Skinned mesh stuff moved to class, added resources
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7087d7d14e
19 changed files with 2637 additions and 14775 deletions
32
data/shaders/skeletalanimation/texture.frag
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32
data/shaders/skeletalanimation/texture.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV);
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float distSqr = dot(inLightVec, inLightVec);
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vec3 lVec = inLightVec * inversesqrt(distSqr);
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float invRadius = 1.0/4500.0;
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float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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// Fake drop shadow
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invRadius = 1.0/2500.0;
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float dropshadow = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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outFragColor = vec4(color.g * (1.0 - dropshadow));
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outFragColor.rgb *= atten;
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}
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