Remove Graphics module and fix compilation

This commit is contained in:
Jérôme Leclercq
2020-08-27 19:43:31 +02:00
parent bc92d030ed
commit 2a875c8bdc
283 changed files with 16 additions and 32474 deletions

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@@ -1,23 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform float BrightLuminance = 0.8;
uniform float BrightMiddleGrey = 0.5;
uniform float BrightThreshold = 0.8;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb;
color *= BrightMiddleGrey/BrightLuminance;
color *= 1.0 + (color / (BrightThreshold*BrightThreshold));
color -= 0.5;
color /= (1.0 + color);
RenderTarget0 = vec4(color, 1.0);
}

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@@ -1 +0,0 @@
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@@ -1,17 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform sampler2D BloomTexture;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 bloomColor = textureLod(BloomTexture, texCoord, 0.0).rgb;
vec3 originalColor = textureLod(ColorTexture, texCoord, 0.0).rgb;
RenderTarget0 = vec4(originalColor + bloomColor, 1.0);
}

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@@ -1 +0,0 @@
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@@ -1,77 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform vec3 EyePosition;
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
uniform sampler2D GBuffer2;
uniform sampler2D DepthBuffer;
uniform mat4 InvViewProjMatrix;
uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
#define kPI 3.1415926536
vec3 DecodeNormal(in vec4 encodedNormal)
{
//return encodedNormal.xyz*2.0 - 1.0;
float a = encodedNormal.x * kPI;
vec2 scth = vec2(sin(a), cos(a));
vec2 scphi = vec2(sqrt(1.0 - encodedNormal.y*encodedNormal.y), encodedNormal.y);
return vec3(scth.y*scphi.x, scth.x*scphi.x, scphi.y);
}
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
vec3 diffuseColor = gVec0.xyz;
vec3 normal = DecodeNormal(gVec1);
float specularMultiplier = gVec0.w;
float depth = textureLod(DepthBuffer, texCoord, 0.0).r;
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 lightDir = -LightDirection.xyz;
// Ambient
vec3 lightAmbient = LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
if (shininess > 0.0)
{
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth*2.0 - 1.0);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);
vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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#version 140
out vec4 RenderTarget0;
uniform float FXAAReduceMul = 0.0; // 1.0/8.0
uniform float FXAASpanMax = 8.0;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
#define FXAA_REDUCE_MIN (1.0/128.0)
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 rgbNW = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(-1,-1)).rgb;
vec3 rgbNE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,-1)).rgb;
vec3 rgbSW = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(-1,1)).rgb;
vec3 rgbSE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,1)).rgb;
vec3 rgbM = textureLod(ColorTexture, texCoord, 0.0).rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAAReduceMul), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAASpanMax, FXAASpanMax), max(vec2(-FXAASpanMax, -FXAASpanMax), dir * rcpDirMin)) * InvTargetSize;
vec3 rgbA = (1.0/2.0) * (textureLod(ColorTexture, texCoord + dir * (1.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (2.0/3.0 - 0.5), 0.0).rgb);
vec3 rgbB = rgbA * 1.0/2.0 + 1.0/4.0 * (textureLod(ColorTexture, texCoord + dir * (0.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (3.0/3.0 - 0.5), 0.0).rgb);
float lumaB = dot(rgbB, luma);
vec3 fragmentColor = (lumaB < lumaMin || lumaB > lumaMax) ? rgbA : rgbB;
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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#version 140
out vec4 RenderTarget0;
out vec4 RenderTarget1;
out vec4 RenderTarget2;
void main()
{
RenderTarget0 = vec4(0.0, 0.0, 0.0, 0.0);
RenderTarget1 = vec4(0.0, 0.0, 0.0, 0.0);
RenderTarget2 = vec4(1.0, 0.0, 0.0, 0.0);
gl_FragDepth = 1.0;
}

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@@ -1 +0,0 @@
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@@ -1,25 +0,0 @@
// http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/
#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform vec2 Filter;
uniform vec2 InvTargetSize;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb * weight[0];
for (int i = 1; i < 3; i++)
{
color += textureLod(ColorTexture, texCoord + Filter*vec2(offset[i])*InvTargetSize, 0.0).rgb * weight[i];
color += textureLod(ColorTexture, texCoord - Filter*vec2(offset[i])*InvTargetSize, 0.0).rgb * weight[i];
}
RenderTarget0 = vec4(color, 1.0);
}

