752 lines
No EOL
22 KiB
Text
752 lines
No EOL
22 KiB
Text
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//
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// Draw the unit quad [-1,-1 -> 1,1] amd pass along the unit texcoords [0, 0 -> 1, 1]. Not transform used.
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// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
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//
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// Created by Sam Gateau on 6/22/2015
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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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out vec2 varTexCoord0;
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void main(void) {
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const float depth = 1.0;
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, depth, 1.0),
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vec4(1.0, -1.0, depth, 1.0),
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vec4(-1.0, 1.0, depth, 1.0),
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vec4(1.0, 1.0, depth, 1.0)
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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varTexCoord0 = (pos.xy + 1) * 0.5;
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gl_Position = pos;
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}
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#version 410 core
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// Generated on Wed Mar 02 02:25:32 2016
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//
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// Draw and transform the unit quad [-1,-1 -> 1,1]
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// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
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//
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// Created by Sam Gateau on 6/22/2015
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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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struct TransformObject {
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mat4 _model;
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mat4 _modelInverse;
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};
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layout(location=15) in ivec2 _drawCallInfo;
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uniform samplerBuffer transformObjectBuffer;
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TransformObject getTransformObject() {
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int offset = 8 * _drawCallInfo.x;
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TransformObject object;
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object._model[0] = texelFetch(transformObjectBuffer, offset);
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object._model[1] = texelFetch(transformObjectBuffer, offset + 1);
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object._model[2] = texelFetch(transformObjectBuffer, offset + 2);
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object._model[3] = texelFetch(transformObjectBuffer, offset + 3);
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object._modelInverse[0] = texelFetch(transformObjectBuffer, offset + 4);
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object._modelInverse[1] = texelFetch(transformObjectBuffer, offset + 5);
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object._modelInverse[2] = texelFetch(transformObjectBuffer, offset + 6);
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object._modelInverse[3] = texelFetch(transformObjectBuffer, offset + 7);
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return object;
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}
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struct TransformCamera {
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mat4 _view;
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mat4 _viewInverse;
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mat4 _projectionViewUntranslated;
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mat4 _projection;
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mat4 _projectionInverse;
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vec4 _viewport;
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};
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layout(std140) uniform transformCameraBuffer {
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TransformCamera _camera;
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};
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TransformCamera getTransformCamera() {
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return _camera;
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}
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out vec2 varTexCoord0;
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(1.0, 1.0, 0.0, 1.0)
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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{ // transformModelToClipPos
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vec4 _eyepos = (obj._model * pos) + vec4(-pos.w * cam._viewInverse[3].xyz, 0.0);
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gl_Position = cam._projectionViewUntranslated * _eyepos;
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}
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varTexCoord0 = (pos.xy + 1) * 0.5;
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}
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#version 410 core
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// Generated on Wed Mar 02 02:25:32 2016
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//
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// Draw and transform the unit quad [-1,-1 -> 1,1]
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// Transform the normalized texcoords [0, 1] to be in the range [texcoordRect.xy, texcoordRect.xy + texcoordRect.zw]
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// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
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//
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// Created by Sam Gateau on 6/22/2015
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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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struct TransformObject {
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mat4 _model;
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mat4 _modelInverse;
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};
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layout(location=15) in ivec2 _drawCallInfo;
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uniform samplerBuffer transformObjectBuffer;
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TransformObject getTransformObject() {
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int offset = 8 * _drawCallInfo.x;
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TransformObject object;
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object._model[0] = texelFetch(transformObjectBuffer, offset);
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object._model[1] = texelFetch(transformObjectBuffer, offset + 1);
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object._model[2] = texelFetch(transformObjectBuffer, offset + 2);
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object._model[3] = texelFetch(transformObjectBuffer, offset + 3);
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object._modelInverse[0] = texelFetch(transformObjectBuffer, offset + 4);
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object._modelInverse[1] = texelFetch(transformObjectBuffer, offset + 5);
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object._modelInverse[2] = texelFetch(transformObjectBuffer, offset + 6);
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object._modelInverse[3] = texelFetch(transformObjectBuffer, offset + 7);
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return object;
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}
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struct TransformCamera {
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mat4 _view;
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mat4 _viewInverse;
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mat4 _projectionViewUntranslated;
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mat4 _projection;
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mat4 _projectionInverse;
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vec4 _viewport;
