procedural-3d-engine/shaders/glsl/shadowmappingomni/cubemapdisplay.frag

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1.3 KiB
GLSL
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#version 450
layout (binding = 1) uniform samplerCube shadowCubeMap;
layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
void main()
{
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
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outFragColor.rgb = vec3(0.05);
vec3 samplePos = vec3(0.0f);
// Crude statement to visualize different cube map faces based on UV coordinates
int x = int(floor(inUV.x / 0.25f));
int y = int(floor(inUV.y / (1.0 / 3.0)));
if (y == 1) {
vec2 uv = vec2(inUV.x * 4.0f, (inUV.y - 1.0/3.0) * 3.0);
uv = 2.0 * vec2(uv.x - float(x) * 1.0, uv.y) - 1.0;
switch (x) {
case 0: // NEGATIVE_X
samplePos = vec3(-1.0f, uv.y, uv.x);
break;
case 1: // POSITIVE_Z
samplePos = vec3(uv.x, uv.y, 1.0f);
break;
case 2: // POSITIVE_X
samplePos = vec3(1.0, uv.y, -uv.x);
break;
case 3: // NEGATIVE_Z
samplePos = vec3(-uv.x, uv.y, -1.0f);
break;
}
} else {
if (x == 1) {
vec2 uv = vec2((inUV.x - 0.25) * 4.0, (inUV.y - float(y) / 3.0) * 3.0);
uv = 2.0 * uv - 1.0;
switch (y) {
case 0: // NEGATIVE_Y
samplePos = vec3(uv.x, -1.0f, uv.y);
break;
case 2: // POSITIVE_Y
samplePos = vec3(uv.x, 1.0f, -uv.y);
break;
}
}
}
if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) {
float dist = length(texture(shadowCubeMap, samplePos).xyz) * 0.005;
outFragColor = vec4(vec3(dist), 1.0);
}
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}