uniform float scale;
|
||||
layout(location = 4) uniform float scale;
|
||||
|
||||
void main() {
|
||||
frag_color = texture(image, (gl_FragCoord.xy - startCoord)/(2*scale)/textureSize(image, 0));
|
||||
|
@ -6,11 +6,11 @@ layout(location = 0) out vec2 startCoord;
|
||||
layout(location = 1) flat out vec4 fColor;
|
||||
|
||||
//in pixel
|
||||
uniform vec2 start;
|
||||
uniform vec2 size;
|
||||
uniform vec2 screen;
|
||||
layout(location = 0) uniform vec2 start;
|
||||
layout(location = 1) uniform vec2 size;
|
||||
layout(location = 2) uniform vec2 screen;
|
||||
|
||||
uniform int color;
|
||||
layout(location = 3) uniform int color;
|
||||
|
||||
void main() {
|
||||
// Convert to opengl coordinates:
|
||||
|
@ -6,10 +6,11 @@ layout(location = 0) flat in vec2 startCoord;
|
||||
layout(location = 1) flat in vec2 endCoord;
|
||||
layout(location = 2) flat in vec4 fColor;
|
||||
|
||||
uniform vec2 start;
|
||||
uniform vec2 size;
|
||||
uniform float scale;
|
||||
uniform vec2 effectLength;
|
||||
layout(location = 0) uniform vec2 start;
|
||||
layout(location = 1) uniform vec2 size;
|
||||
|
||||
layout(location = 4) uniform float scale;
|
||||
layout(location = 5) uniform vec2 effectLength;
|
||||
|
||||
void main() {
|
||||
vec2 distanceToBorder = min(gl_FragCoord.xy - startCoord, endCoord - gl_FragCoord.xy)/effectLength/scale;
|
||||
|
@ -7,11 +7,11 @@ layout(location = 1) flat out vec2 endCoord;
|
||||
layout(location = 2) flat out vec4 fColor;
|
||||
|
||||
//in pixel
|
||||
uniform vec2 start;
|
||||
uniform vec2 size;
|
||||
uniform vec2 screen;
|
||||
layout(location = 0) uniform vec2 start;
|
||||
layout(location = 1) uniform vec2 size;
|
||||
layout(location = 2) uniform vec2 screen;
|
||||
|
||||
uniform int color;
|
||||
layout(location = 3) uniform int color;
|
||||
|
||||
void main() {
|
||||
// Convert to opengl coordinates:
|
||||
|
Loading…
x
Reference in New Issue
Block a user