63 lines
2.0 KiB
GLSL
63 lines
2.0 KiB
GLSL
#version 430 core
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in layout(location = 0) vec3 position;
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in layout(location = 1) vec3 normal;
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in layout(location = 2) vec2 UV;
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in layout(location = 3) vec4 color;
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in layout(location = 4) vec3 tangent;
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in layout(location = 5) vec3 bitangent;
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layout(binding = 0) uniform sampler2D diffuseTexture;
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layout(binding = 1) uniform sampler2D normalTexture;
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layout(binding = 2) uniform sampler2D displacementTexture;
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layout(binding = 3) uniform sampler2D reflectionTexture;
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uniform float displacementCoefficient;
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uniform mat4 MVP;
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uniform mat4 MV;
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uniform mat4 MVnormal;
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// material
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uniform vec2 uvOffset;
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uniform float opacity;
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uniform float shininess;
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uniform vec3 diffuse_color;
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uniform vec3 specular_color;
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uniform vec3 emissive_color;
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uniform bool isIlluminated;
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uniform bool isTextured;
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uniform bool isVertexColored;
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uniform bool isNormalMapped;
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uniform bool isDisplacementMapped;
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uniform bool isReflectionMapped;
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uniform bool isInverted;
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out layout(location = 0) vec3 vertex_out;
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out layout(location = 1) vec3 normal_out;
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out layout(location = 2) vec2 uv_out;
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out layout(location = 3) vec4 color_out;
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out layout(location = 4) vec3 tangent_out;
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out layout(location = 5) vec3 bitangent_out;
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void main() {
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vec3 displacement = vec3(0.0);
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if (isDisplacementMapped) {
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float o = texture(displacementTexture, UV + uvOffset).r * 2.0 - 1.0;
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//float u = (texture(displacementTexture, UV + uvOffset + vec2(0.001, 0.0)).r*2.0-1.0 - o) / 0.004;
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//float v = (texture(displacementTexture, UV + uvOffset + vec2(0.0, 0.001)).r*2.0-1.0 - o) / 0.004;
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displacement = normal * displacementCoefficient * o;
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}
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vertex_out = vec3(MV * vec4(position+displacement, 1.0f));
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gl_Position = MVP * vec4(position+displacement, 1.0f);
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uv_out = UV + uvOffset;
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color_out = color;
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normal_out = normalize(vec3(MVnormal * vec4(normal, 1.0f)));
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tangent_out = normalize(vec3(MVnormal * vec4(tangent, 1.0f)));
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bitangent_out = normalize(vec3(MVnormal * vec4(bitangent, 1.0f)));
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}
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