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@@ -1 +0,0 @@
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@@ -1,108 +0,0 @@
#version 140
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
out vec4 RenderTarget0;
uniform vec3 EyePosition;
uniform int LightType;
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform vec4 LightParameters1;
uniform vec4 LightParameters2;
uniform vec2 LightParameters3;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
uniform sampler2D GBuffer2;
uniform sampler2D DepthBuffer;
uniform mat4 InvViewProjMatrix;
uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
uniform bool Discard = false;
float ColorToFloat(vec3 color)
{
const vec3 byte_to_float = vec3(1.0, 1.0/256, 1.0/(256*256));
return dot(color, byte_to_float);
}
#define kPI 3.1415926536
vec3 DecodeNormal(in vec4 encodedNormal)
{
//return encodedNormal.xyz*2.0 - 1.0;
float a = encodedNormal.x * kPI;
vec2 scth = vec2(sin(a), cos(a));
vec2 scphi = vec2(sqrt(1.0 - encodedNormal.y*encodedNormal.y), encodedNormal.y);
return vec3(scth.y*scphi.x, scth.x*scphi.x, scphi.y);
}
void main()
{
if (Discard)
return;
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
vec3 diffuseColor = gVec0.xyz;
vec3 normal = DecodeNormal(gVec1);
float specularMultiplier = gVec0.w;
float depth = textureLod(DepthBuffer, texCoord, 0.0).r;
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth*2.0 - 1.0);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 lightDir = LightParameters1.xyz - worldPos.xyz;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength;
float att = max(LightParameters1.w - LightParameters2.w*lightDirLength, 0.0);
// Ambient
vec3 lightAmbient = att * LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
if (LightType == LIGHT_SPOT)
{
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(LightParameters2.xyz, -lightDir);
float outerAngle = LightParameters3.y;
float innerMinusOuterAngle = LightParameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
}
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = att * lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
if (shininess > 0.0)
{
vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = att * specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);
vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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#if EARLY_FRAGMENT_TESTS && !ALPHA_TEST
layout(early_fragment_tests) in;
#endif
/********************Entrant********************/
in vec4 vColor;
in vec2 vTexCoord;
/********************Sortant********************/
out vec4 RenderTarget0;
/********************Uniformes********************/
uniform vec2 InvTargetSize;
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
uniform sampler2D TextureOverlay;
/********************Fonctions********************/
void main()
{
vec4 fragmentColor = MaterialDiffuse * vColor;
#if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
#elif TEXTURE_MAPPING
vec2 texCoord = vTexCoord;
#endif
#if DIFFUSE_MAPPING
fragmentColor *= texture(MaterialDiffuseMap, texCoord);
#endif
#if ALPHA_MAPPING
fragmentColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif
#if FLAG_TEXTUREOVERLAY
fragmentColor *= texture(TextureOverlay, texCoord);
#endif
#if ALPHA_TEST
if (fragmentColor.a < MaterialAlphaThreshold)
discard;
#endif
RenderTarget0 = fragmentColor;
}

