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Changes to GLSL files for OpenGL
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98 changed files with 3366 additions and 2686 deletions
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@ -22,12 +22,20 @@
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#include "hlslCompat.glsl"
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varying vec4 texCoord12;
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varying vec4 texCoord34;
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varying vec3 vLightTS; // light vector in tangent space, denormalized
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varying vec3 vViewTS; // view vector in tangent space, denormalized
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varying vec3 vNormalWS; // Normal vector in world space
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varying float worldDist;
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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//ConnectData
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in vec4 texCoord12;
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#define IN_texCoord12 texCoord12
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in vec4 texCoord34;
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#define IN_texCoord34 texCoord34
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in vec3 vLightTS; // light vector in tangent space, denormalized
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#define IN_vLightTS vLightTS
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in vec3 vViewTS; // view vector in tangent space, denormalized
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#define IN_vViewTS vViewTS
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in float worldDist;
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#define IN_worldDist worldDist
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//-----------------------------------------------------------------------------
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// Uniforms
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@ -37,6 +45,7 @@ uniform vec3 ambientColor;
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uniform vec3 sunColor;
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uniform float cloudCoverage;
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uniform vec3 cloudBaseColor;
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uniform float cloudExposure;
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//-----------------------------------------------------------------------------
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// Globals
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@ -97,26 +106,25 @@ void main()
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// Normalize the interpolated vectors:
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vec3 vViewTS = normalize( vViewTS );
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vec3 vLightTS = normalize( vLightTS );
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vec3 vNormalWS = normalize( vNormalWS );
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vec4 cResultColor = float4( 0, 0, 0, 1 );
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vec4 cResultColor = vec4( 0, 0, 0, 1 );
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vec2 texSample = texCoord12.xy;
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vec2 texSample = IN_texCoord12.xy;
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vec4 noise1 = texture2D( normalHeightMap, texCoord12.zw );
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vec4 noise1 = texture( normalHeightMap, IN_texCoord12.zw );
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noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
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//return noise1;
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vec4 noise2 = texture2D( normalHeightMap, texCoord34.xy );
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vec4 noise2 = texture( normalHeightMap, IN_texCoord34.xy );
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noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
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//return noise2;
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vec3 noiseNormal = normalize( noise1 + noise2 ).xyz;
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//return float4( noiseNormal, 1.0 );
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//return vec4( noiseNormal, 1.0 );
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float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
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vec3 vNormalTS = normalize( texture2D( normalHeightMap, texSample ).xyz * 2.0 - 1.0 );
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vec3 vNormalTS = normalize( texture( normalHeightMap, texSample ).xyz * 2.0 - 1.0 );
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vNormalTS += noiseNormal;
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vNormalTS = normalize( vNormalTS );
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@ -124,16 +132,14 @@ void main()
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cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
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float coverage = ( cloudCoverage - 0.5 ) * 2.0;
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cResultColor.a = texture2D( normalHeightMap, texSample ).a + coverage + noiseHeight;
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cResultColor.a = texture( normalHeightMap, texSample ).a + coverage + noiseHeight;
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if ( cloudCoverage > -1.0 )
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cResultColor.a /= 1.0 + coverage;
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cResultColor.a = saturate( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ) );
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cResultColor.a = clamp( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ), 0.0, 1.0 );
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cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(worldDist,2.0) );
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cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) );
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// If using HDR rendering, make sure to tonemap the resuld color prior to outputting it.
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// But since this example isn't doing that, we just output the computed result color here:
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gl_FragColor = cResultColor;
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OUT_FragColor0 = cResultColor;
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}
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