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Framebuffers+unlit shader+screen quad shader
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45
res/shaders/screen-quad.glsl
Executable file
45
res/shaders/screen-quad.glsl
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//shader:vertex
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#version 410
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out vec2 vertUV0;
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// Hardcoded vertex positions for a fullscreen quad.
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// Format: vec4(pos.x, pos.y, uv0.x, uv0.y)
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vec4 quadData[6] = vec4[](
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(-1.0, -1.0, 0.0, 0.0),
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vec4(1.0, -1.0, 1.0, 0.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(1.0, -1.0, 1.0, 0.0),
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vec4(1.0, 1.0, 1.0, 1.0)
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);
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uniform vec2 scale = vec2(1, 1);
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uniform vec2 offset = vec2(0, 0);
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void main()
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{
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vec4 vertData = quadData[gl_VertexID];
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vertUV0 = vertData.zw;
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gl_Position = vec4((vertData.xy * scale) + offset, 0.0, 1.0);
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}
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//shader:fragment
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#version 410
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struct Material {
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sampler2D diffuse;
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};
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uniform Material material;
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in vec2 vertUV0;
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out vec4 fragColor;
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void main()
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{
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vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
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fragColor = vec4(diffuseTexColor.rgb, 1);
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}
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54
res/shaders/simple-unlit.glsl
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54
res/shaders/simple-unlit.glsl
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//shader:vertex
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#version 410
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layout(location=0) in vec3 vertPosIn;
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layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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out vec3 vertNormal;
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out vec2 vertUV0;
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out vec3 vertColor;
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out vec3 fragPos;
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//MVP = Model View Projection
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uniform mat4 modelMat;
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uniform mat4 viewMat;
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uniform mat4 projMat;
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void main()
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{
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// @TODO: Calculate this on the CPU and send it as a uniform
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// This produces the normal matrix that multiplies with the model normal to produce the
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// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
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gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
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}
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//shader:fragment
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#version 410
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struct Material {
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sampler2D diffuse;
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};
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uniform Material material;
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in vec3 vertColor;
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in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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out vec4 fragColor;
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void main()
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{
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vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
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fragColor = vec4(diffuseTexColor.rgb, 1);
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}
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