Moved shaders to new directory
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37
shaders/glsl/offscreen/mirror.frag
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shaders/glsl/offscreen/mirror.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec4 inPos;
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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 tmp = vec4(1.0 / inPos.w);
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vec4 projCoord = inPos * tmp;
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// Scale and bias
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projCoord += vec4(1.0);
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projCoord *= vec4(0.5);
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// Slow single pass blur
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// For demonstration purposes only
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const float blurSize = 1.0 / 512.0;
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outFragColor = vec4(vec3(0.0), 1.);
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if (gl_FrontFacing)
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{
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// Only render mirrored scene on front facing (upper) side of mirror surface
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vec4 reflection = vec4(0.0);
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for (int x = -3; x <= 3; x++)
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{
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for (int y = -3; y <= 3; y++)
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{
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reflection += texture(samplerColor, vec2(projCoord.s + x * blurSize, projCoord.t + y * blurSize)) / 49.0;
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}
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}
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outFragColor += reflection;
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};
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}
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shaders/glsl/offscreen/mirror.frag.spv
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shaders/glsl/offscreen/mirror.frag.spv
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18
shaders/glsl/offscreen/mirror.vert
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shaders/glsl/offscreen/mirror.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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} ubo;
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layout (location = 0) out vec4 outPos;
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void main()
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{
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outPos = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = outPos;
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}
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shaders/glsl/offscreen/mirror.vert.spv
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shaders/glsl/offscreen/mirror.vert.spv
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shaders/glsl/offscreen/phong.frag
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shaders/glsl/offscreen/phong.frag
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#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inEyePos;
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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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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(0.1, 0.1, 0.1, 1.0);
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vec4 IDiffuse = vec4(max(dot(inNormal, inLightVec), 0.0));
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float specular = 0.75;
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vec4 ISpecular = vec4(0.0);
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if (dot(inEyePos, inNormal) < 0.0)
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{
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ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
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}
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outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
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}
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shaders/glsl/offscreen/phong.frag.spv
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shaders/glsl/offscreen/phong.frag.spv
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shaders/glsl/offscreen/phong.vert
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shaders/glsl/offscreen/phong.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 vec3 inColor;
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layout (location = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
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outEyePos = vec3(ubo.view * ubo.model * vec4(inPos, 1.0));
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outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
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// Clip against reflection plane
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vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5);
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gl_ClipDistance[0] = dot(vec4(inPos, 1.0), clipPlane);
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}
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shaders/glsl/offscreen/phong.vert.spv
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shaders/glsl/offscreen/phong.vert.spv
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shaders/glsl/offscreen/quad.frag
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shaders/glsl/offscreen/quad.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(samplerColor, inUV);
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}
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shaders/glsl/offscreen/quad.frag.spv
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shaders/glsl/offscreen/quad.frag.spv
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shaders/glsl/offscreen/quad.vert
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shaders/glsl/offscreen/quad.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/offscreen/quad.vert.spv
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shaders/glsl/offscreen/quad.vert.spv
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