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35,105,102,32,69,65,82,76,89,95,70,82,65,71,77,69,78,84,95,84,69,83,84,83,32,38,38,32,33,65,76,80,72,65,95,84,69,83,84,10,108,97,121,111,117,116,40,101,97,114,108,121,95,102,114,97,103,109,101,110,116,95,116,101,115,116,115,41,32,105,110,59,10,35,101,110,100,105,102,10,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,69,110,116,114,97,110,116,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,10,105,110,32,118,101,99,52,32,118,67,111,108,111,114,59,10,105,110,32,118,101,99,50,32,118,84,101,120,67,111,111,114,100,59,10,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,83,111,114,116,97,110,116,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,10,111,117,116,32,118,101,99,52,32,82,101,110,100,101,114,84,97,114,103,101,116,48,59,10,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,85,110,105,102,111,114,109,101,115,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,10,117,110,105,102,111,114,109,32,118,101,99,50,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,77,97,116,101,114,105,97,108,65,108,112,104,97,77,97,112,59,10,117,110,105,102,111,114,109,32,102,108,111,97,116,32,77,97,116,101,114,105,97,108,65,108,112,104,97,84,104,114,101,115,104,111,108,100,59,10,117,110,105,102,111,114,109,32,118,101,99,52,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,59,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,77,97,112,59,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,84,101,120,116,117,114,101,79,118,101,114,108,97,121,59,10,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,70,111,110,99,116,105,111,110,115,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,10,118,111,105,100,32,109,97,105,110,40,41,10,123,10,9,118,101,99,52,32,102,114,97,103,109,101,110,116,67,111,108,111,114,32,61,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,32,42,32,118,67,111,108,111,114,59,10,10,35,105,102,32,65,85,84,79,95,84,69,88,67,79,79,82,68,83,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,103,108,95,70,114,97,103,67,111,111,114,100,46,120,121,32,42,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,10,35,101,108,105,102,32,84,69,88,84,85,82,69,95,77,65,80,80,73,78,71,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,118,84,101,120,67,111,111,114,100,59,10,35,101,110,100,105,102,10,10,35,105,102,32,68,73,70,70,85,83,69,95,77,65,80,80,73,78,71,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,32,42,61,32,116,101,120,116,117,114,101,40,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,77,97,112,44,32,116,101,120,67,111,111,114,100,41,59,10,35,101,110,100,105,102,10,10,35,105,102,32,65,76,80,72,65,95,77,65,80,80,73,78,71,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,46,97,32,42,61,32,116,101,120,116,117,114,101,40,77,97,116,101,114,105,97,108,65,108,112,104,97,77,97,112,44,32,116,101,120,67,111,111,114,100,41,46,114,59,10,35,101,110,100,105,102,10,10,35,105,102,32,70,76,65,71,95,84,69,88,84,85,82,69,79,86,69,82,76,65,89,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,32,42,61,32,116,101,120,116,117,114,101,40,84,101,120,116,117,114,101,79,118,101,114,108,97,121,44,32,116,101,120,67,111,111,114,100,41,59,10,35,101,110,100,105,102,10,10,35,105,102,32,65,76,80,72,65,95,84,69,83,84,10,9,105,102,32,40,102,114,97,103,109,101,110,116,67,111,108,111,114,46,97,32,60,32,77,97,116,101,114,105,97,108,65,108,112,104,97,84,104,114,101,115,104,111,108,100,41,10,9,9,100,105,115,99,97,114,100,59,10,35,101,110,100,105,102,10,10,9,82,101,110,100,101,114,84,97,114,103,101,116,48,32,61,32,102,114,97,103,109,101,110,116,67,111,108,111,114,59,10,125,

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/********************Entrant********************/
#if FLAG_BILLBOARD
in vec3 InstanceData0; // center
in vec4 InstanceData1; // size | sin cos
in vec4 InstanceData2; // color
#else
in mat4 InstanceData0;
#endif
in vec4 VertexColor;
in vec3 VertexPosition;
in vec2 VertexTexCoord;
in vec4 VertexUserdata0;
/********************Sortant********************/
out vec4 vColor;
out vec2 vTexCoord;
/********************Uniformes********************/
uniform float VertexDepth;
uniform mat4 ViewMatrix;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/
void main()
{
#if FLAG_VERTEXCOLOR
vec4 color = VertexColor;
#else
vec4 color = vec4(1.0);
#endif
vec2 texCoords;
#if FLAG_BILLBOARD
#if FLAG_INSTANCING
vec3 billboardCenter = InstanceData0;
vec2 billboardSize = InstanceData1.xy;
vec2 billboardSinCos = InstanceData1.zw;
vec4 billboardColor = InstanceData2;
vec2 rotatedPosition;
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
color = billboardColor;
texCoords = VertexPosition.xy + 0.5;
#else
vec2 billboardCorner = VertexTexCoord - 0.5;
vec2 billboardSize = VertexUserdata0.xy;
vec2 billboardSinCos = VertexUserdata0.zw;
vec2 rotatedPosition;
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
texCoords.y = 1.0 - texCoords.y;
#else
#if FLAG_INSTANCING
#if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
#endif
#endif
#else
#if TRANSFORM
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = vec4(VertexPosition, 1.0);
#endif
#endif
#endif
texCoords = VertexTexCoord;
#endif
vColor = color;
#if TEXTURE_MAPPING
vTexCoord = vec2(texCoords);
#endif
}

