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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 03:09:18 +02:00
win work
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@@ -1,8 +1,8 @@
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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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layout(location = 0) in vec3 v_vert;
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layout(location = 1) in vec3 v_normal;
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layout(location = 2) in vec2 v_coord;
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#include <common>
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@@ -3,10 +3,23 @@
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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 vec4 f_light_pos;
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#include <common>
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uniform sampler2D tex1;
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uniform sampler2DShadow shadowmap;
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz;
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//float bias = clamp(0.0025*tan(acos(clamp(dot(f_normal, -lights[0].dir), 0.0, 1.0))), 0, 0.01);
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float bias = 0.0f;
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float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
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return shadow;
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}
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vec3 apply_fog(vec3 color)
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{
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@@ -61,6 +74,7 @@ float calc_dir_light(light_s light)
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void main()
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{
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float shadow = calc_shadow();
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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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@@ -74,6 +88,8 @@ void main()
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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if (i == 0U)
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part *= shadow;
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result += light.color * part;
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}
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@@ -47,11 +47,11 @@ void main()
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vec3 hdr_color = texture(tex1, texcoord).xyz;
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vec3 mapped;
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if (texcoord.x < 0.33f)
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mapped = reinhard(hdr_color);
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else if (texcoord.x < 0.66f)
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mapped = filmic(hdr_color);
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else
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//if (texcoord.x < 0.33f)
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// mapped = reinhard(hdr_color);
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//else if (texcoord.x < 0.66f)
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// mapped = filmic(hdr_color);
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//else
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mapped = ACESFilm(hdr_color);
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gl_FragColor = vec4(mapped, 1.0);
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}
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@@ -2,9 +2,11 @@
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in vec2 f_coord;
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uniform sampler2D tex;
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//uniform sampler2D tex;
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void main()
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{
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gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
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//gl_FragColor = texture(tex, f_coord);
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gl_FragDepth = gl_FragCoord.z;
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//gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
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}
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@@ -1,7 +1,7 @@
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#version 330
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layout (location = 0) in vec3 v_vert;
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layout (location = 2) in vec2 v_coord;
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layout(location = 0) in vec3 v_vert;
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layout(location = 2) in vec2 v_coord;
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out vec2 f_coord;
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@@ -1,15 +1,16 @@
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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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layout(location = 0) in vec3 v_vert;
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layout(location = 1) in vec3 v_normal;
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layout(location = 2) in vec2 v_coord;
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layout(location = 3) 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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out vec4 f_light_pos;
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#include <common>
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@@ -20,6 +21,7 @@ void main()
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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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f_light_pos = lightview * vec4(f_pos, 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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@@ -1,8 +1,8 @@
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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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layout(location = 0) in vec3 v_vert;
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layout(location = 1) in vec3 v_normal;
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layout(location = 2) in vec2 v_coord;
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#include <common>
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@@ -1,7 +1,7 @@
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#version 330
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in vec3 v_vert;
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in vec3 v_color;
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layout(location = 0) in vec3 v_vert;
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layout(location = 1) in vec3 v_color;
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out vec3 f_color;
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