mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 01:59:19 +02:00
work
This commit is contained in:
@@ -2,6 +2,8 @@
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in vec3 f_color;
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#include <common>
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void main()
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{
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gl_FragColor = vec4(f_color, 1.0f);
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13
shaders/freespot.frag
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13
shaders/freespot.frag
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#version 330
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#include <common>
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void main()
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{
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float x = (gl_PointCoord.x - 0.5f) * 2.0f;
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float y = (gl_PointCoord.y - 0.5f) * 2.0f;
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float dist2 = abs(x * x + y * y);
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if (dist2 > 0.5f * 0.5f)
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discard;
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gl_FragColor = param[0] * emission;
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}
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12
shaders/freespot.vert
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12
shaders/freespot.vert
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@@ -0,0 +1,12 @@
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#version 330
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in vec3 v_vert;
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in vec3 v_normal;
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in vec2 v_coord;
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#include <common>
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void main()
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{
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gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
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}
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83
shaders/mat_default.frag
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83
shaders/mat_default.frag
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#version 330
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in vec3 f_normal;
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in vec2 f_coord;
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in vec3 f_pos;
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#include <common>
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uniform sampler2D tex1;
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
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sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
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vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
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float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
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return mix(color, fog_color_v, fog_amount_v);
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}
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float calc_light(vec3 light_dir)
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{
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vec3 normal = normalize(f_normal);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
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return specular_v + diffuse_v;
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}
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float calc_point_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float val = calc_light(light_dir);
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float distance = length(light.pos - f_pos);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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float calc_spot_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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float point = calc_point_light(light);
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return point * intensity;
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}
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float calc_dir_light(light_s light)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir);
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}
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void main()
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{
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vec3 result = ambient * 0.3 + param[0].rgb * emission;
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for (uint i = 0U; i < lights_count; i++)
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{
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light_s light = lights[i];
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float part = 0.0;
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if (light.type == LIGHT_SPOT)
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part = calc_spot_light(light);
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else if (light.type == LIGHT_POINT)
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part = calc_point_light(light);
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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result += light.color * part;
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}
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vec4 tex_color = texture(tex1, f_coord);
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vec3 c = apply_fog(result * tex_color.xyz);
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gl_FragColor = vec4(c, tex_color.w);
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}
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8
shaders/mat_invalid.frag
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8
shaders/mat_invalid.frag
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@@ -0,0 +1,8 @@
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#version 330
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#include <common>
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
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}
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15
shaders/mat_nolight.frag
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15
shaders/mat_nolight.frag
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@@ -0,0 +1,15 @@
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#version 330
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in vec3 f_normal;
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in vec2 f_coord;
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in vec3 f_pos;
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uniform sampler2D tex1;
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#include <common>
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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gl_FragColor = vec4(tex_color.xyz * ambient, tex_color.a);
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}
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91
shaders/mat_normal.frag
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91
shaders/mat_normal.frag
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@@ -0,0 +1,91 @@
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#version 330
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in vec3 f_normal;
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in vec2 f_coord;
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in vec3 f_pos;
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in mat3 f_tbn;
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in vec4 f_tangent;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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#include <common>
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
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sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
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vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
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float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
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return mix(color, fog_color_v, fog_amount_v);
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}
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float calc_light(vec3 light_dir)
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{
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//vec3 normal = normalize(f_normal);
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vec3 normal = f_tbn * normalize(texture(tex2, f_coord).rgb * 2.0 - 1.0);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0) * 0.2;
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return specular_v + diffuse_v;
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}
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float calc_point_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float val = calc_light(light_dir);
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float distance = length(light.pos - f_pos);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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float calc_spot_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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float point = calc_point_light(light);
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return point * intensity;
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}
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float calc_dir_light(light_s light)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir);
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}
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void main()
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{
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vec3 result = ambient * 0.3 + param[0].rgb * emission;
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for (uint i = 0U; i < lights_count; i++)
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{
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light_s light = lights[i];
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float part = 0.0;
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if (light.type == LIGHT_SPOT)
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part = calc_spot_light(light);
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else if (light.type == LIGHT_POINT)
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part = calc_point_light(light);
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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result += light.color * part;
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}
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vec4 tex_color = texture(tex1, f_coord);
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vec3 c = apply_fog(result * tex_color.xyz);
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gl_FragColor = vec4(c, tex_color.w);
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// gl_FragColor = vec4(f_tangent.xyz, 1.0f);
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}
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8
shaders/mat_notex.frag
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8
shaders/mat_notex.frag
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@@ -0,0 +1,8 @@
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#version 330
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#include <common>
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void main()
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{
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gl_FragColor = param[0];
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}
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28
shaders/simple.vert
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28
shaders/simple.vert
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@@ -0,0 +1,28 @@
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#version 330
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in vec3 v_vert;
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in vec3 v_normal;
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in vec2 v_coord;
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in vec4 v_tangent;
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out vec3 f_normal;
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out vec2 f_coord;
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out vec3 f_pos;
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out mat3 f_tbn;
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out vec4 f_tangent;
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#include <common>
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void main()
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{
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gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
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f_normal = modelviewnormal * v_normal;
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f_coord = v_coord;
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f_tangent = v_tangent;
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f_pos = vec3(modelview * vec4(v_vert, 1.0f));
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vec3 T = normalize(modelviewnormal * v_tangent.xyz);
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vec3 B = normalize(modelviewnormal * cross(v_normal, v_tangent.xyz) * v_tangent.w);
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vec3 N = normalize(modelviewnormal * v_normal);
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f_tbn = mat3(T, B, N);
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}
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8
shaders/traction.frag
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8
shaders/traction.frag
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@@ -0,0 +1,8 @@
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#version 330
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#include <common>
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void main()
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{
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gl_FragColor = param[0];
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}
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12
shaders/traction.vert
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12
shaders/traction.vert
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@@ -0,0 +1,12 @@
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#version 330
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in vec3 v_vert;
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in vec3 v_normal;
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in vec2 v_coord;
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#include <common>
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void main()
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{
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gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
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}
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@@ -5,8 +5,7 @@ in vec3 v_color;
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out vec3 f_color;
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uniform mat4 modelview;
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uniform mat4 projection;
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#include <common>
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void main()
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{
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