Added text overlay to cubemap sample, multiple objects, optimizations
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6344a0e016
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10 changed files with 212 additions and 60 deletions
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@ -5,18 +5,30 @@
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layout (binding = 1) uniform samplerCube samplerColor;
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layout (location = 0) in vec3 inEyePos;
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layout (location = 1) in vec3 inEyeNormal;
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layout (location = 2) in mat4 inView;
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in mat4 inInvModelView;
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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 I = normalize (inEyePos);
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vec3 R = reflect (I, normalize(inEyeNormal));
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vec3 cI = normalize (inPos);
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vec3 cR = reflect (cI, normalize(inNormal));
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cR = vec3(inInvModelView * vec4(cR, 0.0));
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vec4 color = texture(samplerColor, cR);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.5) * color.rgb;
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
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outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
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R = vec3(inverse (inView) * vec4(R, 0.0));
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outFragColor = texture(samplerColor, R);
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}
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@ -12,16 +12,27 @@ layout (binding = 0) uniform UBO
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outEyePos;
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layout (location = 1) out vec3 outEyeNormal;
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layout (location = 2) out mat4 outView;
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layout (location = 0) out vec3 outPos;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out mat4 outInvModelView;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outEyePos = vec3(ubo.model * vec4(inPos, 1.0));
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outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0));
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outPos = vec3(ubo.model * vec4(inPos, 1.0));
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outNormal = mat3(ubo.model) * inNormal;
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outView = ubo.model;
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outInvModelView = inverse(ubo.model);
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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@ -13,6 +13,11 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec3 outUVW;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUVW = inPos;
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