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feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
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43
shaders/ogl46/grass.frag
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43
shaders/ogl46/grass.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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// grass of the heightmap terrain (opengl46_grass, grass.vert): the blades lit like the rest of the scene
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layout(location = 0) in vec3 f_normal;
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layout(location = 3) in vec4 f_pos;
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layout(location = 12) in vec3 f_albedo;
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layout(location = 4) in vec4 f_clip_pos;
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layout(location = 5) in vec4 f_clip_future_pos;
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#include "common.glsl"
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layout(location = 0) out vec4 out_color;
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layout(location = 1) out vec4 out_motion;
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#include "light_common.glsl"
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#include "apply_fog.glsl"
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#include "tonemapping.glsl"
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void main()
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{
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vec3 fragnormal = normalize(f_normal);
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glossiness = phong_glossiness(6.0);
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metalic = 0.0;
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vec3 fragcolor = apply_lights(ambient, fragnormal, f_albedo, 0.0, 0.2, shadow_tone);
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vec4 color = vec4(apply_fog(fragcolor), 1.0);
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if (POSTFX_ENABLED)
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{
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out_color = color;
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}
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else
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{
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out_color = tonemap(color);
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}
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if (MOTIONBLUR_ENABLED)
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;
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out_motion = vec4(a - b, 0.0f, 0.0f);
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}
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}
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