Moved shaders to new directory
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168
shaders/glsl/deferredshadows/deferred.frag
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168
shaders/glsl/deferredshadows/deferred.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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layout (binding = 5) uniform sampler2DArray samplerShadowMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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#define LIGHT_COUNT 3
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#define SHADOW_FACTOR 0.25
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#define AMBIENT_LIGHT 0.1
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#define USE_PCF
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struct Light
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{
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vec4 position;
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vec4 target;
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vec4 color;
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mat4 viewMatrix;
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};
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layout (binding = 4) uniform UBO
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{
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vec4 viewPos;
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Light lights[LIGHT_COUNT];
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int useShadows;
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int debugDisplayTarget;
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} ubo;
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float textureProj(vec4 P, float layer, vec2 offset)
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{
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float shadow = 1.0;
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vec4 shadowCoord = P / P.w;
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shadowCoord.st = shadowCoord.st * 0.5 + 0.5;
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if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
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{
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float dist = texture(samplerShadowMap, vec3(shadowCoord.st + offset, layer)).r;
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if (shadowCoord.w > 0.0 && dist < shadowCoord.z)
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{
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shadow = SHADOW_FACTOR;
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}
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}
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return shadow;
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}
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float filterPCF(vec4 sc, float layer)
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{
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ivec2 texDim = textureSize(samplerShadowMap, 0).xy;
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float scale = 1.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, layer, vec2(dx*x, dy*y));
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count++;
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}
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}
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return shadowFactor / count;
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}
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vec3 shadow(vec3 fragcolor, vec3 fragpos) {
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for(int i = 0; i < LIGHT_COUNT; ++i)
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{
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vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragpos, 1.0);
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float shadowFactor;
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#ifdef USE_PCF
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shadowFactor= filterPCF(shadowClip, i);
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#else
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shadowFactor = textureProj(shadowClip, i, vec2(0.0));
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#endif
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fragcolor *= shadowFactor;
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}
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return fragcolor;
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}
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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// Debug display
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if (ubo.debugDisplayTarget > 0) {
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switch (ubo.debugDisplayTarget) {
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case 1:
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outFragColor.rgb = shadow(vec3(1.0), fragPos).rgb;
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break;
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case 2:
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outFragColor.rgb = fragPos;
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break;
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case 3:
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outFragColor.rgb = normal;
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break;
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case 4:
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outFragColor.rgb = albedo.rgb;
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break;
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case 5:
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outFragColor.rgb = albedo.aaa;
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break;
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}
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outFragColor.a = 1.0;
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return;
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}
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// Ambient part
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vec3 fragcolor = albedo.rgb * AMBIENT_LIGHT;
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vec3 N = normalize(normal);
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for(int i = 0; i < LIGHT_COUNT; ++i)
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{
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// Vector to light
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vec3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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L = normalize(L);
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// Viewer to fragment
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vec3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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float lightCosInnerAngle = cos(radians(15.0));
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float lightCosOuterAngle = cos(radians(25.0));
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float lightRange = 100.0;
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// Direction vector from source to target
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vec3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
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// Dual cone spot light with smooth transition between inner and outer angle
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float cosDir = dot(L, dir);
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float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
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// Diffuse lighting
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = vec3(NdotL);
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// Specular lighting
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5);
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fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
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}
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// Shadow calculations in a separate pass
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if (ubo.useShadows > 0)
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{
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fragcolor = shadow(fragcolor, fragPos);
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}
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outFragColor = vec4(fragcolor, 1.0);
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}
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shaders/glsl/deferredshadows/deferred.frag.spv
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shaders/glsl/deferredshadows/deferred.frag.spv
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shaders/glsl/deferredshadows/deferred.vert
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shaders/glsl/deferredshadows/deferred.vert
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#version 450
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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shaders/glsl/deferredshadows/deferred.vert.spv
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shaders/glsl/deferredshadows/deferred.vert.spv
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shaders/glsl/deferredshadows/geom.spv
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shaders/glsl/deferredshadows/geom.spv
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shaders/glsl/deferredshadows/mrt.frag
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shaders/glsl/deferredshadows/mrt.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inWorldPos;
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layout (location = 4) in vec3 inTangent;
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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void main()
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{
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outPosition = vec4(inWorldPos, 1.0);
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// Calculate normal in tangent space
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent);
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
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outNormal = vec4(tnorm, 1.0);
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outAlbedo = texture(samplerColor, inUV);
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}
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shaders/glsl/deferredshadows/mrt.frag.spv
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shaders/glsl/deferredshadows/mrt.frag.spv
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shaders/glsl/deferredshadows/mrt.vert
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shaders/glsl/deferredshadows/mrt.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec4 inTangent;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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vec4 instancePos[3];
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outWorldPos;
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layout (location = 4) out vec3 outTangent;
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void main()
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{
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vec4 tmpPos = vec4(inPos.xyz, 1.0) + ubo.instancePos[gl_InstanceIndex];
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gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
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outUV = inUV;
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// Vertex position in world space
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outWorldPos = vec3(ubo.model * tmpPos);
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// Normal in world space
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mat3 mNormal = transpose(inverse(mat3(ubo.model)));
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outNormal = mNormal * normalize(inNormal);
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outTangent = mNormal * normalize(inTangent.xyz);
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// Currently just vertex color
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outColor = inColor;
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}
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BIN
shaders/glsl/deferredshadows/mrt.vert.spv
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shaders/glsl/deferredshadows/mrt.vert.spv
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shaders/glsl/deferredshadows/shadow.geom
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shaders/glsl/deferredshadows/shadow.geom
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#version 450
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#define LIGHT_COUNT 3
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layout (triangles, invocations = LIGHT_COUNT) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (binding = 0) uniform UBO
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{
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mat4 mvp[LIGHT_COUNT];
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vec4 instancePos[3];
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} ubo;
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layout (location = 0) in int inInstanceIndex[];
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void main()
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{
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vec4 instancedPos = ubo.instancePos[inInstanceIndex[0]];
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for (int i = 0; i < gl_in.length(); i++)
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{
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gl_Layer = gl_InvocationID;
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vec4 tmpPos = gl_in[i].gl_Position + instancedPos;
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gl_Position = ubo.mvp[gl_InvocationID] * tmpPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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BIN
shaders/glsl/deferredshadows/shadow.geom.spv
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shaders/glsl/deferredshadows/shadow.geom.spv
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shaders/glsl/deferredshadows/shadow.vert
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shaders/glsl/deferredshadows/shadow.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 0) out int outInstanceIndex;
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void main()
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{
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outInstanceIndex = gl_InstanceIndex;
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gl_Position = inPos;
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}
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BIN
shaders/glsl/deferredshadows/shadow.vert.spv
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shaders/glsl/deferredshadows/shadow.vert.spv
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