Remove instancing shaders

This commit is contained in:
2023-04-23 12:48:55 +01:00
parent 4bb9841be8
commit 9c11a8ff66
16 changed files with 0 additions and 505 deletions
-47
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@@ -1,47 +0,0 @@
#version 450 core
layout (triangles) in;
layout (invocations = 20) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
vec3 lightPos = posBool[gl_InvocationID].xyz ;
float theBool = posBool[gl_InvocationID].w;
// this code is duplicated in shadow/edge.geom, should not be changed on its own
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (100 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 100 , 1) ;
}
void main()
{
vec4 p0 = gl_in[0].gl_Position ;
vec4 p1 = gl_in[1].gl_Position ;
vec4 p2 = gl_in[2].gl_Position ;
if ( //if Light Source is below all vertices, draw cap
// TODO think about when LS is beside the object
( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
&& theBool == 1
)
{
// the front cap
vec4 v1 = vec4 (0,0,1,0) ;
gl_Layer = gl_InvocationID;
gl_Position = theMat * projNear(p0); EmitVertex();
gl_Layer = gl_InvocationID;
gl_Position = theMat * projNear(p1); EmitVertex();
gl_Layer = gl_InvocationID;
gl_Position = theMat * projNear(p2); EmitVertex();
EndPrimitive();
}
else {}
}
-7
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#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
void main()
{
gl_Position = vec4(position,1);
}
-9
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#version 450 core
uniform sampler2DArray screenTexture;
in vec3 gTexPos;
out vec4 fColor;
void main()
{
fColor = texture(screenTexture,gTexPos);
//fColor = vec4(0.05,0.01,0,1);
}
-30
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#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (invocations = 20) in;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
out vec3 gTexPos;
float theBool = posBool[gl_InvocationID].w;
float l = gl_InvocationID;
void main()
{
if (theBool == 1){
gTexPos = vec3(0,1,l);
gl_Position = vec4(-1,1,0,1) ;
EmitVertex();
gTexPos = vec3(0,0,l);
gl_Position = vec4(-1,-1,0,1) ;
EmitVertex();
gTexPos = vec3(1,1,l);
gl_Position = vec4(1,1,0,1) ;
EmitVertex();
gTexPos = vec3(1,0,l);
gl_Position = vec4(1,-1,0,1) ;
EmitVertex();
EndPrimitive();
}else {}
}
-4
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#version 450 core
void main()
{
}
-85
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#version 450 core
layout(lines_adjacency) in;
layout(invocations = 20) in;
layout(triangle_strip, max_vertices = 4) out;
layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
layout(std140, binding = 1) uniform LightsBlock {
vec4 posBool[20];
vec4 colRad[20];
};
vec3 lightPos = posBool[gl_InvocationID].xyz;
float theBool = posBool[gl_InvocationID].w;
float rad = colRad[gl_InvocationID].w;
vec4 shift(vec4 p) { return (vec4(p.xyz + (100000 * (p.xyz - lightPos)), 1)); };
vec4 shiftBy(float x, vec4 p) {
return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
};
vec4 shift1(vec4 p) {
return (vec4(lightPos + (rad * normalize(p.xyz - lightPos)), 1));
};
// copied from shadow/cap.geom, should not be changed on its own
vec4 projNear(vec4 pos) {
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos;
float a = (100 - pos.z) / dir.z;
vec2 xy = (pos.xyz + a * dir).xy;
return vec4(xy, 100, 1);
};
vec4 shiftNear(vec4 pos) {
vec4 sp = shift(pos);
if (sp.z > 100) {
return projNear(pos);
} else {
return sp;
}
};
void main() {
if (theBool == 1) {
vec4 p0 = gl_in[0].gl_Position;
vec4 p1 = gl_in[1].gl_Position;
vec4 mid = 0.5 * (p0 + p1);
vec3 n0a = gl_in[2].gl_Position.xyz;
vec3 n1a = gl_in[3].gl_Position.xyz;
vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
vec3 lightDir = p0.xyz - lightPos.xyz;
vec3 lightDir2 = p1.xyz - lightPos.xyz;
// test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point are in
// "different directions" wrt the light direction
if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
(dot(lightDir, lightDir) < rad * rad ||
dot(lightDir2, lightDir2) < rad * rad))
// using <= rather than < seems to get rid of overlapping shadow
// artefacts
{
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
gl_Position = theMat * p0;
gl_Layer = gl_InvocationID;
EmitVertex();
if (dot(n0, lightDir) > 0) {
gl_Position = theMat * p1;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = theMat * p2;
gl_Layer = gl_InvocationID;
EmitVertex();
} else {
gl_Position = theMat * p2;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = theMat * p1;
gl_Layer = gl_InvocationID;
EmitVertex();
}
gl_Position = theMat * p3;
gl_Layer = gl_InvocationID;
EmitVertex();
EndPrimitive();
} else {
}
} else {
}
}
-6
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#version 450 core
layout (location = 0) in vec3 pos;
void main()
{
gl_Position = vec4(pos,1);
}
-36
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#version 450 core
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
//uniform int lightID;
vec3 lightPos = posBool[gl_Layer].xyz;
vec4 lumRad = colRad[gl_Layer];
layout (binding = 0) uniform sampler2D screenTexture;
layout (binding = 1) uniform sampler2D normals;
in vec2 gTexPos;
out vec4 fColor;
void main()
{
float rad = lumRad.a;
vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos;
float dist = dot(distVec,distVec);
if (dist > lumRad.a) {discard;}
// float x = 1 - dist / lumRad.a ;
// vec3 c = (x * x * x) * lumRad.rgb ;
// fColor = vec4(c,0);
// //fColor = vec4(0.05,0,0,0);
vec4 normbit = texture(normals, gTexPos);
vec3 norm = normbit.xyz;
float y1 = dot(normalize(norm), normalize(distVec));
float y2 = float(y1 > 0 ? 1 : 0);
//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
float y3 = clamp(2*y1 + 1,0,1) ;
//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
//float y = float(normbit.w == 0 ? y3 : y2);
float y = y2;
float x = 1 - dist / rad;
vec3 c = y* (x * x * x) * lumRad.rgb;
fColor = vec4(c, 1);
}
-33
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#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (invocations = 20) in;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
float theBool = posBool[gl_InvocationID].w;
out vec2 gTexPos;
void main()
{
if (theBool == 1){
gTexPos = vec2(0,1);
gl_Position = vec4(-1,1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
gTexPos = vec2(0,0);
gl_Position = vec4(-1,-1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
gTexPos = vec2(1,1);
gl_Position = vec4(1,1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
gTexPos = vec2(1,0);
gl_Position = vec4(1,-1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
EndPrimitive();
}else {}
}
-4
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#version 450 core
void main()
{
}
-78
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#version 450 core
layout(points) in;
layout(invocations = 20) in;
layout(triangle_strip, max_vertices = 8) out;
layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
layout(std140, binding = 1) uniform LightsBlock {
vec4 posBool[20];
vec4 colRad[20];
};
vec3 lightPos = posBool[gl_InvocationID].xyz;
float theBool = posBool[gl_InvocationID].w;
vec4 shift(vec4 p) { return vec4(p.xy + (200 * (p.xy - lightPos.xy)), 0, 1); }
float isLHS(vec2 startV, vec2 testV) {
return sign(-startV.x * testV.y + startV.y * testV.x);
}
// Preprocessed to include ../functions.glsl
float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
return dot(p - a,b-a) / dot(b-a,b-a);
}
vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
float x = closestPointOnLineParam(a,b,p);
if (x < 0) {
return a;
} else{ if (x > 1) { return b; }
{ return a + (x * (b- a));}
}
}
// End include 2023-03-13 15:33:44.454374887 UTC
// construct a box with openings on bottom face and face away from wall
void main() {
vec4 p1 = vec4(gl_in[0].gl_Position.xy, 0, 1);
vec4 p2 = vec4(gl_in[0].gl_Position.zw, 0, 1);
if (theBool == 1 && isLHS(p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0) {
vec4 p3 = vec4(p1.xy, 100, 1);
vec4 p4 = vec4(p2.xy, 100, 1);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4(p6.xy, 100, 1);
vec4 p8 = vec4(p5.xy, 100, 1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
vec4 a5 = theMat * p5;
vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
gl_Position = a1;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a5;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a3;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a8;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a4;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a7;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a2;
gl_Layer = gl_InvocationID;
EmitVertex();
gl_Position = a6;
gl_Layer = gl_InvocationID;
EmitVertex();
EndPrimitive();
} else {
}
}
-6
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#version 450 core
layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;
}