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45 lines
1.5 KiB
Text
45 lines
1.5 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model.frag
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// fragment shader
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//
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// Created by Seth Alves on 2015-8-3
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include model/Material.slh@>
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<@include DeferredBufferWrite.slh@>
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in vec3 _normal;
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in vec4 _position;
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in vec4 _worldPosition;
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uniform sampler2D xMap;
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uniform sampler2D yMap;
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uniform sampler2D zMap;
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uniform vec3 voxelVolumeSize;
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void main(void) {
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vec3 worldNormal = cross(dFdy(_worldPosition.xyz), dFdx(_worldPosition.xyz));
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worldNormal = normalize(worldNormal);
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float inPositionX = (_worldPosition.x - 0.5) / voxelVolumeSize.x;
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float inPositionY = (_worldPosition.y - 0.5) / voxelVolumeSize.y;
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float inPositionZ = (_worldPosition.z - 0.5) / voxelVolumeSize.z;
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vec4 xyDiffuse = texture(xMap, vec2(-inPositionX, -inPositionY));
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vec4 xzDiffuse = texture(yMap, vec2(-inPositionX, inPositionZ));
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vec4 yzDiffuse = texture(zMap, vec2(inPositionZ, -inPositionY));
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vec3 xyDiffuseScaled = xyDiffuse.rgb * abs(worldNormal.z);
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vec3 xzDiffuseScaled = xzDiffuse.rgb * abs(worldNormal.y);
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vec3 yzDiffuseScaled = yzDiffuse.rgb * abs(worldNormal.x);
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vec4 diffuse = vec4(xyDiffuseScaled + xzDiffuseScaled + yzDiffuseScaled, 1.0);
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packDeferredFragment(_normal, 0.0, vec3(diffuse), vec3(0.01, 0.01, 0.01), 10.0);
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}
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