Remove headers from shaders

This commit is contained in:
Ray 2021-05-22 16:09:34 +02:00
parent 5765b7895c
commit b36422083e
9 changed files with 5 additions and 79 deletions

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@ -1,16 +1,5 @@
/*******************************************************************************************
*
* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
*
* REF: https://github.com/HectorMF/BRDFGenerator
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
@ -86,6 +75,8 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
return ggx1*ggx2;
}
// Bidirectional reflectance distribution function
// Ref: https://github.com/HectorMF/BRDFGenerator
vec2 IntegrateBRDF(float NdotV, float roughness)
{
float A = 0.0;

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@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

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@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Equirectangular to cubemap vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

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@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Irradiance cubemap fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)

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@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Physically based rendering fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
#define MAX_REFLECTION_LOD 4.0

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@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Physically based rendering vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

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@ -1,14 +1,7 @@
/*******************************************************************************************
*
* rPBR [shader] - Prefiltered environment for reflections fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
#define MAX_SAMPLES 1024u
#define CUBEMAP_RESOLUTION 1024.0
#define MAX_SAMPLES 1024u
#define CUBEMAP_RESOLUTION 1024.0
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;

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@ -1,13 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Background skybox fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)

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@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Background skybox vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes