Basic physics with boxes
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#version 330 core
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in vec3 texCoord;
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uniform samplerCube cm;
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out vec4 color;
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void main() {
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vec3 tc;
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tc = vec3(-texCoord.x, texCoord.y, texCoord.z);
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if (texCoord.y > 0.999999 || texCoord.y < -0.999999) {
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tc = vec3(texCoord.x, texCoord.y, texCoord.z);
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}
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color = texture(cm, tc);
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}
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 view;
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uniform mat4 proj;
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out vec3 texCoord;
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void main() {
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texCoord = pos;
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vec4 vertexPos = proj * view * vec4(pos, 1.0);
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gl_Position = vertexPos.xyww;
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}
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#version 330 core
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uniform float opacity;
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out vec4 color;
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void main() {
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color = vec4(vec3(0.0), opacity);
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}
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#version 330 core
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layout(location = 0) in vec2 pos;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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#version 330 core
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in vec3 fragPos;
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in vec2 texCoord;
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in vec3 normal;
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in mat3 tbn;
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flat in int matNum;
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uniform bool hasDiffuseTex[32];
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uniform sampler2D diffuseTexture[32];
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uniform vec3 diffuseColor[32];
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uniform bool hasSpecTex[32];
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uniform sampler2D specularTexture[32];
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uniform float specPower[32];
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uniform bool hasNormTex[32];
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uniform sampler2D normalTexture[32];
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layout(location = 0) out vec3 pos;
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layout(location = 1) out vec3 normals;
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layout(location = 2) out vec3 diffuse;
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layout(location = 3) out vec3 specular;
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void main() {
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pos = fragPos;
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normals = hasNormTex[matNum] ? normalize(tbn * (texture(normalTexture[matNum], texCoord).xyz * 2.0 - 1.0)) : normal;
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diffuse = hasDiffuseTex[matNum] ? texture(diffuseTexture[matNum], texCoord).rgb : diffuseColor[matNum];
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specular.r = specPower[matNum];
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specular.g = hasSpecTex[matNum] ? texture(specularTexture[matNum], texCoord).r : 0.2;
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specular.b = 1.0;
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}
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#version 330 core
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 texCoords;
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layout(location = 2) in vec3 normals;
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layout(location = 3) in vec3 tangent;
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layout(location = 4) in int matN;
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uniform mat4 model[60];
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uniform mat4 view;
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uniform mat4 proj;
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out vec3 fragPos;
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out vec2 texCoord;
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out vec3 normal;
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out mat3 tbn;
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flat out int matNum;
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void main() {
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vec4 world = model[gl_InstanceID] * vec4(pos, 1.0);
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fragPos = world.xyz;
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texCoord = texCoords;
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mat3 normalMat = transpose(inverse(mat3(model[gl_InstanceID])));
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vec3 t = normalize(normalMat * tangent);
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vec3 n = normalize(normalMat * normals);
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normal = n;
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vec3 b = cross(n, t);
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tbn = mat3(t, b, n);
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matNum = matN;
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gl_Position = proj * view * world;
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}
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#version 330 core
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in vec2 texCoord;
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in vec4 fragPosLightSpace[16];
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struct Camera {
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vec3 pos;
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};
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struct Light {
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//Directional = 1, Point = 2
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int type;
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vec3 pos;
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vec3 color;
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float strength;
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sampler2D directionalDepthTex;
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samplerCube pointDepthTex;
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};
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uniform Camera camera;
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uniform Light light[12];
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uniform int numberOfLights;
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uniform bool isContinued;
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uniform float farPlane;
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uniform sampler2D gBPos;
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uniform sampler2D gBNorm;
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uniform sampler2D gBDiff;
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uniform sampler2D gBSpec;
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out vec4 outColor;
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float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
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vec3 fp = fragPosLight.xyz / fragPosLight.w;
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fp = fp * 0.5 + 0.5;
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float current = fp.z;
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float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005);
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float shad = 0.0f;
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vec2 texSize = 1.0 / textureSize(light[lightNum].directionalDepthTex, 0);
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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float pcfDepth = texture(light[lightNum].directionalDepthTex, fp.xy + vec2(x, y) * texSize).r;
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shad += current - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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shad /= 9.0;
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if (current > 1.0)
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shad = 0.0;
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return shad;
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}
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vec3 offsets[20] = vec3[](
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vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
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vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
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);
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float calcShadowPoint(int lightNum, vec3 no, vec3 lDir, vec3 fp) {
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vec3 fragLight = fp - light[lightNum].pos;
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float current = length(fragLight);
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float bias = 0.15;
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float closest = 0.0f;
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float shad = 0.0f;
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int samples = 20;
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float viewDist = length(camera.pos - fp);
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float disk = (1.0 + (viewDist / farPlane)) / 50.0f;
