mirror of
https://github.com/Creators-of-Create/Create.git
synced 2024-11-14 06:24:29 +01:00
Reload
- Redo shader loading - Now loads an immutable SourceFile containing some metadata - Replace legacy compilation pipeline with improved new one using new api - Builtins are defined in one file, now "header" - New ErrorReporter/ErrorBuilder methods - Fancier shader loading errors
This commit is contained in:
parent
5555f9e6bb
commit
cb47ca8452
@ -4,10 +4,10 @@ import java.util.List;
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import org.lwjgl.opengl.GL20;
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import com.jozufozu.flywheel.backend.loading.Program;
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import com.jozufozu.flywheel.core.shader.WorldProgram;
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import com.jozufozu.flywheel.core.shader.extension.IProgramExtension;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.vector.Matrix4f;
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@ -18,8 +18,8 @@ public class ContraptionProgram extends WorldProgram {
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protected int uLightVolume;
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public ContraptionProgram(Program program, List<IProgramExtension> extensions) {
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super(program, extensions);
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public ContraptionProgram(ResourceLocation name, int handle, List<IProgramExtension> extensions) {
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super(name, handle, extensions);
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uLightBoxSize = getUniformLocation("uLightBoxSize");
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uLightBoxMin = getUniformLocation("uLightBoxMin");
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uModel = getUniformLocation("uModel");
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@ -2,10 +2,17 @@ package com.simibubi.create.foundation.render;
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import java.util.stream.Stream;
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import org.lwjgl.opengl.GL46;
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import com.jozufozu.flywheel.backend.Backend;
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import com.jozufozu.flywheel.backend.FileResolution;
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import com.jozufozu.flywheel.backend.ResourceUtil;
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import com.jozufozu.flywheel.backend.SpecMetaRegistry;
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import com.jozufozu.flywheel.backend.gl.shader.ShaderType;
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import com.jozufozu.flywheel.backend.loading.ModelTemplate;
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import com.jozufozu.flywheel.backend.pipeline.IShaderPipeline;
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import com.jozufozu.flywheel.backend.pipeline.ITemplate;
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import com.jozufozu.flywheel.backend.pipeline.InstancingTemplate;
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import com.jozufozu.flywheel.backend.pipeline.OneShotTemplate;
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import com.jozufozu.flywheel.backend.pipeline.WorldShaderPipeline;
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import com.jozufozu.flywheel.core.WorldContext;
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import com.jozufozu.flywheel.event.GatherContextEvent;
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import com.simibubi.create.content.contraptions.components.structureMovement.render.ContraptionProgram;
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@ -26,16 +33,18 @@ public class CreateContexts {
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SpecMetaRegistry.register(RainbowDebugStateProvider.INSTANCE);
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CWORLD = backend.register(contraptionContext(backend));
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STRUCTURE = backend.register(contraptionContext(backend)
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.withSpecStream(() -> Stream.of(AllProgramSpecs.STRUCTURE))
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.withTemplateFactory(ModelTemplate::new));
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CWORLD = backend.register(contraptionContext(backend, InstancingTemplate.INSTANCE));
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STRUCTURE = backend.register(contraptionContext(backend, OneShotTemplate.INSTANCE)
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.withSpecStream(() -> Stream.of(AllProgramSpecs.STRUCTURE)));
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}
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private static WorldContext<ContraptionProgram> contraptionContext(Backend backend) {
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return new WorldContext<>(backend, ContraptionProgram::new)
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.withName(CONTRAPTION)
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.withBuiltin(ShaderType.FRAGMENT, CONTRAPTION, "/builtin.frag")
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.withBuiltin(ShaderType.VERTEX, CONTRAPTION, "/builtin.vert");
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private static WorldContext<ContraptionProgram> contraptionContext(Backend backend, ITemplate template) {
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FileResolution header = backend.sources.resolveFile(ResourceUtil.subPath(CONTRAPTION, ".glsl"));
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IShaderPipeline<ContraptionProgram> worldPipeline = new WorldShaderPipeline<>(backend.sources, ContraptionProgram::new, template, header);
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return new WorldContext<>(backend, worldPipeline)
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.withName(CONTRAPTION);
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}
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}
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@ -1,11 +1,9 @@
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"flywheel:core/quaternion.glsl">
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#flwinclude <"flywheel:core/matutils.glsl">
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#flwinclude <"flywheel:core/diffuse.glsl">
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/diffuse.glsl"
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#[InstanceData]
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struct Belt {
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vec2 light;
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vec4 color;
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@ -18,10 +16,11 @@ struct Belt {
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float scrollMult;
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};
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#flwinclude <"flywheel:data/modelvertex.glsl">
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#flwinclude <"flywheel:data/blockfragment.glsl">
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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BlockFrag FLWMain(Vertex v, Belt instance) {
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v, Belt instance) {
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vec3 rotated = rotateVertexByQuat(v.pos - .5, instance.rotation) + instance.pos + .5;
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vec4 worldPos = vec4(rotated, 1.);