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};
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layout(std140) uniform transformCameraBuffer {
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TransformCamera _camera;
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};
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TransformCamera getTransformCamera() {
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return _camera;
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}
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uniform vec4 texcoordRect;
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out vec2 varTexCoord0;
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(1.0, 1.0, 0.0, 1.0)
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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{ // transformModelToClipPos
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vec4 _eyepos = (obj._model * pos) + vec4(-pos.w * cam._viewInverse[3].xyz, 0.0);
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gl_Position = cam._projectionViewUntranslated * _eyepos;
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}
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varTexCoord0 = ((pos.xy + 1) * 0.5) * texcoordRect.zw + texcoordRect.xy;
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}
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#version 410 core
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// Generated on Wed Mar 02 02:25:32 2016
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//
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// Draw the unit quad [-1,-1 -> 1,1] filling in
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// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
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//
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// Created by Sam Gateau on 6/22/2015
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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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struct TransformObject {
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mat4 _model;
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mat4 _modelInverse;
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};
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layout(location=15) in ivec2 _drawCallInfo;
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uniform samplerBuffer transformObjectBuffer;
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TransformObject getTransformObject() {
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int offset = 8 * _drawCallInfo.x;
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TransformObject object;
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object._model[0] = texelFetch(transformObjectBuffer, offset);
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object._model[1] = texelFetch(transformObjectBuffer, offset + 1);
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object._model[2] = texelFetch(transformObjectBuffer, offset + 2);
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object._model[3] = texelFetch(transformObjectBuffer, offset + 3);
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object._modelInverse[0] = texelFetch(transformObjectBuffer, offset + 4);
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object._modelInverse[1] = texelFetch(transformObjectBuffer, offset + 5);
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object._modelInverse[2] = texelFetch(transformObjectBuffer, offset + 6);
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object._modelInverse[3] = texelFetch(transformObjectBuffer, offset + 7);
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return object;
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}
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struct TransformCamera {
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mat4 _view;
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mat4 _viewInverse;
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mat4 _projectionViewUntranslated;
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mat4 _projection;
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mat4 _projectionInverse;
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vec4 _viewport;
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};
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layout(std140) uniform transformCameraBuffer {
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TransformCamera _camera;
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};
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TransformCamera getTransformCamera() {
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return _camera;
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}
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out vec2 varTexCoord0;
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(1.0, 1.0, 0.0, 1.0)
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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// standard transform but applied to the Texcoord
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vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw);
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TransformObject obj = getTransformObject();
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{ // transformModelToWorldPos
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tc = (obj._model * tc);
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}
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gl_Position = pos;
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varTexCoord0 = tc.xy;
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}
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#version 410 core
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// Generated on Wed Mar 02 02:25:32 2016
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//
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// Draw texture 0 fetched at texcoord.xy
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//
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// Created by Sam Gateau on 6/22/2015
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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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uniform sampler2D colorMap;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, varTexCoord0);
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}
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#version 410 core
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// Generated on Wed Mar 02 02:25:32 2016
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//
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// Draw texture 0 fetched at texcoord.xy
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// Alpha is 1
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//
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// Created by Sam Gateau on 6/22/2015
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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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uniform sampler2D colorMap;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = vec4(texture(colorMap, varTexCoord0).xyz, 1.0);
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}
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#version 410 core
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// Generated on Wed Mar 02 02:25:32 2016
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//
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// Draw texture 0 fetched at texcoord.xy, Blend with color uniform
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//
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// Created by Sam Gateau on 7/12/2015
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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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uniform sampler2D colorMap;
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uniform vec4 color;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, varTexCoord0) * color;
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}
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"“ üôž õž 8 "“ üôž `õž 8 "“ üôž °õž 8 "“ üôž öž 8 "“ ä&‘ 8öž `öž #version 410 core
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// Generated on Wed Mar 02 02:26:36 2016
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// skybox.vert
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// vertex shader
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//
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// Created by Sam Gateau on 5/5/2015.
