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refactor(render): unify model and player rendering with single shader pipeline
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@@ -3,13 +3,45 @@
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in vec2 tc;
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in vec3 normal;
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in vec3 vert_pos;
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in vec4 FragPosLightSpace;
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out vec4 color;
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layout (binding = 0) uniform sampler2D samp;
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layout (binding = 0) uniform sampler2D shadowMap;
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layout (binding = 1) uniform sampler2D samp;
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uniform float ambientStrength;
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uniform vec3 sunlightColor;
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uniform vec3 ambientColor;
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uniform vec3 sunlightDir;
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uniform bool shader_on;
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uniform int shadowMode;
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uniform float lightSizeUV;
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uniform float minRadius;
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uniform float maxRadius;
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#include "shadow.glsl"
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void main() {
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color = texture(samp, tc);
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vec4 objectColor = texture(samp, tc);
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if (!shader_on) {
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color = objectColor;
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return;
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}
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vec3 lightDir = normalize(-sunlightDir);
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vec3 norm = normalize(normal);
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vec3 ambient = ambientStrength * ambientColor;
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * sunlightColor;
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float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
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//float shadow = 0.0;
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//color = vec4(vec3(shadow),1);
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//color = vec4(vec3(diff),1);
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color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
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}
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@@ -6,17 +6,21 @@ layout (location = 2) in vec3 aNormal;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform mat4 norm_matrix;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 modelMatrix;
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out vec4 FragPosLightSpace;
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out vec3 normal;
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out vec2 tc;
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out vec3 vert_pos;
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void main() {
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//vec4 worldPos = modelMatrix * vec4(pos, 1.0);
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vec4 worldPos = modelMatrix * vec4(pos, 1.0);
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FragPosLightSpace = lightSpaceMatrix * worldPos;
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vec4 viewPos = mv_matrix * vec4(pos, 1.0);
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tc = texCoord;
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vert_pos = pos;
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//normal = normalize(mat3(norm_matrix) * aNormal);
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normal = normalize(mat3(norm_matrix) * aNormal);
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gl_Position = proj_matrix * viewPos;
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}
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@@ -1,47 +0,0 @@
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#version 460
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in vec2 tc;
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in vec3 normal;
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in vec3 vert_pos;
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in vec4 FragPosLightSpace;
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out vec4 color;
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layout (binding = 0) uniform sampler2D shadowMap;
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layout (binding = 1) uniform sampler2D samp;
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uniform float ambientStrength;
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uniform vec3 sunlightColor;
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uniform vec3 ambientColor;
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uniform vec3 sunlightDir;
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uniform bool shader_on;
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uniform int shadowMode;
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uniform float lightSizeUV;
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uniform float minRadius;
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uniform float maxRadius;
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#include "shadow.glsl"
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void main() {
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vec4 objectColor = texture(samp, tc);
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if (!shader_on) {
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color = objectColor;
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return;
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}
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vec3 lightDir = normalize(-sunlightDir);
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vec3 norm = normalize(normal);
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vec3 ambient = ambientStrength * ambientColor;
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * sunlightColor;
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float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
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//float shadow = 0.0;
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//color = vec4(vec3(shadow),1);
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//color = vec4(vec3(diff),1);
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color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
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}
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@@ -1,27 +0,0 @@
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#version 460
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in vec3 aNormal;
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layout (location = 3) in vec3 aTangent;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform mat4 norm_matrix;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 modelMatrix;
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out vec4 FragPosLightSpace;
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out vec3 normal;
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out vec2 tc;
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out vec3 vert_pos;
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void main() {
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vec4 worldPos = modelMatrix * vec4(pos, 1.0);
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FragPosLightSpace = lightSpaceMatrix * worldPos;
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vec4 viewPos = mv_matrix * vec4(pos, 1.0);
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tc = texCoord;
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vert_pos = pos;
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normal = normalize(mat3(norm_matrix) * aNormal);
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gl_Position = proj_matrix * viewPos;
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}
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