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#if EARLY_FRAGMENT_TESTS && !ALPHA_TEST
layout(early_fragment_tests) in;
#endif
// HACK UNTIL PROPER FIX
#if GLSL_VERSION < 400
#undef SHADOW_MAPPING
#define SHADOW_MAPPING 0
#endif
// HACK
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
/********************Entrant********************/
in vec4 vColor;
in vec4 vLightSpacePos[3];
in mat3 vLightToWorld;
in vec3 vNormal;
in vec2 vTexCoord;
in vec3 vViewDir;
in vec3 vWorldPos;
/********************Sortant********************/
out vec4 RenderTarget0;
out vec4 RenderTarget1;
out vec4 RenderTarget2;
/********************Uniformes********************/
struct Light
{
int type;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
bool shadowMapping;
};
// Lumières
uniform Light Lights[3];
uniform samplerCube PointLightShadowMap[3];
uniform sampler2D DirectionalSpotLightShadowMap[3];
// Matériau
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialAmbient;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
uniform sampler2D MaterialEmissiveMap;
uniform sampler2D MaterialHeightMap;
uniform sampler2D MaterialNormalMap;
uniform float MaterialShininess;
uniform vec4 MaterialSpecular;
uniform sampler2D MaterialSpecularMap;
// Autres
uniform float ParallaxBias = -0.03;
uniform float ParallaxScale = 0.02;
uniform vec2 InvTargetSize;
uniform vec3 EyePosition;
uniform samplerCube ReflectionMap;
uniform vec4 SceneAmbient;
uniform sampler2D TextureOverlay;
/********************Fonctions********************/
#define kPI 3.1415926536
vec4 EncodeNormal(in vec3 normal)
{
//return vec4(normal*0.5 + 0.5, 0.0);
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
}
float VectorToDepthValue(vec3 vec, float zNear, float zFar)
{
vec3 absVec = abs(vec);
float localZ = max(absVec.x, max(absVec.y, absVec.z));
float normZ = ((zFar + zNear) * localZ - (2.0*zFar*zNear)) / ((zFar - zNear)*localZ);
return (normZ + 1.0) * 0.5;
}
#if SHADOW_MAPPING
float CalculateDirectionalShadowFactor(int lightIndex)
{
vec4 lightSpacePos = vLightSpacePos[lightIndex];
return (texture(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xy).x >= (lightSpacePos.z - 0.0005)) ? 1.0 : 0.0;
}
float CalculatePointShadowFactor(int lightIndex, vec3 lightToWorld, float zNear, float zFar)
{
return (texture(PointLightShadowMap[lightIndex], vec3(lightToWorld.x, -lightToWorld.y, -lightToWorld.z)).x >= VectorToDepthValue(lightToWorld, zNear, zFar)) ? 1.0 : 0.0;
}
float CalculateSpotShadowFactor(int lightIndex)
{
vec4 lightSpacePos = vLightSpacePos[lightIndex];
float visibility = 1.0;
float x,y;
for (y = -3.5; y <= 3.5; y+= 1.0)
for (x = -3.5; x <= 3.5; x+= 1.0)
visibility += (textureProj(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xyw + vec3(x/1024.0 * lightSpacePos.w, y/1024.0 * lightSpacePos.w, 0.0)).x >= (lightSpacePos.z - 0.0005)/lightSpacePos.w) ? 1.0 : 0.0;
visibility /= 64.0;
return visibility;
}
#endif
void main()
{
vec4 diffuseColor = MaterialDiffuse * vColor;
#if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
#else
vec2 texCoord = vTexCoord;
#endif
#if PARALLAX_MAPPING
float height = texture(MaterialHeightMap, texCoord).r;
float v = height*ParallaxScale + ParallaxBias;
vec3 viewDir = normalize(vViewDir);
texCoord += v * viewDir.xy;
#endif
#if DIFFUSE_MAPPING
diffuseColor *= texture(MaterialDiffuseMap, texCoord);
#endif
#if FLAG_TEXTUREOVERLAY
diffuseColor *= texture(TextureOverlay, texCoord);
#endif
#if FLAG_DEFERRED
#if ALPHA_TEST
// Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé dans le G-Buffer)
#if ALPHA_MAPPING
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif
if (diffuseColor.a < MaterialAlphaThreshold)
discard;
#endif // ALPHA_TEST
#if NORMAL_MAPPING
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
#else
vec3 normal = normalize(vNormal);
#endif // NORMAL_MAPPING
vec3 specularColor = MaterialSpecular.rgb;
#if SPECULAR_MAPPING
specularColor *= texture(MaterialSpecularMap, texCoord).rgb;
#endif
/*
Texture0: Diffuse Color + Specular
Texture1: Normal + Specular
Texture2: Encoded depth + Shininess
*/
RenderTarget0 = vec4(diffuseColor.rgb, dot(specularColor, vec3(0.3, 0.59, 0.11)));
RenderTarget1 = vec4(EncodeNormal(normal));
RenderTarget2 = vec4(0.0, 0.0, 0.0, (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
