Moved shader into properly named sub folder

This commit is contained in:
saschawillems 2018-02-24 10:36:38 +01:00
parent 037238607a
commit 8b36ac5f76
10 changed files with 5 additions and 10 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform samplerCube samplerColor;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in float inLodBias;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
cR = vec3(inInvModelView * vec4(cR, 0.0));
cR.x *= -1.0;
vec4 color = texture(samplerColor, cR, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.5) * color.rgb;
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
float lodBias;
} ubo;
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out float outLodBias;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
outLodBias = ubo.lodBias;
outInvModelView = inverse(ubo.model);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform samplerCube samplerCubeMap;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerCubeMap, inUVW);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
outUVW.x *= -1.0;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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