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@module threedee
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@ctype mat4 Mat4
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@ctype vec4 Vec4
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@ctype vec3 Vec3
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@ctype vec2 Vec2
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// for this block, define a variable called `model_space_pos` to be used as an input
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@block vs_compute_light_output
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world_space_frag_pos = model * vec4(model_space_pos, 1.0);
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vec4 frag_pos = view * world_space_frag_pos;
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//@Speed I think we can just take the third row here and be fine.
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light_dir = normalize(inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz;
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light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0);
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@end
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@vs vs_skeleton
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in vec3 pos_in;
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in vec2 uv_in;
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in vec4 indices_in; // is a sokol SG_VERTEXFORMAT_USHORT4N, a 16 bit unsigned integer treated as a floating point number due to webgl compatibility
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in vec4 weights_in;
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out vec3 pos;
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out vec2 uv;
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out vec4 light_space_fragment_position;
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out vec3 light_dir;
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out vec4 world_space_frag_pos;
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uniform skeleton_vs_params {
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mat4 model;
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mat4 view;
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mat4 projection;
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mat4 directional_light_space_matrix;
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vec2 bones_tex_size;
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};
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uniform sampler2D bones_tex;
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float decode_normalized_float32(vec4 v)
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{
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float sign = 2.0 * v.x - 1.0;
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return sign * (v.z*255.0 + v.y);
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}
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void main() {
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vec4 total_position = vec4(0.0f);
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for(int bone_influence_index = 0; bone_influence_index < 4; bone_influence_index++)
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{
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float index_float = indices_in[bone_influence_index];
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int index = int(index_float * 65535.0);
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float weight = weights_in[bone_influence_index];
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float y_coord = (0.5 + index)/bones_tex_size.y;
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mat4 bone_mat;
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for(int row = 0; row < 4; row++)
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{
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for(int col = 0; col < 4; col++)
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{
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bone_mat[col][row] = decode_normalized_float32(texture(bones_tex, vec2((0.5 + col*4 + row)/bones_tex_size.x, y_coord)));
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}
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}
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vec4 local_position = bone_mat * vec4(pos_in, 1.0f);
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total_position += local_position * weight;
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}
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gl_Position = projection * view * model * total_position;
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//gl_Position = projection * view * model * vec4(pos_in, 1.0);
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pos = gl_Position.xyz;
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uv = uv_in;
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vec3 model_space_pos = (total_position).xyz;
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@include_block vs_compute_light_output
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}
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@end
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@vs vs
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in vec3 pos_in;
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in vec2 uv_in;
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out vec3 pos;
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out vec2 uv;
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out vec4 light_space_fragment_position;
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out vec3 light_dir;
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out vec4 world_space_frag_pos;
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uniform vs_params {
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mat4 model;
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mat4 view;
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mat4 projection;
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mat4 directional_light_space_matrix;
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float wobble_factor;
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float time;
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};
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void main() {
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vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 14.0 + pos_in.y * 20.0 + time*1.9)*0.000, pos_in.z);
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pos = transformed_pos;
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uv = uv_in;
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gl_Position = projection * view * model * vec4(transformed_pos, 1.0);
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vec3 model_space_pos = (vec4(transformed_pos, 1.0f)).xyz;
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@include_block vs_compute_light_output
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}
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@end
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@fs fs
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uniform sampler2D tex;
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uniform sampler2D shadow_map;
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uniform fs_params {
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int shadow_map_dimension;
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};
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in vec3 pos;
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in vec2 uv;
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in vec4 light_space_fragment_position;
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in vec3 light_dir;
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in vec4 world_space_frag_pos;
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out vec4 frag_color;
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float decodeDepth(vec4 rgba) {
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return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
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}
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float do_shadow_sample(sampler2D shadowMap, vec2 uv, float scene_depth, float n_dot_l) {
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{
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//WebGL does not support GL_CLAMP_TO_BORDER, or border colors at all it seems, so we have to check explicitly.
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//This will probably slow down other versions which do support texture borders, but the current system does
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// not provide a non-overly complex way to include/not-include this code based on the backend. So here it is.
