增加象素方向光照
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46
shader/DirectionLight.frag
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46
shader/DirectionLight.frag
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@ -0,0 +1,46 @@
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#version 450 core
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layout(location = 0) in vec3 FragmentNormal;
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layout(location = 0) out vec4 FragColor;
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layout(binding=10) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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}fs_world;
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layout(binding=1) uniform ColorMaterial
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{
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vec4 color;
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vec4 ambient;
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} color_material;
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layout(binding=2) uniform Sun
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{
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vec3 direction;
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}sun;
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vec4 ComputeSunlightFinalColor()
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{
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float intensity=max(dot(normalize(FragmentNormal*mat3(fs_world.mvp)),sun.direction),0.0);
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return max(color_material.color*intensity,color_material.ambient);
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}
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void main()
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{
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FragColor=ComputeSunlightFinalColor();
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}
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@ -25,29 +25,11 @@ layout(push_constant) uniform Consts {
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mat4 local_to_world;
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}pc;
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layout(binding=1) uniform ColorMaterial
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{
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vec4 color;
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vec4 ambient;
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} color_material;
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layout(binding=2) uniform Sun
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{
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vec3 direction;
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}sun;
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layout(location=0) out vec4 FragmentColor;
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vec4 ComputeSunlightFinalColor(vec4 color,vec4 ambient)
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{
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float intensity=max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0);
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return max(color*intensity,ambient);
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}
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layout(location=0) out vec3 FragmentNormal;
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void main()
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{
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FragmentColor=ComputeSunlightFinalColor(color_material.color,color_material.ambient);
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FragmentNormal=Normal;
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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}
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53
shader/VertexLight.vert
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53
shader/VertexLight.vert
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@ -0,0 +1,53 @@
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(location = 1) in vec3 Normal;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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}world;
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layout(push_constant) uniform Consts {
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mat4 local_to_world;
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}pc;
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layout(binding=1) uniform ColorMaterial
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{
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vec4 color;
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vec4 ambient;
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} color_material;
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layout(binding=2) uniform Sun
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{
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vec3 direction;
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}sun;
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layout(location=0) out vec4 FragmentColor;
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vec4 ComputeSunlightFinalColor(vec4 color,vec4 ambient)
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{
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float intensity=max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0);
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return max(color*intensity,ambient);
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}
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void main()
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{
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FragmentColor=ComputeSunlightFinalColor(color_material.color,color_material.ambient);
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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}
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