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for (int i = 0; i < samples; i++) {
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closest = texture(light[lightNum].pointDepthTex, fragLight + offsets[i] * disk).r;
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closest *= farPlane;
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if (current - bias > closest)
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shad += 1.0f;
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}
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shad /= float(samples);
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return shad;
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}
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void main() {
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vec3 specTemp = texture(gBSpec, texCoord).rgb;
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if (specTemp.b != 1.0)
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discard;
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vec3 color = vec3(0.0);
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vec3 fragPos = texture(gBPos, texCoord).xyz;
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vec3 norm = texture(gBNorm, texCoord).xyz;
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vec3 matDiff = texture(gBDiff, texCoord).rgb;
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float specPower = specTemp.r;
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float matSpec = specTemp.g;
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float ambientStrength = 0.1f;
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vec3 ambient = ambientStrength * matDiff;
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if (!isContinued)
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color += ambient;
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for (int i = 0; i < numberOfLights; i++) {
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if (light[i].type == 1) {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.0f);
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
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float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir);
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color += (diffuse + specular) * (1.0 - shadow);
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continue;
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}
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if (light[i].type == 2) {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.5f);
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 halfway = normalize(lightDir + viewDir);
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float spec = pow(max(dot(norm, halfway), 0.0), specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.5f);
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float length = length(light[i].pos - fragPos);
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float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
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float shadow = calcShadowPoint(i, norm, lightDir, fragPos);
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color += ((diffuse + specular) * (1.0 - shadow) * att);
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continue;
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}
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}
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//TODO: Move this to a post-processing pass (what about the UI textures?)
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float gamma = 2.2;
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color.rgb = pow(color.rgb, vec3(1.0 / gamma));
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outColor = vec4(color, 1.0);
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}
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#version 330 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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uniform mat4 lightSpaceMat[16];
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uniform int numMats;
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uniform sampler2D gBPos;
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out vec2 texCoord;
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out vec4 fragPosLightSpace[16];
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void main() {
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texCoord = texCoords;
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vec3 fragPos = texture(gBPos, texCoord).xyz;
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for (int i = 0; i < numMats; i++) {
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fragPosLightSpace[i] = lightSpaceMat[i] * vec4(fragPos, 1.0);
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}
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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#version 330 core
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void main() {
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}
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@@ -0,0 +1,12 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 lightSpace;
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uniform mat4 model[60];
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out vec3 texCoord;
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void main() {
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gl_Position = lightSpace * model[gl_InstanceID] * vec4(pos, 1.0);
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}
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#version 330 core
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in vec4 fragPos;
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uniform vec3 lightPos;
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uniform float farPlane;
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void main() {
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float dist = length(fragPos.xyz - lightPos);
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dist /= farPlane;
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gl_FragDepth = dist;
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}
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#version 330 core
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 18) out;
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uniform mat4 lightSpaceMat[6];
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out vec4 fragPos;
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void main() {
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for (int face = 0; face < 6; face++) {
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gl_Layer = face;
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for (int i = 0; i < 3; i++) {
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fragPos = gl_in[i].gl_Position;
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gl_Position = lightSpaceMat[face] * fragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 model[60];
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void main() {
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gl_Position = model[gl_InstanceID] * vec4(pos, 1.0);
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}
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@@ -0,0 +1,14 @@
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#version 330 core
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in vec2 texCoord;
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uniform sampler2D text;
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uniform vec3 textColor;
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uniform float opacity;
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out vec4 color;
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void main() {
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vec4 temp = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
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color = vec4(textColor.xyz, opacity) * temp;
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}
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@@ -0,0 +1,13 @@
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#version 330 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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uniform mat4 proj;
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out vec2 texCoord;
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void main() {
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gl_Position = proj * vec4(pos, 0.0, 1.0);
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texCoord = texCoords;
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}
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@@ -0,0 +1,17 @@
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#version 330 core
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in vec2 texCoord;
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uniform sampler2D tex;
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uniform float opacity;
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out vec4 outColor;
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void main() {
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vec4 texColor = texture(tex, texCoord);
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vec4 color = texColor;
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//TODO: Move this to a post-processing pass too
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float gamma = 2.2;
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color.rgb = pow(color.rgb, vec3(1.0 / gamma));
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outColor = vec4(color.rgb, texColor.a * opacity);
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}
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@@ -0,0 +1,13 @@
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#version 330 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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uniform mat4 proj;
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out vec2 texCoord;
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void main() {
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gl_Position = proj * vec4(pos, 0.0, 1.0);
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texCoord = texCoords;
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}
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