Skyboxes
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eb01ec4877
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60 changed files with 924 additions and 90 deletions
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@ -1,6 +1,6 @@
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#version 450
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const int MAX_TEXTURES = 512;
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const int MAX_TEXTURES = 128;
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layout(location = 0) in vec4 inPos;
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layout(location = 1) in vec3 inNormal;
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@ -13,6 +13,13 @@ layout(location = 0) out vec4 outPos;
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layout(location = 2) out vec4 outNormal;
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layout(location = 3) out vec4 outPBR;
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const float bayerMatrix[16] = float[](
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0.0 / 16.0, 8.0 / 16.0, 2.0 / 16.0, 10.0 / 16.0,
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12.0 / 16.0, 4.0 / 16.0, 14.0 / 16.0, 6.0 / 16.0,
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3.0 / 16.0, 11.0 / 16.0, 1.0 / 16.0, 9.0 / 16.0,
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15.0 / 16.0, 7.0 / 16.0, 13.0 / 16.0, 5.0 / 16.0
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);
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struct Material {
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vec4 diffuseColor;
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uint hasTexture;
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@ -55,13 +62,17 @@ void main()
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} else {
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outAlbedo = material.diffuseColor;
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}
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/*int Intensity = 4;
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int x = int(gl_FragCoord.x) % Intensity;
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int y = int(gl_FragCoord.y) % Intensity;
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float threshold = bayerMatrix[y * Intensity + x];
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if(outAlbedo.a < threshold || outAlbedo.a < 0.05f) discard;*/
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if(outAlbedo.a < 0.75) discard;
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mat3 TBN = mat3(inTangent, inBitangent, inNormal);
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vec3 newNormal = calcNormal(material, inNormal, inTextCoords, TBN);
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outNormal = vec4(newNormal, 1.0f);
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outNormal = vec4(newNormal, outAlbedo.a);
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float ao = 0.5f;
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float roughnessFactor = 0.0f;
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@ -75,6 +86,6 @@ void main()
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metallicFactor = material.metallicFactor;
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}
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outPBR = vec4(ao, roughnessFactor, metallicFactor, 1.0f);
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outPBR = vec4(ao, roughnessFactor, metallicFactor, outAlbedo.a);
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}
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