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@ -49,3 +48,4 @@ BlockFrag FLWMain(Vertex v, Belt instance) {
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return b;
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}
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#endif
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@ -0,0 +1,67 @@
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#use "flywheel:context/fog.glsl"
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varying vec3 BoxCoord;
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uniform sampler3D uLightVolume;
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uniform sampler2D uBlockAtlas;
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uniform sampler2D uLightMap;
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uniform vec3 uLightBoxSize;
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uniform vec3 uLightBoxMin;
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uniform mat4 uModel;
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uniform float uTime;
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uniform mat4 uViewProjection;
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uniform vec3 uCameraPos;
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uniform vec2 uWindowSize;
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void FLWFinalizeNormal(inout vec3 normal) {
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mat3 m;
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m[0] = uModel[0].xyz;
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m[1] = uModel[1].xyz;
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m[2] = uModel[2].xyz;
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normal = m * normal;
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}
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#if defined(VERTEX_SHADER)
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void FLWFinalizeWorldPos(inout vec4 worldPos) {
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worldPos = uModel * worldPos;
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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#if defined(USE_FOG)
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FragDistance = length(worldPos.xyz);
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#endif
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gl_Position = uViewProjection * worldPos;
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}
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#elif defined(FRAGMENT_SHADER)
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#use "flywheel:core/lightutil.glsl"
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vec4 FLWBlockTexture(vec2 texCoords) {
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return texture2D(uBlockAtlas, texCoords);
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}
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void FLWFinalizeColor(vec4 color) {
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#if defined(USE_FOG)
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float a = color.a;
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float fog = clamp(FLWFogFactor(), 0., 1.);
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color = mix(uFogColor, color, fog);
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color.a = a;
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#endif
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gl_FragColor = color;
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}
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vec4 FLWLight(vec2 lightCoords) {
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lightCoords = max(lightCoords, texture3D(uLightVolume, BoxCoord).rg);
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return texture2D(uLightMap, shiftLight(lightCoords));
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}
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#endif
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@ -1,31 +0,0 @@
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#flwinclude <"flywheel:context/world/fog.glsl">
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#flwinclude <"flywheel:core/lightutil.glsl">
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varying vec3 BoxCoord;
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varying vec2 BoxLight;
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uniform sampler3D uLightVolume;
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uniform sampler2D uBlockAtlas;
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uniform sampler2D uLightMap;
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vec4 FLWBlockTexture(vec2 texCoords) {
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return texture2D(uBlockAtlas, texCoords);
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}
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void FLWFinalizeColor(vec4 color) {
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#if defined(USE_FOG)
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float a = color.a;
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float fog = clamp(FLWFogFactor(), 0., 1.);
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color = mix(uFogColor, color, fog);
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color.a = a;
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#endif
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gl_FragColor = color;
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}
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vec4 FLWLight(vec2 lightCoords) {
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lightCoords = max(lightCoords, texture3D(uLightVolume, BoxCoord).rg);
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return texture2D(uLightMap, shiftLight(lightCoords));
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}
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@ -1,34 +0,0 @@
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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varying vec3 BoxCoord;
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uniform vec3 uLightBoxSize;
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uniform vec3 uLightBoxMin;
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uniform mat4 uModel;
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uniform float uTime;
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uniform mat4 uViewProjection;
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uniform vec3 uCameraPos;
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void FLWFinalizeWorldPos(inout vec4 worldPos) {
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worldPos = uModel * worldPos;
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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#if defined(USE_FOG)
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FragDistance = length(worldPos.xyz);
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#endif
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gl_Position = uViewProjection * worldPos;
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}
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void FLWFinalizeNormal(inout vec3 normal) {
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mat3 m;
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m[0] = uModel[0].xyz;
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m[1] = uModel[1].xyz;
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m[2] = uModel[2].xyz;
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normal = m * normal;
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}