#else // FLAG_DEFERRED
#if ALPHA_MAPPING
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif
#if ALPHA_TEST
if (diffuseColor.a < MaterialAlphaThreshold)
discard;
#endif
vec3 lightAmbient = vec3(0.0);
vec3 lightDiffuse = vec3(0.0);
vec3 lightSpecular = vec3(0.0);
#if NORMAL_MAPPING
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
#else
vec3 normal = normalize(vNormal);
#endif
if (MaterialShininess > 0.0)
{
vec3 eyeVec = normalize(EyePosition - vWorldPos);
for (int i = 0; i < 3; ++i)
{
vec4 lightColor = Lights[i].color;
float lightAmbientFactor = Lights[i].factors.x;
float lightDiffuseFactor = Lights[i].factors.y;
switch (Lights[i].type)
{
case LIGHT_DIRECTIONAL:
{
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
float att = 1.0;
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateDirectionalShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * lightColor.rgb;
break;
}
case LIGHT_POINT:
{
vec3 lightPos = Lights[i].parameters1.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
vec3 worldToLight = lightPos - vWorldPos;
float lightDirLength = length(worldToLight);
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
// Ambient
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * lightColor.rgb;
break;
}
case LIGHT_SPOT:
{
vec3 lightPos = Lights[i].parameters1.xyz;
vec3 lightDir = Lights[i].parameters2.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
float lightInnerAngle = Lights[i].parameters3.x;
float lightOuterAngle = Lights[i].parameters3.y;
vec3 worldToLight = lightPos - vWorldPos;
float lightDistance = length(worldToLight);
worldToLight /= lightDistance; // Normalisation
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
// Ambient
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateSpotShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(lightDir, -worldToLight);
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, worldToLight), 0.0);
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
// Specular
vec3 reflection = reflect(-worldToLight, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * lightColor.rgb;
break;
}
default:
break;
}
}
}
else
{
for (int i = 0; i < 3; ++i)
{
vec4 lightColor = Lights[i].color;
float lightAmbientFactor = Lights[i].factors.x;
float lightDiffuseFactor = Lights[i].factors.y;
switch (Lights[i].type)
{
case LIGHT_DIRECTIONAL:
{
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
float att = 1.0;
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateDirectionalShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
break;
}
case LIGHT_POINT:
{
vec3 lightPos = Lights[i].parameters1.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
vec3 worldToLight = lightPos - vWorldPos;
float lightDirLength = length(worldToLight);
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
// Ambient
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
break;
}
case LIGHT_SPOT:
{
vec3 lightPos = Lights[i].parameters1.xyz;
vec3 lightDir = Lights[i].parameters2.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
float lightInnerAngle = Lights[i].parameters3.x;
float lightOuterAngle = Lights[i].parameters3.y;
vec3 worldToLight = lightPos - vWorldPos;
float lightDistance = length(worldToLight);
worldToLight /= lightDistance; // Normalisation
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
// Ambient
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateSpotShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(lightDir, -worldToLight);
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, worldToLight), 0.0);
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
}
default:
break;
}
}
}
lightSpecular *= MaterialSpecular.rgb;
#if SPECULAR_MAPPING
lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
#endif
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
#if REFLECTION_MAPPING
vec3 eyeVec = normalize(vWorldPos - EyePosition);
vec3 reflected = normalize(reflect(eyeVec, normal));
lightColor *= texture(ReflectionMap, reflected).rgb;
#endif
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
#if EMISSIVE_MAPPING
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, texCoord).rgb;
RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
#else
RenderTarget0 = fragmentColor;
#endif // EMISSIVE_MAPPING
#endif // FLAG_DEFERRED
}

