Added basic HDR rendering example (wip)
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17 changed files with 1518 additions and 1 deletions
51
data/shaders/hdr/gbuffer.vert
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51
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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