Remove instancing shaders
This commit is contained in:
@@ -1,47 +0,0 @@
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#version 450 core
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layout (triangles) in;
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layout (invocations = 20) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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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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vec3 lightPos = posBool[gl_InvocationID].xyz ;
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float theBool = posBool[gl_InvocationID].w;
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// this code is duplicated in shadow/edge.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (100 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 100 , 1) ;
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}
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void main()
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{
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vec4 p0 = gl_in[0].gl_Position ;
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vec4 p1 = gl_in[1].gl_Position ;
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vec4 p2 = gl_in[2].gl_Position ;
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if ( //if Light Source is below all vertices, draw cap
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// TODO think about when LS is beside the object
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( p0.z - lightPos.z > 0 )
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&& ( p1.z - lightPos.z > 0 )
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&& ( p2.z - lightPos.z > 0 )
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&& theBool == 1
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)
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{
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// the front cap
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vec4 v1 = vec4 (0,0,1,0) ;
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gl_Layer = gl_InvocationID;
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gl_Position = theMat * projNear(p0); EmitVertex();
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gl_Layer = gl_InvocationID;
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gl_Position = theMat * projNear(p1); EmitVertex();
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gl_Layer = gl_InvocationID;
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gl_Position = theMat * projNear(p2); EmitVertex();
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EndPrimitive();
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}
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else {}
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}
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@@ -1,7 +0,0 @@
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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void main()
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{
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gl_Position = vec4(position,1);
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}
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@@ -1,9 +0,0 @@
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#version 450 core
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uniform sampler2DArray screenTexture;
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in vec3 gTexPos;
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out vec4 fColor;
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void main()
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{
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fColor = texture(screenTexture,gTexPos);
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//fColor = vec4(0.05,0.01,0,1);
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}
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@@ -1,30 +0,0 @@
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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 (invocations = 20) in;
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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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out vec3 gTexPos;
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float theBool = posBool[gl_InvocationID].w;
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float l = gl_InvocationID;
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void main()
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{
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if (theBool == 1){
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gTexPos = vec3(0,1,l);
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gl_Position = vec4(-1,1,0,1) ;
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EmitVertex();
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gTexPos = vec3(0,0,l);
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gl_Position = vec4(-1,-1,0,1) ;
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EmitVertex();
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gTexPos = vec3(1,1,l);
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gl_Position = vec4(1,1,0,1) ;
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EmitVertex();
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gTexPos = vec3(1,0,l);
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gl_Position = vec4(1,-1,0,1) ;
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EmitVertex();
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EndPrimitive();
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}else {}
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}
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@@ -1,4 +0,0 @@
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#version 450 core
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void main()
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{
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}
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@@ -1,85 +0,0 @@
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#version 450 core
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layout(lines_adjacency) in;
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layout(invocations = 20) 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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layout(std140, binding = 1) uniform LightsBlock {
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vec4 posBool[20];
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vec4 colRad[20];
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};
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vec3 lightPos = posBool[gl_InvocationID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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float rad = colRad[gl_InvocationID].w;
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vec4 shift(vec4 p) { return (vec4(p.xyz + (100000 * (p.xyz - lightPos)), 1)); };
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vec4 shiftBy(float x, vec4 p) {
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return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
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};
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vec4 shift1(vec4 p) {
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return (vec4(lightPos + (rad * normalize(p.xyz - lightPos)), 1));
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};
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// copied from shadow/cap.geom, should not be changed on its own
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vec4 projNear(vec4 pos) {
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos;
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float a = (100 - pos.z) / dir.z;
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vec2 xy = (pos.xyz + a * dir).xy;
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return vec4(xy, 100, 1);
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};
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vec4 shiftNear(vec4 pos) {
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vec4 sp = shift(pos);
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if (sp.z > 100) {
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return projNear(pos);
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} else {
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return sp;
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}
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};
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void main() {
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if (theBool == 1) {
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 mid = 0.5 * (p0 + p1);
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
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vec3 lightDir = p0.xyz - lightPos.xyz;
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vec3 lightDir2 = p1.xyz - lightPos.xyz;
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// test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point are in
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// "different directions" wrt the light direction
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if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
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(dot(lightDir, lightDir) < rad * rad ||
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dot(lightDir2, lightDir2) < rad * rad))
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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gl_Position = theMat * p0;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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if (dot(n0, lightDir) > 0) {
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gl_Position = theMat * p1;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = theMat * p2;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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} else {
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gl_Position = theMat * p2;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = theMat * p1;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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}
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gl_Position = theMat * p3;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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EndPrimitive();
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} else {
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}
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} else {
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}
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}
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@@ -1,6 +0,0 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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void main()
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{
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gl_Position = vec4(pos,1);
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}
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@@ -1,36 +0,0 @@
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#version 450 core
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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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//uniform int lightID;
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vec3 lightPos = posBool[gl_Layer].xyz;
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vec4 lumRad = colRad[gl_Layer];
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layout (binding = 0) uniform sampler2D screenTexture;
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layout (binding = 1) uniform sampler2D normals;
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in vec2 gTexPos;
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out vec4 fColor;
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void main()
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{
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float rad = lumRad.a;
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vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos;
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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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// float x = 1 - dist / lumRad.a ;
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// vec3 c = (x * x * x) * lumRad.rgb ;
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// fColor = vec4(c,0);
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// //fColor = vec4(0.05,0,0,0);
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vec4 normbit = texture(normals, gTexPos);
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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 = y2;
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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, 1);
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}
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@@ -1,33 +0,0 @@
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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 (invocations = 20) in;
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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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float theBool = posBool[gl_InvocationID].w;
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out vec2 gTexPos;
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void main()
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{
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if (theBool == 1){
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gTexPos = vec2(0,1);
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gl_Position = vec4(-1,1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(0,0);
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gl_Position = vec4(-1,-1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(1,1);
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gl_Position = vec4(1,1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(1,0);
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gl_Position = vec4(1,-1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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EndPrimitive();
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}else {}
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}
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@@ -1,4 +0,0 @@
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#version 450 core
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void main()
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{
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}
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@@ -1,78 +0,0 @@
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#version 450 core
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layout(points) in;
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layout(invocations = 20) in;
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layout(triangle_strip, max_vertices = 8) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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layout(std140, binding = 1) uniform LightsBlock {
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vec4 posBool[20];
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vec4 colRad[20];
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};
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vec3 lightPos = posBool[gl_InvocationID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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vec4 shift(vec4 p) { return vec4(p.xy + (200 * (p.xy - lightPos.xy)), 0, 1); }
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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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}
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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}
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vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
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float x = closestPointOnLineParam(a,b,p);
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if (x < 0) {
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return a;
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} else{ if (x > 1) { return b; }
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{ return a + (x * (b- a));}
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}
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}
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// End include 2023-03-13 15:33:44.454374887 UTC
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// construct a box with openings on bottom face and face away from wall
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void main() {
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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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if (theBool == 1 && isLHS(p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0) {
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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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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4(p6.xy, 100, 1);
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vec4 p8 = vec4(p5.xy, 100, 1);
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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gl_Position = a1;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a5;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a3;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a8;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a4;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a7;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a2;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gl_Position = a6;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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EndPrimitive();
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} else {
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}
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}
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@@ -1,6 +0,0 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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}
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Reference in New Issue
Block a user