commit
ab0d19f356
release
shaders
glsl100
bloom.fsblur.fscross_hatching.fscross_stitching.fsdream_vision.fsfisheye.fspixel.fsposterization.fspredator.fsscanlines.fsstandard.fsswirl.fs
glsl330
src/external/OculusSDK/LibOVR
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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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@ -1,85 +0,0 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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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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// Light uniform values
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uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
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uniform float lightIntensity = 1.0;
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uniform float lightSpecIntensity = 1.0;
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// Material uniform values
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uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
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uniform float matGlossiness = 50.0;
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// World uniform values
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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return (matAmbientColor*lightAmbientColor);
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}
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// Calculate diffuse lighting component
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse);
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}
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// Calculate specular lighting component
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0.0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + matGlossiness);
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}
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return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPosition);
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vec3 V = normalize(cameraPosition);
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vec3 N = normalize(fragNormal);
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// Calculate lighting components
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
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}
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@ -1,29 +0,0 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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uniform mat4 modelMatrix;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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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 = 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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|
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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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|
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// Output fragment color
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out vec4 finalColor;
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|
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// NOTE: Add here your custom variables
|
||||
|
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const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800;
|
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const float renderHeight = 450;
|
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|
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float radius = 250.0;
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float angle = 0.8;
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|
@ -1501,9 +1501,9 @@ public:
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if (len == 0)
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twist->w = T(1); // identity
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else
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twist /= len; // normalize
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*twist /= len; // normalize
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|
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return *this * twist.Inverted();
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return *this * twist->Inverted();
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}
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// Normalized linear interpolation of quaternions
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|
107
src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
vendored
107
src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
vendored
@ -756,17 +756,11 @@ typedef enum ovrButton_
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ovrButton_RThumb = 0x00000004,
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ovrButton_RShoulder = 0x00000008,
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// Bit mask of all buttons on the right Touch controller
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ovrButton_RMask = ovrButton_A | ovrButton_B | ovrButton_RThumb | ovrButton_RShoulder,
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ovrButton_X = 0x00000100,
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ovrButton_Y = 0x00000200,
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ovrButton_LThumb = 0x00000400,
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ovrButton_LShoulder = 0x00000800,
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// Bit mask of all buttons on the left Touch controller
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||||
ovrButton_LMask = ovrButton_X | ovrButton_Y | ovrButton_LThumb | ovrButton_LShoulder,
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// Navigation through DPad.
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||||
ovrButton_Up = 0x00010000,
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ovrButton_Down = 0x00020000,
|
||||
@ -779,6 +773,13 @@ typedef enum ovrButton_
|
||||
ovrButton_Home = 0x01000000,
|
||||
ovrButton_Private = ovrButton_VolUp | ovrButton_VolDown | ovrButton_Home,
|
||||
|
||||
// Bit mask of all buttons on the right Touch controller
|
||||
ovrButton_RMask = ovrButton_A | ovrButton_B | ovrButton_RThumb | ovrButton_RShoulder,
|
||||
|
||||
// Bit mask of all buttons on the left Touch controller
|
||||
ovrButton_LMask = ovrButton_X | ovrButton_Y | ovrButton_LThumb | ovrButton_LShoulder |
|
||||
ovrButton_Enter,
|
||||
|
||||
|
||||
ovrButton_EnumSize = 0x7fffffff ///< \internal Force type int32_t.
|
||||
} ovrButton;
|
||||
@ -823,6 +824,25 @@ typedef enum ovrTouch_
|
||||
ovrTouch_EnumSize = 0x7fffffff ///< \internal Force type int32_t.
|
||||
} ovrTouch;
|
||||
|
||||
/// Describes the Touch Haptics engine.
|
||||
/// Currently, those values will NOT change during a session.
|
||||
typedef struct OVR_ALIGNAS(OVR_PTR_SIZE) ovrTouchHapticsDesc_
|
||||
{
|
||||
// Haptics engine frequency/sample-rate, sample time in seconds equals 1.0/sampleRateHz
|
||||
int SampleRateHz;
|
||||
// Size of each Haptics sample, sample value range is [0, 2^(Bytes*8)-1]
|
||||
int SampleSizeInBytes;
|
||||
|
||||
// Queue size that would guarantee Haptics engine would not starve for data
|
||||
// Make sure size doesn't drop below it for best results
|
||||
int QueueMinSizeToAvoidStarvation;
|
||||
|
||||
// Minimum, Maximum and Optimal number of samples that can be sent to Haptics through ovr_SubmitControllerVibration
|
||||
int SubmitMinSamples;
|
||||
int SubmitMaxSamples;
|
||||
int SubmitOptimalSamples;
|
||||
} ovrTouchHapticsDesc;
|
||||
|
||||
/// Specifies which controller is connected; multiple can be connected at once.
|
||||
typedef enum ovrControllerType_
|
||||
{
|
||||
@ -838,6 +858,31 @@ typedef enum ovrControllerType_
|
||||
ovrControllerType_EnumSize = 0x7fffffff ///< \internal Force type int32_t.
