Cleanup.
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72454acc8e
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@ -148,8 +148,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Int1);
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bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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uint16_t numLights = 4;
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bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, numLights);
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@ -280,8 +280,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setIndexBuffer(ibh);
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// Bind textures.
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bgfx::setTexture(0, u_texColor, textureColor);
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bgfx::setTexture(1, u_texNormal, textureNormal);
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bgfx::setTexture(0, s_texColor, textureColor);
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bgfx::setTexture(1, s_texNormal, textureNormal);
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// Set render states.
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bgfx::setState(0
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@ -320,8 +320,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setIndexBuffer(ibh);
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// Bind textures.
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bgfx::setTexture(0, u_texColor, textureColor);
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bgfx::setTexture(1, u_texNormal, textureNormal);
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bgfx::setTexture(0, s_texColor, textureColor);
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bgfx::setTexture(1, s_texNormal, textureNormal);
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// Set render states.
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bgfx::setState(0
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@ -349,8 +349,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::destroyProgram(program);
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bgfx::destroyTexture(textureColor);
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bgfx::destroyTexture(textureNormal);
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bgfx::destroyUniform(u_texColor);
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bgfx::destroyUniform(u_texNormal);
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bgfx::destroyUniform(s_texColor);
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bgfx::destroyUniform(s_texNormal);
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bgfx::destroyUniform(u_lightPosRadius);
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bgfx::destroyUniform(u_lightRgbInnerR);
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@ -7,8 +7,8 @@ $input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 // in...
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#include "../common/common.sh"
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texNormal, 1);
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SAMPLER2D(s_texColor, 0);
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SAMPLER2D(s_texNormal, 1);
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uniform vec4 u_lightPosRadius[4];
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uniform vec4 u_lightRgbInnerR[4];
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@ -61,7 +61,7 @@ void main()
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);
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vec3 normal;
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normal.xy = texture2D(u_texNormal, v_texcoord0).xy * 2.0 - 1.0;
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normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0;
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
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vec3 view = -normalize(v_view);
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@ -71,7 +71,7 @@ void main()
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lightColor += calcLight(2, tbn, v_wpos, normal, view);
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lightColor += calcLight(3, tbn, v_wpos, normal, view);
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vec4 color = toLinear(texture2D(u_texColor, v_texcoord0) );
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vec4 color = toLinear(texture2D(s_texColor, v_texcoord0) );
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gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz;
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gl_FragColor.w = 1.0;
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