refactoring stuff
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04befce27d
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fa7bf893e7
54 changed files with 200 additions and 256 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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -52,7 +52,7 @@ void main() {
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float NoV = clamp(dot(worldNormal, viewDirToCamera), 0.0, 1.0);
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float fresnel = pow(1.0 - NoV, 5.0);
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float materialReflection = reflectiveness + refractiveness - 1;
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float materialReflection = reflectiveness + (refractiveness - 1.05);
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materialReflection *= mix(0.75, 1.0, metallic);
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materialReflection *= smoothstep(0.7, 0.05, roughness);
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materialReflection *= mix(0.45, 1.0, fresnel);
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@ -1,7 +1,7 @@
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#version 450
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// Keep in sync manually with Java code
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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 vec2 inTextCoords;
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layout (location = 1) in flat uint inMaterialIdx;
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@ -7,5 +7,5 @@ layout(location = 1) out vec4 outColor;
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layout(set = 2, binding = 0) uniform samplerCube skyboxSampler;
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void main() {
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outColor = texture(skyboxSampler, outTexCoords);// * vec4(3,1.0,0.65,1);
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outColor = texture(skyboxSampler, outTexCoords); //* vec4(0.0,0.05,0.1,1);
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}
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