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Shader code indentation
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1193b89918
commit
d2ee74f7c7
4 changed files with 45 additions and 45 deletions
libraries/render-utils/src
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@ -80,10 +80,10 @@ void main(void) {
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vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz);
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//normal = normalize(normal * normalMatrix);
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vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0;
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vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0;
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vec3 tangent = normalize(rvec - normal * dot(rvec, normal));
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 0.0;
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@ -91,13 +91,13 @@ void main(void) {
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vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad;
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vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0);
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offset.xy = (offset.xy / offset.w) * 0.5 + 0.5;
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offset.xy = (offset.xy / offset.w) * 0.5 + 0.5;
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float depth = length(samplePos - cameraPositionWorldSpace);
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float sampleDepthVal = texture2D(depthTexture, offset.xy).r;
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float rangeDelta = abs(depthVal - sampleDepthVal);
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float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta);
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float rangeDelta = abs(depthVal - sampleDepthVal);
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float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta);
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occlusion += rangeCheck * step(sampleDepthVal, depth);
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}
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@ -24,17 +24,17 @@ uniform sampler2D occlusionTexture;
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void main(void) {
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gl_FragColor = vec4(0.0);
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 0])*0.0044299121055113265;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 1])*0.00895781211794;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 2])*0.0215963866053;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 3])*0.0443683338718;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 4])*0.0776744219933;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 5])*0.115876621105;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 6])*0.147308056121;
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gl_FragColor += texture2D(occlusionTexture, varTexcoord )*0.159576912161;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 7])*0.147308056121;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 8])*0.115876621105;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 9])*0.0776744219933;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[0])*0.0044299121055113265;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[1])*0.00895781211794;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[2])*0.0215963866053;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[3])*0.0443683338718;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[4])*0.0776744219933;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[5])*0.115876621105;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[6])*0.147308056121;
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gl_FragColor += texture2D(occlusionTexture, varTexcoord)*0.159576912161;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[7])*0.147308056121;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[8])*0.115876621105;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[9])*0.0776744219933;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[10])*0.0443683338718;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[11])*0.0215963866053;
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gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[12])*0.00895781211794;
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@ -23,19 +23,19 @@ void main(void) {
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varTexcoord = gl_MultiTexCoord0.xy;
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gl_Position = gl_Vertex;
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varBlurTexcoords[ 0] = varTexcoord + vec2(-0.028, 0.0);
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varBlurTexcoords[ 1] = varTexcoord + vec2(-0.024, 0.0);
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varBlurTexcoords[ 2] = varTexcoord + vec2(-0.020, 0.0);
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varBlurTexcoords[ 3] = varTexcoord + vec2(-0.016, 0.0);
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varBlurTexcoords[ 4] = varTexcoord + vec2(-0.012, 0.0);
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varBlurTexcoords[ 5] = varTexcoord + vec2(-0.008, 0.0);
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varBlurTexcoords[ 6] = varTexcoord + vec2(-0.004, 0.0);
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varBlurTexcoords[ 7] = varTexcoord + vec2( 0.004, 0.0);
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varBlurTexcoords[ 8] = varTexcoord + vec2( 0.008, 0.0);
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varBlurTexcoords[ 9] = varTexcoord + vec2( 0.012, 0.0);
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varBlurTexcoords[10] = varTexcoord + vec2( 0.016, 0.0);
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varBlurTexcoords[11] = varTexcoord + vec2( 0.020, 0.0);
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varBlurTexcoords[12] = varTexcoord + vec2( 0.024, 0.0);
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varBlurTexcoords[13] = varTexcoord + vec2( 0.028, 0.0);
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varBlurTexcoords[0] = varTexcoord + vec2(-0.028, 0.0);
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varBlurTexcoords[1] = varTexcoord + vec2(-0.024, 0.0);
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varBlurTexcoords[2] = varTexcoord + vec2(-0.020, 0.0);
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varBlurTexcoords[3] = varTexcoord + vec2(-0.016, 0.0);
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varBlurTexcoords[4] = varTexcoord + vec2(-0.012, 0.0);
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varBlurTexcoords[5] = varTexcoord + vec2(-0.008, 0.0);
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varBlurTexcoords[6] = varTexcoord + vec2(-0.004, 0.0);
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varBlurTexcoords[7] = varTexcoord + vec2(0.004, 0.0);
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varBlurTexcoords[8] = varTexcoord + vec2(0.008, 0.0);
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varBlurTexcoords[9] = varTexcoord + vec2(0.012, 0.0);
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varBlurTexcoords[10] = varTexcoord + vec2(0.016, 0.0);
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varBlurTexcoords[11] = varTexcoord + vec2(0.020, 0.0);
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varBlurTexcoords[12] = varTexcoord + vec2(0.024, 0.0);
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varBlurTexcoords[13] = varTexcoord + vec2(0.028, 0.0);
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}
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@ -23,19 +23,19 @@ void main(void) {
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varTexcoord = gl_MultiTexCoord0.xy;
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gl_Position = gl_Vertex;
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varBlurTexcoords[ 0] = varTexcoord + vec2(0.0, -0.028);
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varBlurTexcoords[ 1] = varTexcoord + vec2(0.0, -0.024);
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varBlurTexcoords[ 2] = varTexcoord + vec2(0.0, -0.020);
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varBlurTexcoords[ 3] = varTexcoord + vec2(0.0, -0.016);
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varBlurTexcoords[ 4] = varTexcoord + vec2(0.0, -0.012);
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varBlurTexcoords[ 5] = varTexcoord + vec2(0.0, -0.008);
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varBlurTexcoords[ 6] = varTexcoord + vec2(0.0, -0.004);
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varBlurTexcoords[ 7] = varTexcoord + vec2(0.0, 0.004);
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varBlurTexcoords[ 8] = varTexcoord + vec2(0.0, 0.008);
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varBlurTexcoords[ 9] = varTexcoord + vec2(0.0, 0.012);
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varBlurTexcoords[10] = varTexcoord + vec2(0.0, 0.016);
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varBlurTexcoords[11] = varTexcoord + vec2(0.0, 0.020);
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varBlurTexcoords[12] = varTexcoord + vec2(0.0, 0.024);
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varBlurTexcoords[13] = varTexcoord + vec2(0.0, 0.028);
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varBlurTexcoords[0] = varTexcoord + vec2(0.0, -0.028);
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varBlurTexcoords[1] = varTexcoord + vec2(0.0, -0.024);
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varBlurTexcoords[2] = varTexcoord + vec2(0.0, -0.020);
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varBlurTexcoords[3] = varTexcoord + vec2(0.0, -0.016);
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varBlurTexcoords[4] = varTexcoord + vec2(0.0, -0.012);
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varBlurTexcoords[5] = varTexcoord + vec2(0.0, -0.008);
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varBlurTexcoords[6] = varTexcoord + vec2(0.0, -0.004);
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varBlurTexcoords[7] = varTexcoord + vec2(0.0, 0.004);
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varBlurTexcoords[8] = varTexcoord + vec2(0.0, 0.008);
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varBlurTexcoords[9] = varTexcoord + vec2(0.0, 0.012);
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varBlurTexcoords[10] = varTexcoord + vec2(0.0, 0.016);
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varBlurTexcoords[11] = varTexcoord + vec2(0.0, 0.020);
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varBlurTexcoords[12] = varTexcoord + vec2(0.0, 0.024);
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varBlurTexcoords[13] = varTexcoord + vec2(0.0, 0.028);
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}
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