Updated shaders pack
Some deep review of this shaders is required for optimization...
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -8,12 +8,13 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -8,12 +8,13 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float stitchingSize = 6.0f;
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -8,12 +8,13 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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uniform float pixelWidth = 5.0f;
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uniform float pixelHeight = 5.0f;
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -34,7 +34,6 @@ struct Light {
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};
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const int maxLights = 8;
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uniform int lightsCount;
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uniform Light lights[maxLights];
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vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
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@ -134,19 +133,15 @@ void main()
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float spec = 1.0;
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if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
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for (int i = 0; i < lightsCount; i++)
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for (int i = 0; i < maxLights; i++)
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{
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// Check if light is enabled
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if (lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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switch (lights[i].type)
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{
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case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
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case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
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case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
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default: break;
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}
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if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
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else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
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else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
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}
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}
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@ -8,12 +8,13 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const float renderWidth = 800.0; // HARDCODED for example!
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const float renderHeight = 480.0; // Use uniforms instead...
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -6,15 +6,16 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -6,15 +6,16 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float stitchingSize = 6.0;
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -5,7 +5,7 @@ in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -5,7 +5,7 @@ in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -6,15 +6,16 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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uniform float pixelWidth = 5.0;
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uniform float pixelHeight = 5.0;
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -6,20 +6,23 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float offset = 0.0;
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float frequency = 720.0/3.0;
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uniform float time;
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void main()
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{
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float frequency = renderHeight/3.0;
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/*
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// Scanlines method 1
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float tval = 0; //time
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@ -34,7 +34,6 @@ struct Light {
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};
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const int maxLights = 8;
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uniform int lightsCount;
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uniform Light lights[maxLights];
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vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
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@ -134,19 +133,15 @@ void main()
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float spec = 1.0;
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if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
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for (int i = 0; i < lightsCount; i++)
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for (int i = 0; i < maxLights; i++)
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{
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// Check if light is enabled
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if (lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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switch (lights[i].type)
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{
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case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
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case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
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case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
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default: break;
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}
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if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
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else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
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else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
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}
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}
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@ -6,15 +6,16 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 800.0; // HARDCODED for example!
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const float renderHeight = 480.0; // Use uniforms instead...
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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