Added basic HDR rendering example (wip)
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55771091de
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cbfdfc904b
17 changed files with 1518 additions and 1 deletions
66
data/shaders/hdr/bloom.frag
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data/shaders/hdr/bloom.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerColor0;
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layout (binding = 1) uniform sampler2D samplerColor1;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const int dir = 0;
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void main(void)
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{
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// From the OpenGL Super bible
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const float weights[] = float[](0.0024499299678342,
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0.0043538453346397,
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0.0073599963704157,
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0.0118349786570722,
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0.0181026699707781,
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0.0263392293891488,
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0.0364543006660986,
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0.0479932050577658,
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0.0601029809166942,
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0.0715974486241365,
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0.0811305381519717,
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0.0874493212267511,
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0.0896631113333857,
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0.0874493212267511,
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0.0811305381519717,
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0.0715974486241365,
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0.0601029809166942,
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0.0479932050577658,
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0.0364543006660986,
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0.0263392293891488,
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0.0181026699707781,
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0.0118349786570722,
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0.0073599963704157,
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0.0043538453346397,
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0.0024499299678342);
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const float blurScale = 0.003;
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const float blurStrength = 1.0;
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float ar = 1.0;
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// Aspect ratio for vertical blur pass
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if (dir == 1)
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{
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vec2 ts = textureSize(samplerColor1, 0);
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ar = ts.y / ts.x;
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}
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vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
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vec4 color = vec4(0.0);
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for (int i = 0; i < weights.length(); i++)
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{
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vec2 dv = vec2(0.0, i * blurScale) * ar;
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color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
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}
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outColor = color;
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}
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data/shaders/hdr/bloom.frag.spv
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data/shaders/hdr/bloom.frag.spv
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data/shaders/hdr/bloom.vert
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data/shaders/hdr/bloom.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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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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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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data/shaders/hdr/bloom.vert.spv
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data/shaders/hdr/bloom.vert.spv
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data/shaders/hdr/composition.frag
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data/shaders/hdr/composition.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerColor0;
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layout (binding = 1) uniform sampler2D samplerColor1;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(samplerColor0, inUV);
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}
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data/shaders/hdr/composition.frag.spv
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data/shaders/hdr/composition.frag.spv
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data/shaders/hdr/composition.vert
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data/shaders/hdr/composition.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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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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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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data/shaders/hdr/composition.vert.spv
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data/shaders/hdr/composition.vert.spv
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data/shaders/hdr/gbuffer.frag
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data/shaders/hdr/gbuffer.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerEnvMap;
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layout (location = 0) in vec3 inUVW;
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layout (location = 1) in vec3 inPos;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in mat4 inInvModelView;
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layout (location = 0) out vec4 outColor0;
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layout (location = 1) out vec4 outColor1;
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layout (constant_id = 0) const int type = 0;
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#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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layout (binding = 2) uniform UBO {
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float exposure;
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} ubo;
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vec2 envMapEquirect(vec3 normal)
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{
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float phi = acos(-normal.y);
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float theta = atan(-1.0 * normal.x, normal.z) + PI;
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return vec2(theta / TwoPI, phi / PI);
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}
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void main()
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{
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vec4 color;
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vec3 wcNormal;
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switch (type) {
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case 0: // Skybox
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{
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vec3 normal = normalize(inUVW);
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color = texture(samplerEnvMap, envMapEquirect(normal));
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}
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break;
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case 1: // Reflect
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{
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vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
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vec3 normal = normalize(inNormal);
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vec3 wNormal = mat3(inInvModelView) * normal;
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float NdotL = max(dot(normal, inLightVec), 0.0);
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vec3 eyeDir = normalize(inViewVec);
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vec3 halfVec = normalize(inLightVec + eyeDir);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float VdotH = max(dot(eyeDir, halfVec), 0.0);
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// Geometric attenuation
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float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
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float g2 = (NH2 * NdotL) / VdotH;
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float geoAtt = min(1.0, min(g1, g2));
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const float F0 = 0.6;
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const float k = 0.2;
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// Fresnel (schlick approximation)
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float fresnel = pow(1.0 - VdotH, 5.0);
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fresnel *= (1.0 - F0);
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fresnel += F0;
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float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
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color = texture(samplerEnvMap, envMapEquirect(reflect(-wViewVec, wNormal)));
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color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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}
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break;
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case 2: // Refract
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{
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vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
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vec3 wNormal = mat3(inInvModelView) * inNormal;
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color = texture(samplerEnvMap, envMapEquirect(refract(-wViewVec, wNormal, 1.0/1.6)));
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}
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break;
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}
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// Color with manual exposure into attachment 0
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outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
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// Bright parts for bloom into attachment 1
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float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
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float threshold = 0.75;
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outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
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outColor1.a = 1.0;
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}
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data/shaders/hdr/gbuffer.frag.spv
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data/shaders/hdr/gbuffer.frag.spv
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data/shaders/hdr/gbuffer.vert
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data/shaders/hdr/gbuffer.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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 (constant_id = 0) const int type = 0;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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layout (location = 1) out vec3 outPos;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) 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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outUVW = inPos;
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outUVW.x *= -1.0;
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switch(type) {
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case 0: // Skybox
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outPos = vec3(mat3(ubo.modelview) * inPos);
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gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
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break;
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case 1: // Object
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outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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break;
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}
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outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
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outNormal = mat3(ubo.modelview) * inNormal;
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outInvModelView = inverse(ubo.modelview);
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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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data/shaders/hdr/gbuffer.vert.spv
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data/shaders/hdr/gbuffer.vert.spv
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