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Gloom: Shader cleanup
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skyjake committed Sep 1, 2019
1 parent 14ca93e commit ab846f1
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Showing 20 changed files with 90 additions and 90 deletions.
Expand Up @@ -24,7 +24,7 @@ const float weights[KERNEL_SIZE] = float[KERNEL_SIZE](
0.00702021448612
);

DENG_VAR vec2 vUV;
in vec2 vUV;

float brightness(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
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Expand Up @@ -5,8 +5,8 @@

uniform mat4 uBoneMatrices[64];

DENG_ATTRIB vec4 aBoneIDs;
DENG_ATTRIB vec4 aBoneWeights;
in vec4 aBoneIDs;
in vec4 aBoneWeights;

mat4 Gloom_BoneMatrix(void) {
return uBoneMatrices[int(aBoneIDs.x + 0.5)] * aBoneWeights.x +
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Expand Up @@ -5,7 +5,7 @@ layout (triangle_strip, max_vertices=18) out;

uniform mat4 uCubeFaceMatrices[6];

in vec2 vUV[];
in vec2 vUV[];
out vec4 vWorldPos;
out vec2 vFaceUV;

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Expand Up @@ -3,12 +3,12 @@

uniform samplerBuffer uPlanes;

DENG_ATTRIB vec4 aVertex;
DENG_ATTRIB vec4 aUV; // s, t, wallLength, rotation angle
DENG_ATTRIB vec3 aNormal;
DENG_ATTRIB vec3 aTangent;
DENG_ATTRIB vec3 aIndex0; // planes: geo, tex bottom, tex top
DENG_ATTRIB float aFlags;
in vec4 aVertex;
in vec4 aUV; // s, t, wallLength, rotation angle
in vec3 aNormal;
in vec3 aTangent;
in vec3 aIndex0; // planes: geo, tex bottom, tex top
in float aFlags;

struct Surface {
uint flags;
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@@ -1,7 +1,7 @@
DENG_ATTRIB vec4 aVertex;
DENG_ATTRIB vec2 aUV;

DENG_VAR vec2 vUV;
out vec2 vUV;

void main(void) {
gl_Position = aVertex;
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Expand Up @@ -7,7 +7,7 @@ uniform mat4 uViewToLightMatrix;
uniform vec3 uViewSpaceLightDir;
uniform int uDebugMode;

DENG_VAR vec2 vUV;
in vec2 vUV;

/*float textureShadowMap(vec2 uv) {
vec2 fpos = uv * textureSize(uShadowMap, 0);
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Expand Up @@ -4,13 +4,13 @@
#include "common/gbuffer_out.glsl"
#include "common/material.glsl"

DENG_VAR vec3 vWSNormal;
DENG_VAR vec3 vWSTangent;
DENG_VAR vec3 vWSBitangent;
DENG_VAR vec2 vUV;
flat DENG_VAR ivec4 vGotTexture;
flat DENG_VAR vec4 vInstanceColor;
flat DENG_VAR vec4 vTexBounds[4];
in vec3 vWSNormal;
in vec3 vWSTangent;
in vec3 vWSBitangent;
in vec2 vUV;
flat in ivec4 vGotTexture;
flat in vec4 vInstanceColor;
flat in vec4 vTexBounds[4];

#define hasDiffuseTex() (vGotTexture.x != 0)
#define hasNormalTex() (vGotTexture.y != 0)
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Expand Up @@ -5,26 +5,26 @@

uniform mat4 uCameraMvpMatrix;

DENG_ATTRIB mat4 aInstanceMatrix; // model to world
DENG_ATTRIB vec4 aInstanceColor;

DENG_ATTRIB vec4 aVertex;
DENG_ATTRIB vec3 aNormal;
DENG_ATTRIB vec3 aTangent;
DENG_ATTRIB vec3 aBitangent;
DENG_ATTRIB vec2 aUV;
DENG_ATTRIB vec4 aBounds0; // diffuse
DENG_ATTRIB vec4 aBounds1; // normals
DENG_ATTRIB vec4 aBounds2; // specular
DENG_ATTRIB vec4 aBounds3; // emissive

