Update texutre maps and shaders for particle system fire
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parent
6b50c207ae
commit
f621b4c12a
5 changed files with 7 additions and 7 deletions
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@ -1400,10 +1400,10 @@ f 257/358/388 195/357/387 260/309/198 384/308/197
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f 193/346/329 257/358/388 384/308/197 259/324/318
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f 193/346/329 257/358/388 384/308/197 259/324/318
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f 259/324/318 384/308/197 258/311/200 194/325/319
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f 259/324/318 384/308/197 258/311/200 194/325/319
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o Plane
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o Plane
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v -4.000000 0.000000 4.000000
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v -4.400000 0.000000 4.400000
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v 4.000000 0.000000 4.000000
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v 4.400000 0.000000 4.400000
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v -4.000000 0.000000 -4.000000
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v -4.400000 0.000000 -4.400000
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v 4.000000 0.000000 -4.000000
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v 4.400000 0.000000 -4.400000
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vt 0.000000 0.255564
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vt 0.000000 0.255564
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vt 1.000000 0.255564
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vt 1.000000 0.255564
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vt 1.000000 0.996992
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vt 1.000000 0.996992
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@ -6,7 +6,7 @@
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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#define lightRadius 35.0
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#define lightRadius 45.0
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layout (location = 0) in vec2 inUV;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inLightVec;
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layout (location = 1) in vec3 inLightVec;
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@ -18,7 +18,7 @@ layout (location = 0) out vec4 outFragColor;
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void main(void)
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void main(void)
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{
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{
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vec3 specularColor = vec3(0.5, 0.5, 0.5);
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vec3 specularColor = vec3(0.85, 0.5, 0.0);
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float invRadius = 1.0/lightRadius;
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float invRadius = 1.0/lightRadius;
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float ambient = 0.0;
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float ambient = 0.0;
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@ -38,7 +38,7 @@ void main(void)
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vec3 view = normalize(inViewVec);
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vec3 view = normalize(inViewVec);
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vec3 reflectDir = reflect(-light, normal);
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vec3 reflectDir = reflect(-light, normal);
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float specular = pow(max(dot(view, reflectDir), 0.0), 8.0);
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float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
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outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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}
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}
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