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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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struct TransformObject {
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mat4 _model;
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mat4 _modelInverse;
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};
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layout(location=15) in ivec2 _drawCallInfo;
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uniform samplerBuffer transformObjectBuffer;
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TransformObject getTransformObject() {
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int offset = 8 * _drawCallInfo.x;
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TransformObject object;
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object._model[0] = texelFetch(transformObjectBuffer, offset);
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object._model[1] = texelFetch(transformObjectBuffer, offset + 1);
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object._model[2] = texelFetch(transformObjectBuffer, offset + 2);
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object._model[3] = texelFetch(transformObjectBuffer, offset + 3);
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object._modelInverse[0] = texelFetch(transformObjectBuffer, offset + 4);
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object._modelInverse[1] = texelFetch(transformObjectBuffer, offset + 5);
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object._modelInverse[2] = texelFetch(transformObjectBuffer, offset + 6);
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object._modelInverse[3] = texelFetch(transformObjectBuffer, offset + 7);
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return object;
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}
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struct TransformCamera {
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mat4 _view;
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mat4 _viewInverse;
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mat4 _projectionViewUntranslated;
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mat4 _projection;
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mat4 _projectionInverse;
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vec4 _viewport;
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};
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layout(std140) uniform transformCameraBuffer {
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TransformCamera _camera;
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};
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TransformCamera getTransformCamera() {
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return _camera;
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}
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out vec3 _normal;
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void main(void) {
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const float depth = 0.0;
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, depth, 1.0),
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vec4(1.0, -1.0, depth, 1.0),
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vec4(-1.0, 1.0, depth, 1.0),
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vec4(1.0, 1.0, depth, 1.0)
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);
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vec4 inPosition = UNIT_QUAD[gl_VertexID];
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// standard transform
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TransformCamera cam = getTransformCamera();
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vec3 clipDir = vec3(inPosition.xy, 0.0);
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vec3 eyeDir;
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{ // transformClipToEyeDir
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eyeDir = vec3(cam._projectionInverse * vec4(clipDir.xyz, 1.0)); // Must be 1.0 here
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}
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{ // transformEyeToWorldDir
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_normal = vec3(cam._viewInverse * vec4(eyeDir.xyz, 0.0));
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}
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// Position is supposed to come in clip space
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gl_Position = vec4(inPosition.xy, 0.0, 1.0);
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}
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#version 410 core
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// Generated on Wed Mar 02 02:26:36 2016
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// skybox.frag
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// fragment shader
