Code cleanup, additional specialization constant as parameter for one lighting path
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668ad24830
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3 changed files with 40 additions and 43 deletions
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@ -17,6 +17,8 @@ layout (location = 0) out vec4 outFragColor;
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// We use this constant to control the flow of the shader depending on the
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// lighting model selected at pipeline creation time
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layout (constant_id = 0) const int LIGHTING_MODEL = 0;
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// Parameter for the toon shading part of the shader
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layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f;
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void main()
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{
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@ -50,6 +52,8 @@ void main()
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color = inColor * 0.4;
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else
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color = inColor * 0.2;
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// Desaturate a bit
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color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), PARAM_TOON_DESATURATION));
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outFragColor.rgb = color;
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break;
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}
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