non functional deferred rendering and also camera paths and instanced GUIs
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4569b471d5
commit
2d37c574d6
25 changed files with 933 additions and 315 deletions
12
resources/EngineResources/shaders/lighting_frag.glsl
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12
resources/EngineResources/shaders/lighting_frag.glsl
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@ -0,0 +1,12 @@
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#version 450
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layout(location = 0) in vec2 inTextCoord;
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layout(location = 0) out vec4 outFragColor;
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layout(set = 0, binding = 0) uniform sampler2D albedoSampler;
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layout(set = 0, binding = 1) uniform sampler2D depthSampler;
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void main() {
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outFragColor = vec4(texture(albedoSampler, inTextCoord).rgb, 1.0);
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}
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8
resources/EngineResources/shaders/lighting_vertex.glsl
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8
resources/EngineResources/shaders/lighting_vertex.glsl
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@ -0,0 +1,8 @@
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#version 450
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layout(location = 0) out vec2 outTextCoord;
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void main() {
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outTextCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outTextCoord.x * 2.0f - 1.0f, outTextCoord.y * - 2.0f + 1.0f, 0.0f, 1.0f);
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}
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@ -3,7 +3,7 @@
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const int MAX_TEXTURES = 500;
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layout(location = 0) in vec2 inTextCoords;
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layout(location = 0) out vec4 outFragColor;
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layout(location = 0) out vec4 outAlbedo;
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struct Material{
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vec4 diffuseColor;
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@ -28,8 +28,8 @@ void main()
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if(material.hasTexture == 1){
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vec4 texColor = texture(textSampler[material.textureIdx],inTextCoords);
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if(texColor.a < 0.1){discard;}
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outFragColor = texColor;
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outAlbedo = texColor;
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} else{
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outFragColor = material.diffuseColor;
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outAlbedo = material.diffuseColor;
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}
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}
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@ -3,7 +3,7 @@
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const int MAX_TEXTURES = 500;
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layout(location = 0) in vec2 inTextCoords;
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layout(location = 0) out vec4 outFragColor;
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layout(location = 0) out vec4 outAlbedo;
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struct Material{
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vec4 diffuseColor;
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@ -28,8 +28,8 @@ void main()
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if(material.hasTexture == 1){
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vec4 texColor = texture(textSampler[material.textureIdx],inTextCoords);
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if(texColor.a < 0.9){discard;}
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outFragColor = texColor;
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outAlbedo = texColor;
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} else{
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outFragColor = material.diffuseColor;
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outAlbedo = material.diffuseColor;
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}
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}
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@ -3,7 +3,7 @@
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const int MAX_TEXTURES = 500;
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layout(location = 0) in vec2 inTextCoords;
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layout(location = 0) out vec4 outFragColor;
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layout(location = 0) out vec4 outAlbedo;
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struct Material{
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vec4 diffuseColor;
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@ -28,8 +28,8 @@ void main()
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if(material.hasTexture == 1){
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vec4 texColor = texture(textSampler[material.textureIdx],inTextCoords);
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if(texColor.a < 0.05 || texColor.a >= 0.9){discard;}
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outFragColor = texColor;
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outAlbedo = texColor;
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} else{
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outFragColor = material.diffuseColor;
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outAlbedo = material.diffuseColor;
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}
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}
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