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"flywheel:core/matutils.glsl">
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#flwinclude <"flywheel:core/quaternion.glsl">
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#flwinclude <"flywheel:core/diffuse.glsl">
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/diffuse.glsl"
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#[InstanceData]
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struct Actor {
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vec3 pos;
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vec2 light;
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@ -16,10 +14,11 @@ struct Actor {
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float speed;
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};
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#flwinclude <"flywheel:data/modelvertex.glsl">
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#flwinclude <"flywheel:data/blockfragment.glsl">
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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BlockFrag FLWMain(Vertex v, Actor instance) {
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v, Actor instance) {
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float degrees = instance.offset + uTime * instance.speed / 20.;
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//float angle = fract(degrees / 360.) * PI * 2.;
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@ -45,3 +44,4 @@ BlockFrag FLWMain(Vertex v, Actor instance) {
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return b;
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}
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#endif
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"flywheel:core/matutils.glsl">
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#flwinclude <"flywheel:core/diffuse.glsl">
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/diffuse.glsl"
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#[VertexData]
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struct Vertex {
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vec3 pos;
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vec3 normal;
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@ -13,9 +11,10 @@ struct Vertex {
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vec2 modelLight;
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};
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#flwinclude <"flywheel:data/blockfragment.glsl">
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#use "flywheel:block.frag"
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BlockFrag FLWMain(Vertex v) {
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v) {
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vec4 worldPos = vec4(v.pos, 1.);
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vec3 norm = v.normal;
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@ -35,3 +34,4 @@ BlockFrag FLWMain(Vertex v) {
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return b;
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}
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#endif
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"flywheel:core/matutils.glsl">
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#flwinclude <"flywheel:core/quaternion.glsl">
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#flwinclude <"flywheel:core/diffuse.glsl">
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/diffuse.glsl"
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#[InstanceData]
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struct Flap {
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vec3 instancePos;
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vec2 light;
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@ -17,9 +15,10 @@ struct Flap {
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float flapness;
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};
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#flwinclude <"flywheel:data/modelvertex.glsl">
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#flwinclude <"flywheel:data/blockfragment.glsl">
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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#if defined(VERTEX_SHADER)
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float toRad(float degrees) {
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return fract(degrees / 360.) * PI * 2.;
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@ -38,7 +37,7 @@ float getFlapAngle(float flapness, float intensity, float scale) {
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return degrees;
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}
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BlockFrag FLWMain(Vertex v, Flap flap) {
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BlockFrag vertex(Vertex v, Flap flap) {
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float flapAngle = getFlapAngle(flap.flapness, flap.intensity, flap.flapScale);
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vec4 orientation = quat(vec3(0., 1., 0.), -flap.horizontalAngle);
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@ -64,3 +63,4 @@ BlockFrag FLWMain(Vertex v, Flap flap) {
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#endif
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return b;
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}
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#endif
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"flywheel:core/matutils.glsl">
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#flwinclude <"flywheel:core/diffuse.glsl">
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/diffuse.glsl"
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#[InstanceData]
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struct Rotating {
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vec2 light;
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vec4 color;
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@ -14,8 +12,8 @@ struct Rotating {
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vec3 axis;
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};
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#flwinclude <"flywheel:data/modelvertex.glsl">
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#flwinclude <"flywheel:data/blockfragment.glsl">
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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mat4 kineticRotation(float offset, float speed, vec3 axis) {
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float degrees = offset + uTime * speed * 3./10.;
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@ -24,7 +22,8 @@ mat4 kineticRotation(float offset, float speed, vec3 axis) {
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return rotate(axis, angle);
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}
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BlockFrag FLWMain(Vertex v, Rotating instance) {
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v, Rotating instance) {
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mat4 spin = kineticRotation(instance.offset, instance.speed, instance.axis);
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vec4 worldPos = spin * vec4(v.pos - .5, 1.);
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@ -50,3 +49,4 @@ BlockFrag FLWMain(Vertex v, Rotating instance) {
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return b;
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}
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#endif
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