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/********************Entrant********************/
#if FLAG_BILLBOARD
in vec3 InstanceData0; // center
in vec4 InstanceData1; // size | sin cos
in vec4 InstanceData2; // color
#else
in mat4 InstanceData0;
#endif
in vec4 VertexColor;
in vec3 VertexPosition;
in vec3 VertexNormal;
in vec3 VertexTangent;
in vec2 VertexTexCoord;
in vec4 VertexUserdata0;
/********************Sortant********************/
out vec4 vColor;
out vec4 vLightSpacePos[3];
out mat3 vLightToWorld;
out vec3 vNormal;
out vec2 vTexCoord;
out vec3 vViewDir;
out vec3 vWorldPos;
/********************Uniformes********************/
uniform vec3 EyePosition;
uniform mat4 InvViewMatrix;
uniform mat4 LightViewProjMatrix[3];
uniform float VertexDepth;
uniform mat4 ViewMatrix;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldMatrix;
uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/
void main()
{
#if FLAG_VERTEXCOLOR
vec4 color = VertexColor;
#else
vec4 color = vec4(1.0);
#endif
vec2 texCoords;
#if FLAG_BILLBOARD
#if FLAG_INSTANCING
vec3 billboardCenter = InstanceData0;
vec2 billboardSize = InstanceData1.xy;
vec2 billboardSinCos = InstanceData1.zw;
vec4 billboardColor = InstanceData2;
vec2 rotatedPosition;
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
color = billboardColor;
texCoords = VertexPosition.xy + 0.5;
#else
vec2 billboardCorner = VertexTexCoord - 0.5;
vec2 billboardSize = VertexUserdata0.xy;
vec2 billboardSinCos = VertexUserdata0.zw;
vec2 rotatedPosition;
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
texCoords.y = 1.0 - texCoords.y;
#else
#if FLAG_INSTANCING
#if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
#endif
#endif
#else
#if TRANSFORM
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = vec4(VertexPosition, 1.0);
#endif
#endif
#endif
texCoords = VertexTexCoord;
#endif
vColor = color;
#if FLAG_INSTANCING
mat3 rotationMatrix = mat3(InstanceData0);
#else
mat3 rotationMatrix = mat3(WorldMatrix);
#endif
#if COMPUTE_TBNMATRIX
vec3 binormal = cross(VertexNormal, VertexTangent);
vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);
vLightToWorld[1] = normalize(rotationMatrix * binormal);
vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);
#else
vNormal = normalize(rotationMatrix * VertexNormal);
#endif
#if SHADOW_MAPPING
for (int i = 0; i < 3; ++i)
vLightSpacePos[i] = LightViewProjMatrix[i] * WorldMatrix * vec4(VertexPosition, 1.0);
#endif
#if TEXTURE_MAPPING
vTexCoord = VertexTexCoord;
#endif
#if PARALLAX_MAPPING
vViewDir = EyePosition - VertexPosition;
vViewDir *= vLightToWorld;
#endif
#if !FLAG_DEFERRED
#if FLAG_INSTANCING
vWorldPos = vec3(InstanceData0 * vec4(VertexPosition, 1.0));
#else
vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));
#endif
#endif
}

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