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https://github.com/antopilo/Nuake.git
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102 lines
2.5 KiB
GLSL
102 lines
2.5 KiB
GLSL
#shader vertex
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#version 440 core
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layout(location = 0) in vec3 vertexPosition;
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out vec3 TexCoords;
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out vec3 LocalPos;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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TexCoords = vertexPosition;
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LocalPos = vertexPosition;
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gl_Position = projection * mat4(mat3(view)) * vec4(vertexPosition, 1.0);
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}
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#shader fragment
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#version 440 core
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out vec4 FragColor;
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in vec3 TexCoords;
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in vec3 LocalPos;
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uniform int isProcedural;
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uniform int isHDR;
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uniform int convulate;
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uniform sampler2D equirectangularMap;
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uniform samplerCube skybox;
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uniform float roughness;
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uniform int prefilter;
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const float PI = 3.14159265359;
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const vec2 invAtan = vec2(0.1591, 0.3183);
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= invAtan;
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uv += 0.5;
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return uv;
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// ----------------------------------------------------------------------------
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness * roughness;
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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// from spherical coordinates to cartesian coordinates
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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// from tangent-space vector to world-space sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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}
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void main()
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{
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vec4 sky = texture(skybox, normalize(TexCoords));
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FragColor = sky;
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}
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