mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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53 lines
1.5 KiB
Text
53 lines
1.5 KiB
Text
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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varying vec4 v_worldPosition;
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void main() {
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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v_worldPosition = gm_Matrices[MATRIX_WORLD] * object_space_pos;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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varying vec4 v_worldPosition;
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#define PI 3.14159265359
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#define TAU 6.28318530718
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uniform vec4 light_ambient;
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uniform vec3 cameraPosition;
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uniform int env_use_mapping;
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uniform sampler2D env_map;
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uniform vec2 env_map_dimension;
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vec2 equirectangularUv(vec3 dir) {
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vec3 n = normalize(dir);
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return vec2((atan(n.x, n.y) / TAU) + 0.5, 1. - acos(n.z) / PI);
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}
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void main() {
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if(env_use_mapping == 1) {
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vec3 viewDirection = normalize(cameraPosition - v_worldPosition.xyz);
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vec2 viewSample = equirectangularUv(viewDirection);
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gl_FragColor = light_ambient * texture2D(env_map, viewSample);
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} else
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gl_FragColor = light_ambient;
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}
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