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//
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// Created by Sam Gateau on 5/5/2015.
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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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uniform samplerCube cubeMap;
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struct Skybox {
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vec4 _color;
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};
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uniform skyboxBuffer {
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Skybox _skybox;
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};
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in vec3 _normal;
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out vec4 _fragColor;
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//PROCEDURAL_COMMON_BLOCK
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#line 1001
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//PROCEDURAL_BLOCK
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#line 2033
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void main(void) {
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#ifdef PROCEDURAL
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vec3 color = getSkyboxColor();
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// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
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color = pow(color, vec3(2.2));
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_fragColor = vec4(color, 0.0);
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#else
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vec3 coord = normalize(_normal);
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vec3 texel = texture(cubeMap, coord).rgb;
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vec3 color = texel * _skybox._color.rgb;
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_fragColor = vec4(color, 0.0);
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#endif
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}
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"“ øž 0øž H "“ „øž øž ¸@ @oW@ ÀqW@ ÛI@ pB pB "“ ¸øž
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ðøž ( "“ \ùž ðùž 0 "“ ¼úž % pûž "“ èüž * ýž "“$ ÿž ; @ Ÿ "“ ä&‘ ,Ÿ XŸ "“ 0Ÿ XŸ "“ °Ÿ ¸Ÿ 0 "“ ôŸ Ÿ @Ÿ (
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float permute(float x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float taylorInvSqrt(float r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 taylorInvSqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 grad4(float j, vec4 ip) {
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p, s;
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p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
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return p;
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}
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// (sqrt(5) - 1)/4 = F4, used once below
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#define F4 0.309016994374947451
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float snoise(vec4 v) {
|
||
const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
|
||
0.276393202250021, // 2 * G4
|
||
0.414589803375032, // 3 * G4
|
||
-0.447213595499958); // -1 + 4 * G4
|
||
|
||
// First corner
|
||
vec4 i = floor(v + dot(v, vec4(F4)));
|
||
vec4 x0 = v - i + dot(i, C.xxxx);
|
||
|
||
// Other corners
|
||
|
||
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
|
||
vec4 i0;
|
||
vec3 isX = step(x0.yzw, x0.xxx);
|
||
vec3 isYZ = step(x0.zww, x0.yyz);
|
||
i0.x = isX.x + isX.y + isX.z;
|
||
i0.yzw = 1.0 - isX;
|
||
i0.y += isYZ.x + isYZ.y;
|
||
i0.zw += 1.0 - isYZ.xy;
|
||
i0.z += isYZ.z;
|
||
i0.w += 1.0 - isYZ.z;
|
||
|
||
// i0 now contains the unique values 0,1,2,3 in each channel
|
||
vec4 i3 = clamp(i0, 0.0, 1.0);
|
||
vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
|
||
vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
|
||
|
||
vec4 x1 = x0 - i1 + C.xxxx;
|
||
vec4 x2 = x0 - i2 + C.yyyy;
|
||
vec4 x3 = x0 - i3 + C.zzzz;
|
||
vec4 x4 = x0 + C.wwww;
|
||
|
||
// Permutations
|
||
i = mod289(i);
|
||
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
|
||
vec4 j1 = permute(
|
||
permute(
|
||
permute(
|
||
permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
|
||
+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
|
||
+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
|
||
+ vec4(i1.x, i2.x, i3.x, 1.0));
|
||
|
||
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
|
||
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
|
||
vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
|
||
|
||
vec4 p0 = grad4(j0, ip);
|
||
vec4 p1 = grad4(j1.x, ip);
|
||
vec4 p2 = grad4(j1.y, ip);
|
||
vec4 p3 = grad4(j1.z, ip);
|
||
