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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 17:29:18 +02:00
Changed reflection value to normalmaps alfa.
Fixed order in color conversion in stars shader.
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@@ -22,7 +22,7 @@ layout(location = 1) out vec4 out_motion;
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#texture (diffuse, 0, sRGB_A)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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uniform sampler2D diffuse;
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#texture (normalmap, 1, RGB)
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#texture (normalmap, 1, RGBA)
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uniform sampler2D normalmap;
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uniform sampler2D normalmap;
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#if SHADOWMAP_ENABLED
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#if SHADOWMAP_ENABLED
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@@ -58,7 +58,7 @@ void main()
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{
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{
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vec2 part = calc_dir_light(lights[0]);
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vec2 part = calc_dir_light(lights[0]);
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vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
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vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
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result += mix(c, envcolor, param[1].z);
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result += mix(c, envcolor, param[1].z * texture(normalmap, f_coord).a);
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}
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}
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for (uint i = 1U; i < lights_count; i++)
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for (uint i = 1U; i < lights_count; i++)
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@@ -21,7 +21,7 @@ layout(location = 1) out vec4 out_motion;
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#texture (diffuse, 0, sRGB_A)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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uniform sampler2D diffuse;
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#texture (reflmap, 1, R)
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#texture (reflmap, 1, RGBA)
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uniform sampler2D reflmap;
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uniform sampler2D reflmap;
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#if SHADOWMAP_ENABLED
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#if SHADOWMAP_ENABLED
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@@ -56,7 +56,7 @@ void main()
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{
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{
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vec2 part = calc_dir_light(lights[0]);
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vec2 part = calc_dir_light(lights[0]);
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vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
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vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
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result += mix(c, envcolor, param[1].z * texture(reflmap, f_coord).r);
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result += mix(c, envcolor, param[1].z * texture(reflmap, f_coord).a);
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}
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}
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for (uint i = 1U; i < lights_count; i++)
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for (uint i = 1U; i < lights_count; i++)
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@@ -17,7 +17,7 @@ void main()
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discard;
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discard;
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// color data space is shared with normals, ugh
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// color data space is shared with normals, ugh
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vec4 color = vec4(pow(f_normal_raw.bgr, vec3(2.2)), 1.0f);
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vec4 color = vec4(pow(f_normal_raw.rgb, vec3(2.2)), 1.0f);
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#if POSTFX_ENABLED
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#if POSTFX_ENABLED
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out_color = color;
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out_color = color;
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#else
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#else
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