Moved shaders to new directory

This commit is contained in:
Sascha Willems 2023-05-09 21:03:02 +02:00
parent 0b3f8340e3
commit 99b226237a
1244 changed files with 0 additions and 0 deletions

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#version 450
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.1) * inColor;
vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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#version 450
// Vertex attributes
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in vec3 instanceRot;
layout (location = 6) in float instanceScale;
layout (location = 7) in int instanceTexIndex;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float locSpeed;
float globSpeed;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outColor = inColor;
outUV = vec3(inUV, instanceTexIndex);
mat3 mx, my, mz;
// rotate around x
float s = sin(instanceRot.x + ubo.locSpeed);
float c = cos(instanceRot.x + ubo.locSpeed);
mx[0] = vec3(c, s, 0.0);
mx[1] = vec3(-s, c, 0.0);
mx[2] = vec3(0.0, 0.0, 1.0);
// rotate around y
s = sin(instanceRot.y + ubo.locSpeed);
c = cos(instanceRot.y + ubo.locSpeed);
my[0] = vec3(c, 0.0, s);
my[1] = vec3(0.0, 1.0, 0.0);
my[2] = vec3(-s, 0.0, c);
// rot around z
s = sin(instanceRot.z + ubo.locSpeed);
c = cos(instanceRot.z + ubo.locSpeed);
mz[0] = vec3(1.0, 0.0, 0.0);
mz[1] = vec3(0.0, c, s);
mz[2] = vec3(0.0, -s, c);
mat3 rotMat = mz * my * mx;
mat4 gRotMat;
s = sin(instanceRot.y + ubo.globSpeed);
c = cos(instanceRot.y + ubo.globSpeed);
gRotMat[0] = vec4(c, 0.0, s, 0.0);
gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
gRotMat[2] = vec4(-s, 0.0, c, 0.0);
gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0) * 1.5;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 4.0) * vec3(0.5) * color.r;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.modelview * vec4(inPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
#define STARFREQUENCY 0.01
// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
float hash33(vec3 p3)
{
p3 = fract(p3 * HASHSCALE3);
p3 += dot(p3, p3.yxz+vec3(19.19));
return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
}
vec3 starField(vec3 pos)
{
vec3 color = vec3(0.0);
float threshhold = (1.0 - STARFREQUENCY);
float rnd = hash33(pos);
if (rnd >= threshhold)
{
float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
color += vec3(starCol);
}
return color;
}
void main()
{
outFragColor = vec4(starField(inUVW), 1.0);
}

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#version 450
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUVW.st * 2.0f - 1.0f, 0.0f, 1.0f);
}

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