vec4 p4 = grad4(j1.w, ip);
|
||
|
||
// Normalise gradients
|
||
vec4 norm = taylorInvSqrt(
|
||
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
|
||
p0 *= norm.x;
|
||
p1 *= norm.y;
|
||
p2 *= norm.z;
|
||
p3 *= norm.w;
|
||
p4 *= taylorInvSqrt(dot(p4, p4));
|
||
|
||
// Mix contributions from the five corners
|
||
vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
|
||
vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
|
||
m0 = m0 * m0;
|
||
m1 = m1 * m1;
|
||
return 49.0
|
||
* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
|
||
+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
|
||
|
||
}
|
||
|
||
float snoise(vec3 v) {
|
||
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
|
||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||
|
||
// First corner
|
||
vec3 i = floor(v + dot(v, C.yyy));
|
||
vec3 x0 = v - i + dot(i, C.xxx);
|
||
|
||
// Other corners
|
||
vec3 g = step(x0.yzx, x0.xyz);
|
||
vec3 l = 1.0 - g;
|
||
vec3 i1 = min(g.xyz, l.zxy);
|
||
vec3 i2 = max(g.xyz, l.zxy);
|
||
|
||
vec3 x1 = x0 - i1 + C.xxx;
|
||
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||
|
||
// Permutations
|
||
i = mod289(i);
|
||
vec4 p = permute(
|
||
permute(
|
||
permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
|
||
+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
|
||
+ vec4(0.0, i1.x, i2.x, 1.0));
|
||
|
||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||
float n_ = 0.142857142857; // 1.0/7.0
|
||
vec3 ns = n_ * D.wyz - D.xzx;
|
||
|
||
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||
|
||
vec4 x_ = floor(j * ns.z);
|
||
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||
|
||
vec4 x = x_ * ns.x + ns.yyyy;
|
||
vec4 y = y_ * ns.x + ns.yyyy;
|
||
vec4 h = 1.0 - abs(x) - abs(y);
|
||
|
||
vec4 b0 = vec4(x.xy, y.xy);
|
||
vec4 b1 = vec4(x.zw, y.zw);
|
||
|
||
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||
vec4 s0 = floor(b0) * 2.0 + 1.0;
|
||
vec4 s1 = floor(b1) * 2.0 + 1.0;
|
||
vec4 sh = -step(h, vec4(0.0));
|
||
|
||
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||
|
||
vec3 p0 = vec3(a0.xy, h.x);
|
||
vec3 p1 = vec3(a0.zw, h.y);
|
||
vec3 p2 = vec3(a1.xy, h.z);
|
||
vec3 p3 = vec3(a1.zw, h.w);
|
||
|
||
//Normalise gradients
|
||
vec4 norm = taylorInvSqrt(
|
||
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
|
||
p0 *= norm.x;
|
||
p1 *= norm.y;
|
||
p2 *= norm.z;
|
||
p3 *= norm.w;
|
||
|
||
// Mix final noise value
|
||
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
|
||
0.0);
|
||
m = m * m;
|
||
return 42.0
|
||
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
|
||
}
|
||
|
||
float snoise(vec2 v) {
|
||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||
0.024390243902439); // 1.0 / 41.0
|
||
// First corner
|
||
vec2 i = floor(v + dot(v, C.yy));
|
||
vec2 x0 = v - i + dot(i, C.xx);
|
||
|
||
// Other corners
|
||
vec2 i1;
|
||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||
vec4 x12 = x0.xyxy + C.xxzz;
|
||
x12.xy -= i1;
|
||
|
||
// Permutations
|
||
i = mod289(i); // Avoid truncation effects in permutation
|
||
vec3 p = permute(
|
||
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
|
||
|
||
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
|
||
0.0);
|
||
m = m * m;
|
||
m = m * m;
|
||
|
||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||
|
||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||
vec3 h = abs(x) - 0.5;
|
||
vec3 ox = floor(x + 0.5);
|
||
vec3 a0 = x - ox;
|
||
|
||
// Normalise gradients implicitly by scaling m
|
||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
|
||
|
||
// Compute final noise value at P
|
||
vec3 g;
|
||
g.x = a0.x * x0.x + h.x * x0.y;
|
||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||
return 130.0 * dot(m, g);
|
||
}
|
||
|
||
// shader playback time (in seconds)
|
||
uniform float iGlobalTime;
|
||
// the dimensions of the object being rendered
|
||
uniform vec3 iWorldScale;
|
||
|
||
#define PROCEDURAL 1
|
||
|
||
//PROCEDURAL_VERSION
|
||
|
||
#ifdef PROCEDURAL_V1
|
||
|
||
#else
|
||
|
||
// Unimplemented uniforms
|
||
// Resolution doesn't make sense in the VR context
|
||
const vec3 iResolution = vec3(1.0);
|
||
// Mouse functions not enabled currently
|
||
const vec4 iMouse = vec4(0.0);
|
||
// No support for audio input
|
||
const float iSampleRate = 1.0;
|
||
// No support for video input
|
||
const vec4 iChannelTime = vec4(0.0);
|
||
|
||
|
||
uniform vec4 iDate;
|
||
uniform int iFrameCount;
|
||
uniform vec3 iWorldPosition;
|
||
uniform vec3 iChannelResolution[4];
|
||
uniform sampler2D iChannel0;
|
||
uniform sampler2D iChannel1;
|
||
uniform sampler2D iChannel2;
|
||
uniform sampler2D iChannel3;
|
||
|
||
#endif
|
||
|
||
ProceduralEntity shaderUrl uniforms channels //PROCEDURAL_BLOCK //PROCEDURAL_COMMON_BLOCK //PROCEDURAL_VERSION iDate iFrameCount iWorldScale iWorldPosition iChannelResolution Invalid shader URL: Shader path: Shader url: #define PROCEDURAL_V1 1 #define PROCEDURAL_V2 1 iChannel0 iChannel1 iChannel2 iChannel3 |