DENG_VAR vec3 vWSNormal;
DENG_VAR vec3 vWSTangent;
DENG_VAR vec3 vWSBitangent;
DENG_VAR vec2 vUV;
flat DENG_VAR ivec4 vGotTexture;
flat DENG_VAR vec4 vInstanceColor;
flat DENG_VAR vec4 vTexBounds[4];
in mat4 aInstanceMatrix; // model to world
in vec4 aInstanceColor;

in vec4 aVertex;
in vec3 aNormal;
in vec3 aTangent;
in vec3 aBitangent;
in vec2 aUV;
in vec4 aBounds0; // diffuse
in vec4 aBounds1; // normals
in vec4 aBounds2; // specular
in vec4 aBounds3; // emissive

out vec3 vWSNormal;
out vec3 vWSTangent;
out vec3 vWSBitangent;
out vec2 vUV;
flat out ivec4 vGotTexture;
flat out vec4 vInstanceColor;
flat out vec4 vTexBounds[4];

void main(void) {
TangentSpace ts = TangentSpace(aTangent, aBitangent, aNormal);
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Expand Up @@ -2,7 +2,7 @@

#include "common/material.glsl"

DENG_VAR vec2 vUV;
in vec2 vUV;

void main(void) {
float alpha = texture(uTextureAtlas[Texture_Diffuse], vUV).a;
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Expand Up @@ -4,13 +4,13 @@

uniform mat4 uLightMatrix;

DENG_ATTRIB mat4 aInstanceMatrix;
DENG_ATTRIB vec4 aInstanceColor;
DENG_ATTRIB vec4 aVertex;
DENG_ATTRIB vec2 aUV;
DENG_ATTRIB vec4 aBounds0;
in mat4 aInstanceMatrix;
in vec4 aInstanceColor;
in vec4 aVertex;
in vec2 aUV;
in vec4 aBounds0;

DENG_VAR vec2 vUV;
out vec2 vUV;

void main(void) {
mat4 bone = Gloom_BoneMatrix();
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Expand Up @@ -15,7 +15,7 @@ uniform mat4 uLightMatrix; // world -> light
uniform mat4 uViewToLightMatrix;
uniform sampler2DShadow uShadowMap;

DENG_VAR vec2 vUV;
in vec2 vUV;

const vec3 pcfWeights[9] = vec3[9] (
vec3( 0, 0, 2.4),
Expand Down Expand Up @@ -106,7 +106,7 @@ void main(void) {
{
float mipBias = Material_MaxReflectionBlur * (1.0 - specGloss.a);
vec3 reflectedDir = reflect(normalize(vsPos.xyz), normal);
outColor += specGloss.rgb * uEnvIntensity *
outColor += specGloss.rgb * uEnvIntensity *
texture(uEnvMap, uViewToWorldRotate * reflectedDir,
min(mipBias, Material_MaxReflectionBias)).rgb;
}
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Expand Up @@ -9,11 +9,11 @@ uniform samplerCubeShadow uShadowMaps[6];

//uniform float uShadowFarPlanes[6]; // isn't vRadius enough?

flat DENG_VAR vec3 vOrigin; // view space
flat DENG_VAR vec3 vDirection; // view space
flat DENG_VAR vec3 vIntensity;
flat DENG_VAR float vRadius;
flat DENG_VAR int vShadowIndex;
flat in vec3 vOrigin; // view space
flat in vec3 vDirection; // view space
flat in vec3 vIntensity;
flat in float vRadius;
flat in int vShadowIndex;

void main(void) {
vec3 pos = GBuffer_FragViewSpacePos().xyz;
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Expand Up @@ -4,18 +4,18 @@ uniform mat4 uCameraMvpMatrix;
uniform mat4 uModelViewMatrix;
uniform mat3 uWorldToViewRotate;

DENG_ATTRIB vec4 aVertex;
DENG_ATTRIB float aUV;
DENG_ATTRIB vec3 aOrigin;
DENG_ATTRIB vec3 aIntensity;
DENG_ATTRIB vec3 aDirection;
DENG_ATTRIB float aIndex;
in vec4 aVertex;
in float aUV;
in vec3 aOrigin;
in vec3 aIntensity;
in vec3 aDirection;
in float aIndex;

flat DENG_VAR vec3 vOrigin; // view space
flat DENG_VAR vec3 vDirection; // view space
flat DENG_VAR vec3 vIntensity;
flat DENG_VAR float vRadius;
flat DENG_VAR int vShadowIndex;
flat out vec3 vOrigin; // view space
flat out vec3 vDirection; // view space
flat out vec3 vIntensity;
flat out float vRadius;
flat out int vShadowIndex;

void main(void) {
vRadius = aUV;
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Expand Up @@ -5,7 +5,7 @@
uniform samplerCube uEnvMap;
uniform vec3 uEnvIntensity;

