initial commit
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+45
-3
@@ -1,19 +1,53 @@
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layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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in vec4 a_color;
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in vec2 a_texCoord;
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in float a_fog;
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in vec3 a_position;
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in vec3 a_dir;
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out vec4 f_color;
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in vec3 a_normal;
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in vec3 a_realnormal;
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in vec4 a_modelpos;
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uniform sampler2D u_texture0;
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uniform samplerCube u_cubemap;
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uniform sampler2DShadow u_shadows;
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// flags
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uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform bool u_enableShadows;
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uniform mat4 u_shadowsMatrix;
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const int BLUR_SAMPLES = 6;
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void main() {
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float shadow = 1.0;
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if (u_enableShadows) {
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vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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shadow = 0.0;
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for (int i = 0; i < BLUR_SAMPLES; i++) {
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shadow += texture(u_shadows, projCoords.xyz + vec3(
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-0.002*(i%2==0?1:0)*i/BLUR_SAMPLES,
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-0.002*(i%2==0?0:1)*i/BLUR_SAMPLES,
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-0.0005 * i/BLUR_SAMPLES));
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}
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shadow /= BLUR_SAMPLES;
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shadow += 0.5;
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shadow = shadow * 0.7 + 0.3;
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}
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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if (u_debugLights)
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tex_color.rgb = vec3(1.0);
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float alpha = a_color.a * tex_color.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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@@ -23,6 +57,14 @@ void main() {
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if (alpha < 0.002f)
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discard;
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}
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if (u_debugLights)
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tex_color.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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else if (u_debugNormals) {
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tex_color.rgb *= a_normal * 0.5 + 0.5;
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}
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
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f_color.rgb *= shadow;
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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}
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