GLSL 'include' support
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@@ -1,5 +1,3 @@
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#version 330 core
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in vec3 v_coord;
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out vec4 f_color;
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@@ -1,5 +1,3 @@
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#version 330 core
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layout (location = 0) in vec2 v_position;
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out vec3 v_coord;
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@@ -0,0 +1,11 @@
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// Example of a GLSL library
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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@@ -1,5 +1,3 @@
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#version 330 core
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in vec4 v_color;
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out vec4 f_color;
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@@ -1,5 +1,3 @@
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#version 330 core
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec4 a_color;
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@@ -1,5 +1,3 @@
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#version 330 core
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in vec4 a_color;
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in vec2 a_texCoord;
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in float a_distance;
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+1
-10
@@ -1,4 +1,4 @@
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#version 330 core
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#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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@@ -22,15 +22,6 @@ uniform float u_torchlightDistance;
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#define SKY_LIGHT_MUL 2.5
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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void main(){
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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
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SOFTWARE.
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*/
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#version 330 core
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// first, lets define some constants to use (planet radius, position, and scattering coefficients)
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#define PLANET_POS vec3(0.0) /* the position of the planet */
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#define PLANET_RADIUS 6371e3 /* radius of the planet */
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@@ -1,5 +1,3 @@
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#version 330 core
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layout (location = 0) in vec2 v_position;
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out vec2 v_coord;
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@@ -1,5 +1,3 @@
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#version 330 core
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in vec2 a_textureCoord;
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in vec4 a_color;
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out vec4 f_color;
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@@ -1,5 +1,3 @@
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#version 330 core
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layout (location = 0) in vec2 v_position;
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layout (location = 1) in vec2 v_textureCoord;
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layout (location = 2) in vec4 v_color;
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