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#version 450 core
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in vec4 vPosID;
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in vec4 vCol;
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in vec4 vCenterSize;
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in vec4 vControls;
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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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void main()
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{
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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fCol = vCol;
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fPos = vec4(vPosID.xy, vPosID.z + (1-d) * vCenterSize.w, 1);
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fNorm = vec4(vCenterSize.xyz - fPos.xyz, 1);
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}
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@@ -0,0 +1,18 @@
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#version 450 core
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layout (location = 0) in vec4 posID;
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layout (location = 1) in vec4 col;
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layout (location = 2) in vec4 centerSize;
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layout (location = 3) in vec4 controls;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vPosID;
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out vec4 vCol;
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out vec4 vCenterSize;
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out vec4 vControls;
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void main()
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{
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gl_Position = theMat * vec4(posID.xyz,1);
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vPosID = posID;
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vCol = col;
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vCenterSize = centerSize;
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vControls = controls;
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}
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@@ -0,0 +1,23 @@
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#version 450 core
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in vec4 vTexPosRot;
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in vec2 vPos;
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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 normal;
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//layout (binding=0) uniform sampler2DArray tilesetSampler;
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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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vec3 vTexPos = vTexPosRot.xyz;
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float rot = vTexPosRot.w;
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fCol = vec4(texture(diffuseSampler,vTexPos));
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fPos = vec4(vPos,0,1);
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vec4 bn = vec4(texture(normalSampler,vTexPos) - 0.5);
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vec3 nmap1 = vec3(rotateV2(rot,bn.xy), bn.z);
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normal = vec4(-nmap1 ,0);
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}
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@@ -0,0 +1,12 @@
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#version 450 core
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layout (location = 0) in vec4 posXX;
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layout (location = 1) in vec4 texPosRot;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vTexPosRot;
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out vec2 vPos;
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void main()
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{
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vPos = posXX.xy;
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gl_Position = theMat * vec4(vPos,0,1.0) ;
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vTexPosRot = texPosRot;
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}
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@@ -0,0 +1,24 @@
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#version 450 core
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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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in float gAng;
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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 = texture(diffuseSampler,gTexCoords);
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fPos = gPos;
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vec4 basenorm = texture(normalSampler,gTexCoords) - 0.5;
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vec2 n1 = rotateV2(gAng,vec2(basenorm.x,basenorm.z));
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fNorm = vec4(-vec3(n1,basenorm.y),0);
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}
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@@ -0,0 +1,44 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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in vec2 vTexAng[];
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out float gAng;
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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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// 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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{ gAng = vTexAng[0].y;
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float tcoordz = vTexAng[0].x;
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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 dist = distance(p1xy,p2xy);
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float tcoordx = dist / 50;
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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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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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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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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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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,9 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 texAngXX;
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out vec2 vTexAng;
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void main()
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{
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gl_Position = poss;
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vTexAng = texAngXX.xy;
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}
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