Add missing resources and update .gitignore
This commit is contained in:
73
bin/resources/deferred_frag.nzsl
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73
bin/resources/deferred_frag.nzsl
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option HAS_DIFFUSE_TEXTURE: bool;
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option HAS_ALPHA_TEXTURE: bool;
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option ALPHA_TEST: bool;
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[layout(std140)]
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struct BasicSettings
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{
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AlphaThreshold: f32,
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DiffuseColor: vec4<f32>
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}
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[layout(std140)]
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struct InstanceData
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{
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worldMatrix: mat4<f32>,
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invWorldMatrix: mat4<f32>
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}
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[binding(5)] viewerData: uniform<ViewerData>,
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[binding(4)] instanceData: uniform<InstanceData>,
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[binding(3)] settings: uniform<BasicSettings>,
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[binding(0)] MaterialAlphaMap: sampler2D<f32>,
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[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
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[binding(2)] TextureOverlay: sampler2D<f32>
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}
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struct InputData
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{
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[location(0)] vertNormal: vec3<f32>,
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[location(1)] vertUV: vec2<f32>,
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[location(2)] vertPos: vec3<f32>
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}
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struct OutputData
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{
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[location(0)] diffuseMap: vec4<f32>,
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[location(1)] normalMap: vec4<f32>,
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[location(2)] positionMap: vec4<f32>
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}
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[entry(frag)]
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fn main(input: InputData) -> OutputData
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{
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let output: OutputData;
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let textureColor = select_opt(HAS_DIFFUSE_TEXTURE, MaterialDiffuseMap.Sample(input.vertUV) * settings.DiffuseColor, settings.DiffuseColor);
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let alpha = select_opt(HAS_ALPHA_TEXTURE, MaterialAlphaMap.Sample(input.vertUV).x * textureColor.w, 1.0);
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/*if ((select_opt(ALPHA_TEST, var0.w < settings.AlphaThreshold, false)) == (true))
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{
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discard;
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}*/
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output.diffuseMap = textureColor;
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output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.vertNormal) * 0.5, 1.0);
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output.positionMap = vec4<f32>(input.vertPos, 1.0);
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return output;
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}
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62
bin/resources/deferred_vert.nzsl
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62
bin/resources/deferred_vert.nzsl
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@@ -0,0 +1,62 @@
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[layout(std140)]
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struct BasicSettings
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{
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AlphaThreshold: f32,
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DiffuseColor: vec4<f32>
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}
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[layout(std140)]
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struct InstanceData
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{
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worldMatrix: mat4<f32>,
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invWorldMatrix: mat4<f32>
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}
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[binding(5)] viewerData: uniform<ViewerData>,
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[binding(4)] instanceData: uniform<InstanceData>,
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[binding(3)] settings: uniform<BasicSettings>
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}
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struct InputData
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{
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[location(0)] inPos: vec3<f32>,
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[location(1)] inNormals: vec3<f32>,
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[location(2)] inTexCoord: vec2<f32>
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}
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struct OutputData
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{
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[location(0)] vertNormal: vec3<f32>,
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[location(1)] vertUV: vec2<f32>,
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[location(2)] vertPos: vec3<f32>,
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[builtin(position)] position: vec4<f32>
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}
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[entry(vert)]
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fn main(input: InputData) -> OutputData
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{
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let worldPos = instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
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let output: OutputData;
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output.vertUV = input.inTexCoord;
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output.vertNormal = input.inNormals;
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output.vertPos = worldPos.xyz;
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output.position = viewerData.projectionMatrix * viewerData.viewMatrix * instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
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return output;
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}
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BIN
bin/resources/fullscreen.frag.shader
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BIN
bin/resources/fullscreen.frag.shader
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Binary file not shown.
BIN
bin/resources/fullscreen.vert.shader
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BIN
bin/resources/fullscreen.vert.shader
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Binary file not shown.
35
bin/resources/lighting.nzsl
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35
bin/resources/lighting.nzsl
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@@ -0,0 +1,35 @@
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[layout(std140)]
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struct PointLight
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{
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color: vec3<f32>,
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position: vec3<f32>,
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constant: f32,
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linear: f32,
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quadratic: f32,
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}
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external
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{
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[binding(0)] colorTexture: sampler2D<f32>,
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[binding(1)] normalTexture: sampler2D<f32>,
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[binding(2)] positionTexture: sampler2D<f32>,
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[binding(3)] lightParameters: uniform<PointLight>
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}
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[entry(frag)]
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fn main(input: VertOut) -> FragOut
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{
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let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
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let position = positionTexture.Sample(input.uv).xyz;
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let distance = length(lightParameters.position - position);
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let lightDir = (lightParameters.position - position) / distance;
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let lightFactor = dot(normal, lightDir);
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let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
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let output: FragOut;
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output.color = vec4<f32>(lightParameters.color, 1.0) * lightFactor * attenuation * colorTexture.Sample(input.uv);
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return output;
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}
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