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54 lines
1.0 KiB
GLSL
Executable File
54 lines
1.0 KiB
GLSL
Executable File
//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 projViewMat;
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void main()
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{
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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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vec4 modelVert = modelMat * vec4(vertPosIn, 1);
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fragPos = modelVert.xyz;
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gl_Position = projViewMat * modelVert;
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}
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//shader:fragment
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#version 410
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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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uniform float near = 0.1;
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uniform float far = 200.0;
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // back to NDC
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return (2.0 * near * far) / (far + near - z * (far - near));
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}
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void main()
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{
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float depth = LinearizeDepth(gl_FragCoord.z) / far;
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fragColor = vec4(vec3(depth), 1.0);
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}
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