GLSL 'include' support

This commit is contained in:
MihailRis
2023-11-28 16:13:49 +03:00
parent e6ecd558a9
commit a60cc70246
20 changed files with 238 additions and 35 deletions
-2
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@@ -1,5 +1,3 @@
#version 330 core
in vec3 v_coord;
out vec4 f_color;
-2
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@@ -1,5 +1,3 @@
#version 330 core
layout (location = 0) in vec2 v_position;
out vec3 v_coord;
+11
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@@ -0,0 +1,11 @@
// Example of a GLSL library
vec4 decompress_light(float compressed_light) {
vec4 result;
int compressed = floatBitsToInt(compressed_light);
result.r = ((compressed >> 24) & 0xFF) / 255.f;
result.g = ((compressed >> 16) & 0xFF) / 255.f;
result.b = ((compressed >> 8) & 0xFF) / 255.f;
result.a = (compressed & 0xFF) / 255.f;
return result;
}
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@@ -1,5 +1,3 @@
#version 330 core
in vec4 v_color;
out vec4 f_color;
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@@ -1,5 +1,3 @@
#version 330 core
layout (location = 0) in vec3 a_position;
layout (location = 1) in vec4 a_color;
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@@ -1,5 +1,3 @@
#version 330 core
in vec4 a_color;
in vec2 a_texCoord;
in float a_distance;
+1 -10
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@@ -1,4 +1,4 @@
#version 330 core
#include <commons>
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
@@ -22,15 +22,6 @@ uniform float u_torchlightDistance;
#define SKY_LIGHT_MUL 2.5
vec4 decompress_light(float compressed_light) {
vec4 result;
int compressed = floatBitsToInt(compressed_light);
result.r = ((compressed >> 24) & 0xFF) / 255.f;
result.g = ((compressed >> 16) & 0xFF) / 255.f;
result.b = ((compressed >> 8) & 0xFF) / 255.f;
result.a = (compressed & 0xFF) / 255.f;
return result;
}
void main(){
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
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@@ -22,8 +22,6 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#version 330 core
// first, lets define some constants to use (planet radius, position, and scattering coefficients)
#define PLANET_POS vec3(0.0) /* the position of the planet */
#define PLANET_RADIUS 6371e3 /* radius of the planet */
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@@ -1,5 +1,3 @@
#version 330 core
layout (location = 0) in vec2 v_position;
out vec2 v_coord;
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@@ -1,5 +1,3 @@
#version 330 core
in vec2 a_textureCoord;
in vec4 a_color;
out vec4 f_color;
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@@ -1,5 +1,3 @@
#version 330 core
layout (location = 0) in vec2 v_position;
layout (location = 1) in vec2 v_textureCoord;
layout (location = 2) in vec4 v_color;