Improve normal maps on ground and walls
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@@ -9,19 +9,19 @@ float rad = lumRad.a;
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void main() {
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vec3 pos = texture(screenTexture, vTexPos).xyz;
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vec3 distVec = pos - lightPos;
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float dist = dot(distVec, distVec);
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if (dist > rad) {
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discard;
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}
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vec4 normbit = texture(normals, vTexPos);
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vec3 norm = normbit.xyz - pos;
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vec3 norm = normbit.xyz;
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float y1 = dot(normalize(norm), normalize(distVec));
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float y2 = float(y1 > 0 ? 1 : 0);
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//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
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float y3 = clamp(2*y1 + 1,0,1) ;
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//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
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float y = float(normbit.w == 0 ? y3 : y2);
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float y = float(normbit.w == 0 ? y2 : y2);
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//float y = y2;
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float dist = dot(distVec, distVec);
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if (dist > rad) {
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discard;
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}
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float x = 1 - dist / rad;
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vec3 c = y* (x * x * x) * lumRad.rgb;
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fColor = vec4(c, 0);
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@@ -9,6 +9,5 @@ void main()
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{
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fCol = vCol;
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fPos = vPos;
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fNorm = vNorm;
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//fNorm = vec4(vPos.x,vPos.y+2,vPos.z,1);
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fNorm = vec4(vNorm.xyz - vPos.xyz,1);
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}
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@@ -3,13 +3,24 @@ layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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in vec2 tPos;
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in vec3 gTexCoords;
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in vec4 gPos;
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in vec4 gNorm;
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in vec4 gColor;
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uniform sampler2D tex;
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in float gRot;
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layout (binding=1) uniform sampler2DArray normalSampler;
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layout (binding=2) uniform sampler2DArray diffuseSampler;
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vec2 rotateV2 (float a, vec2 v)
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{
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return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
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}
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void main()
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{
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fCol = gColor * texture(tex,tPos);
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//fCol = gColor * texture(tex,tPos);
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fCol = texture(diffuseSampler,gTexCoords);
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fPos = gPos;
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fNorm = gNorm;
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vec4 basenorm = texture(normalSampler,gTexCoords) - 0.5;
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//fNorm = fPos - vec4(rotateV2(gRot,basenorm.xz), basenorm.y,0);
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vec2 n = rotateV2(gRot,vec2(-basenorm.x,-basenorm.z));
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fNorm = vec4(fPos.xyz - vec3(n,basenorm.y),0);
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}
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@@ -7,28 +7,44 @@ out vec4 gColor;
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out vec2 tPos;
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out vec4 gPos;
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out vec4 gNorm;
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out vec3 gTexCoords;
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out float gRot;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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void main()
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{ gColor = vColor[0];
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vec2 p1xy = gl_in[0].gl_Position.xy;
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vec2 p2xy = gl_in[0].gl_Position.zw;
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec2 d = vec2(p1.xy - p2.xy);
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float rot = atan(d.y,d.x);
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float dist = distance(p1xy,p2xy);
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float tcoordx = dist / 50;
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float tcoordz = 11;
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vec4 norm = vec4( d.y, -d.x, 0, 0);
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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,0,tcoordz);
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gRot = rot;
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EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,2,tcoordz);
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gRot = rot;
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EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,0,tcoordz);
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gRot = rot;
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EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,2,tcoordz);
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gRot = rot;
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EmitVertex();
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EndPrimitive();
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}
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