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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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70
shaders/ogl46/mat_shadowlessnormalmap.frag
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70
shaders/ogl46/mat_shadowlessnormalmap.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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layout(location = 0) in vec3 f_normal;
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layout(location = 2) in vec2 f_coord;
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layout(location = 3) in vec4 f_pos;
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layout(location = 8) in mat3 f_tbn;
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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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#pragma param(color, 0, 0, 4, diffuse)
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#pragma param(diffuse, 1, 0, 1, diffuse)
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#pragma param(specular, 1, 1, 1, specular)
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#pragma param(reflection, 1, 2, 1, zero)
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#pragma param(glossiness, 1, 3, 1, glossiness)
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#pragma texture(diffuse, 0, sRGB_A)
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layout(binding = 0) uniform sampler2D diffuse;
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#pragma texture(normalmap, 1, RGBA)
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layout(binding = 1) uniform sampler2D normalmap;
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#define NORMALMAP
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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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vec4 tex_color = texture(diffuse, f_coord);
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bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
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if(alphatestfail)
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discard;
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// if (tex_color.a < opacity)
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// discard;
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vec3 fragcolor = ambient;
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vec3 normal;
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normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0);
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normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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legacy_gloss();
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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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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