DENG_VAR vec3 vModelPos;
in vec3 vModelPos;

void main(void) {
vec4 color = textureLod(uEnvMap, vModelPos, 0);
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@@ -1,8 +1,8 @@
#version 330 core

uniform mat4 uSkyMvpMatrix;
DENG_ATTRIB vec4 aVertex;
DENG_VAR vec3 vModelPos;
in vec4 aVertex;
out vec3 vModelPos;

void main(void) {
gl_Position = uSkyMvpMatrix * aVertex;
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@@ -1,6 +1,6 @@
#version 330 core

DENG_ATTRIB vec4 aVertex;
in vec4 aVertex;

void main(void) {
gl_Position = aVertex;
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Expand Up @@ -4,14 +4,14 @@
#include "common/material.glsl"
#include "common/tangentspace.glsl"

DENG_VAR vec2 vUV;
DENG_VAR vec3 vTSViewPos;
DENG_VAR vec3 vTSFragPos;
DENG_VAR vec3 vWSTangent;
DENG_VAR vec3 vWSBitangent;
DENG_VAR vec3 vWSNormal;
flat DENG_VAR uint vMaterial;
flat DENG_VAR uint vFlags;
in vec2 vUV;
in vec3 vTSViewPos;
in vec3 vTSFragPos;
in vec3 vWSTangent;
in vec3 vWSBitangent;
in vec3 vWSNormal;
flat in uint vMaterial;
flat in uint vFlags;

vec2 Gloom_Parallax(uint matIndex, vec2 texCoords, vec3 viewDir) {
MaterialSampler matSamp = Gloom_Sampler(matIndex, Texture_NormalDisplacement);
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Expand Up @@ -9,18 +9,18 @@ uniform vec4 uCameraPos; // world space
uniform samplerBuffer uTexOffsets;
uniform float uCurrentTime;

DENG_ATTRIB float aTexture0; // front material
DENG_ATTRIB float aTexture1; // back material
DENG_ATTRIB vec2 aIndex1; // tex offset (front, back)
in float aTexture0; // front material
in float aTexture1; // back material
in vec2 aIndex1; // tex offset (front, back)

DENG_VAR vec2 vUV;
DENG_VAR vec3 vTSViewPos;
DENG_VAR vec3 vTSFragPos;
DENG_VAR vec3 vWSTangent;
DENG_VAR vec3 vWSBitangent;
DENG_VAR vec3 vWSNormal;
flat DENG_VAR uint vMaterial;
flat DENG_VAR uint vFlags;
out vec2 vUV;
out vec3 vTSViewPos;
out vec3 vTSFragPos;
out vec3 vWSTangent;
out vec3 vWSBitangent;
out vec3 vWSNormal;
flat out uint vMaterial;
flat out uint vFlags;

vec4 fetchTexOffset(uint offsetIndex) {
return texelFetch(uTexOffsets, int(offsetIndex));
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Expand Up @@ -4,7 +4,7 @@ uniform sampler2D uFramebuf;
uniform sampler2D uBloomFramebuf;
uniform float uExposure;

DENG_VAR vec2 vUV;
in vec2 vUV;

void main(void) {
vec3 hdr = texelFetch(uFramebuf, ivec2(gl_FragCoord.xy), 0).rgb +
Expand All @@ -15,7 +15,7 @@ void main(void) {

const float gamma = 0.5; //1.4;
vec3 mapped = 1.0 - exp(-hdr * uExposure);

mapped = pow(mapped, 1.0 / vec3(gamma));

out_FragColor = vec4(mapped, 1.0);
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Expand Up @@ -2,7 +2,7 @@

uniform sampler2D uFramebuf;

DENG_VAR vec2 vUV;
in vec2 vUV;

void main(void) {
// Gather highly averaged colors for brightness analysis.
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