Remove compute shaders
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@@ -1,7 +0,0 @@
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#version 450 core
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layout(local_size_x= 1, local_size_y=1) in;
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uniform sampler2DArray screenTexture;
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layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output;
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void main()
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{
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}
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@@ -1,40 +0,0 @@
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#version 450 core
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layout(local_size_x= 20, local_size_y=1) in;
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layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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layout (binding = 0) uniform sampler2D posTexture;
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layout (binding = 1) uniform sampler2D normals;
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void main ()
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{
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shared vec3[20] larray;
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uint i = gl_LocalInvocationID.x;
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vec3 lightamount = vec3(0,0,0);
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ivec2 pixel_coords = ivec2(gl_WorkGroupID.xy);
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vec2 tex_coords = vec2((4*pixel_coords.x+4)/800.0, (4*pixel_coords.y+4)/835.0);
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vec3 pos = texture(posTexture,tex_coords).xyz;
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vec3 lightPos = posBool[i].xyz;
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vec4 lumRad = colRad[i];
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vec3 distVec = lightPos - pos;
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float dist = dot (distVec,distVec);
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if (dist > lumRad.a) { }
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else
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{
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float x = 1 - dist / lumRad.a;
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vec3 norm = texture(normals,tex_coords).xyz;
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float y1 = dot(normalize(norm), normalize(distVec));
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float y = float(y1 > 0 ? 0 : 1);
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lightamount = y*x*lumRad.rgb;
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}
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larray[i] = lightamount;
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if (i == 0)
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{ vec3 inverselight = 1 - lightamount;
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//{ vec3 inverselight = vec3(0,0,0);
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for (uint j=1 ; j < 20; ++j) {inverselight = inverselight * (1 - larray[j]);}
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imageStore(img_output, pixel_coords, vec4(inverselight,1));
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}
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}
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