|
||||
} ovrControllerType;
|
||||
|
||||
/// Haptics buffer submit mode
|
||||
typedef enum ovrHapticsBufferSubmitMode_
|
||||
{
|
||||
// Enqueue buffer for later playback
|
||||
ovrHapticsBufferSubmit_Enqueue
|
||||
} ovrHapticsBufferSubmitMode;
|
||||
|
||||
/// Haptics buffer descriptor, contains amplitude samples used for Touch vibration
|
||||
typedef struct ovrHapticsBuffer_
|
||||
{
|
||||
const void* Samples;
|
||||
int SamplesCount;
|
||||
ovrHapticsBufferSubmitMode SubmitMode;
|
||||
} ovrHapticsBuffer;
|
||||
|
||||
/// State of the Haptics playback for Touch vibration
|
||||
typedef struct ovrHapticsPlaybackState_
|
||||
{
|
||||
// Remaining space available to queue more samples
|
||||
int RemainingQueueSpace;
|
||||
|
||||
// Number of samples currently queued
|
||||
int SamplesQueued;
|
||||
} ovrHapticsPlaybackState;
|
||||
|
||||
|
||||
/// Provides names for the left and right hand array indexes.
|
||||
///
|
||||
@ -1358,26 +1403,50 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetInputState(ovrSession session, ovrControll
|
||||
///
|
||||
OVR_PUBLIC_FUNCTION(unsigned int) ovr_GetConnectedControllerTypes(ovrSession session);
|
||||
|
||||
|
||||
/// Turns on vibration of the given controller.
|
||||
///
|
||||
/// To disable vibration, call ovr_SetControllerVibration with an amplitude of 0.
|
||||
/// Vibration automatically stops after a nominal amount of time, so if you want vibration
|
||||
/// to be continuous over multiple seconds then you need to call this function periodically.
|
||||
/// Gets information about Haptics engine for the specified Touch controller.
|
||||
///
|
||||
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
|
||||
/// \param[in] controllerType Specifies the controller to apply the vibration to.
|
||||
/// \param[in] frequency Specifies a vibration frequency in the range of 0.0 to 1.0.
|
||||
/// Currently the only valid values are 0.0, 0.5, and 1.0 and other values will
|
||||
/// be clamped to one of these.
|
||||
/// \param[in] amplitude Specifies a vibration amplitude in the range of 0.0 to 1.0.
|
||||
/// \param[in] controllerType The controller to retrieve the information from.
|
||||
///
|
||||
/// \return Returns an ovrTouchHapticsDesc.
|
||||
///
|
||||
OVR_PUBLIC_FUNCTION(ovrTouchHapticsDesc) ovr_GetTouchHapticsDesc(ovrSession session, ovrControllerType controllerType);
|
||||
|
||||
/// Sets constant vibration (with specified frequency and amplitude) to a controller.
|
||||
/// Note: ovr_SetControllerVibration cannot be used interchangeably with ovr_SubmitControllerVibration.
|
||||
///
|
||||
/// This method should be called periodically, vibration lasts for a maximum of 2.5 seconds.
|
||||
/// It's recommended to call this method once a second, calls will be rejected if called too frequently (over 30hz).
|
||||
///
|
||||
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
|
||||
/// \param[in] controllerType The controller to set the vibration to.
|
||||
/// \param[in] frequency Vibration frequency. Supported values are: 0.0 (disabled), 0.5 and 1.0. Non valid values will be clamped.
|
||||
/// \param[in] amplitude Vibration amplitude in the [0.0, 1.0] range.
|
||||
/// \return Returns ovrSuccess upon success.
|
||||
///
|
||||
/// \see ovrControllerType
|
||||
///
|
||||
OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType, float frequency, float amplitude);
|
||||
|
||||
/// Submits a Haptics buffer (used for vibration) to Touch (only) controllers.
|
||||
/// Note: ovr_SubmitControllerVibration cannot be used interchangeably with ovr_SetControllerVibration.
|
||||
///
|
||||
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
|
||||
/// \param[in] controllerType Controller where the Haptics buffer will be played.
|
||||
/// \param[in] buffer Haptics buffer containing amplitude samples to be played.
|
||||
/// \return Returns ovrSuccess upon success.
|
||||
/// \see ovrHapticsBuffer
|
||||
///
|
||||
OVR_PUBLIC_FUNCTION(ovrResult) ovr_SubmitControllerVibration(ovrSession session, ovrControllerType controllerType, const ovrHapticsBuffer* buffer);
|
||||
|
||||
/// Gets the Haptics engine playback state of a specific Touch controller.
|
||||
///
|
||||
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
|
||||
/// \param[in] controllerType Controller where the Haptics buffer wil be played.
|
||||
/// \param[in] outState State of the haptics engine.
|
||||
/// \return Returns ovrSuccess upon success.
|
||||
/// \see ovrHapticsPlaybackState
|
||||
///
|
||||
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetControllerVibrationState(ovrSession session, ovrControllerType controllerType, ovrHapticsPlaybackState* outState);
|
||||
|
||||
|
||||
///@}
|
||||
|
||||
|
@ -19,7 +19,7 @@
|
||||
// Master version numbers
|
||||
#define OVR_PRODUCT_VERSION 1 // Product version doesn't participate in semantic versioning.
|
||||
#define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/Windows/LibOVR.props in parallel.
|
||||
#define OVR_MINOR_VERSION 5 //
|
||||
#define OVR_MINOR_VERSION 6 //
|
||||
#define OVR_PATCH_VERSION 0
|
||||
#define OVR_BUILD_NUMBER 0
|
||||
|
||||
|
BIN
src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
vendored
BIN
src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
vendored
Binary file not shown.
Loading…
Reference in New Issue
Block a user