Moved shaders to new directory
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shaders/glsl/sphericalenvmapping/sem.frag
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shaders/glsl/sphericalenvmapping/sem.frag
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#version 450
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layout (binding = 1) uniform sampler2DArray matCap;
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layout (location = 0) in vec3 inColor;
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layout (location = 1) in vec3 inEyePos;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in flat int inTexIndex;
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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 r = reflect( inEyePos, inNormal );
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vec3 r2 = vec3( r.x, r.y, r.z + 1.0 );
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float m = 2.0 * length( r2 );
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vec2 vN = r.xy / m + .5;
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outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 );
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}
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shaders/glsl/sphericalenvmapping/sem.frag.spv
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shaders/glsl/sphericalenvmapping/sem.frag.spv
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shaders/glsl/sphericalenvmapping/sem.vert
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shaders/glsl/sphericalenvmapping/sem.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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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 normal;
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mat4 view;
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int texIndex;
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} ubo;
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layout (location = 0) out vec3 outColor;
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layout (location = 1) out vec3 outEyePos;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out flat int outTexIndex;
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void main()
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{
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outColor = inColor;
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mat4 modelView = ubo.view * ubo.model;
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outEyePos = normalize( vec3( modelView * inPos ) );
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outTexIndex = ubo.texIndex;
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outNormal = normalize( mat3(ubo.normal) * inNormal );
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vec3 r = reflect( outEyePos, outNormal );
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float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
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gl_Position = ubo.projection * modelView * inPos;
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}
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shaders/glsl/sphericalenvmapping/sem.vert.spv
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shaders/glsl/sphericalenvmapping/sem.vert.spv
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