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)
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return 1.0;
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}
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float map_depth = decodeDepth(texture(shadowMap, uv));
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// float bias = max(0.03f * (1.0f - n_dot_l), 0.005f);
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// bias = clamp(bias, 0.0, 0.01);
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float offset_scale_N = sqrt(1 - n_dot_l*n_dot_l);
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float offset_scale_L = offset_scale_N / n_dot_l;
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float bias = 0.0004 * offset_scale_N + 0.0001 * offset_scale_L;
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map_depth += bias;
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return step(scene_depth, map_depth);
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}
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float bilinear_shadow_sample(sampler2D shadowMap, vec2 uv, int texture_width, int texture_height, float scene_depth_light_space, float n_dot_l) {
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vec2 texture_dim = vec2(float(texture_width), float(texture_height));
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vec2 texel_dim = vec2(1.0 / float(texture_width ), 1.0 / float(texture_height));
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vec2 texel_uv = uv * vec2(texture_dim);
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vec2 texel_uv_floor = floor(texel_uv) * texel_dim;
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vec2 texel_uv_ceil = ceil(texel_uv) * texel_dim;
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vec2 uv_0 = texel_uv_floor;
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vec2 uv_1 = vec2(texel_uv_ceil.x , texel_uv_floor.y);
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vec2 uv_2 = vec2(texel_uv_floor.x, texel_uv_ceil.y );
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vec2 uv_3 = vec2(texel_uv_ceil.x , texel_uv_ceil.y );
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float bl = do_shadow_sample(shadowMap, uv_0, scene_depth_light_space, n_dot_l);
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float br = do_shadow_sample(shadowMap, uv_1, scene_depth_light_space, n_dot_l);
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float tl = do_shadow_sample(shadowMap, uv_2, scene_depth_light_space, n_dot_l);
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float tr = do_shadow_sample(shadowMap, uv_3, scene_depth_light_space, n_dot_l);
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vec2 interp = fract(texel_uv);
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float bot = mix(bl, br, interp.x);
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float top = mix(tl, tr, interp.x);
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float result = mix(bot, top, interp.y);
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return result;
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}
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float calculate_shadow_factor(sampler2D shadowMap, vec4 light_space_fragment_position, float n_dot_l) {
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float shadow = 1.0;
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vec3 projected_coords = light_space_fragment_position.xyz / light_space_fragment_position.w;
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if(projected_coords.z > 1.0)
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return shadow;
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projected_coords = projected_coords * 0.5f + 0.5f;
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float current_depth = projected_coords.z;
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vec2 shadow_uv = projected_coords.xy;
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float texel_step_size = 1.0 / float(shadow_map_dimension);
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for (int x=-2; x<=2; x++) {
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for (int y=-2; y<=2; y++) {
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vec2 off = vec2(x*texel_step_size, y*texel_step_size);
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// shadow += do_shadow_sample(shadowMap, shadow_uv+off, current_depth);
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shadow += bilinear_shadow_sample(shadowMap, shadow_uv+off, shadow_map_dimension, shadow_map_dimension, current_depth, n_dot_l);
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}
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}
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shadow /= 25.0;
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return shadow;
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}
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void main() {
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vec4 col = texture(tex, uv);
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if(col.a < 0.5)
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{
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discard;
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}
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else
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{
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vec3 normal = normalize(cross(dFdx(world_space_frag_pos.xyz), dFdy(world_space_frag_pos.xyz)));
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float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
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float shadow_factor = calculate_shadow_factor(shadow_map, light_space_fragment_position, n_dot_l);
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float lighting_factor = shadow_factor * n_dot_l;
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lighting_factor = lighting_factor * 0.5 + 0.5;
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frag_color = vec4(col.rgb*lighting_factor, 1.0);
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//frag_color = vec4(col.rgb, 1.0);
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}
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}
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@end
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@fs fs_shadow_mapping
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uniform sampler2D tex;
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in vec3 pos;
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in vec2 uv;
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in vec4 light_space_fragment_position;
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in vec3 light_dir;
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in vec4 world_space_frag_pos;
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out vec4 frag_color;
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vec4 encodeDepth(float v) {
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vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
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enc = fract(enc);
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enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
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return enc;
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}
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void main() {
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vec4 col = texture(tex, uv);
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if(col.a < 0.5)
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{
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discard;
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}
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float depth = gl_FragCoord.z;
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frag_color = encodeDepth(depth);
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}
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@end
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@vs vs_twodee
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in vec3 position;
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in vec2 texcoord0;
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out vec2 uv;
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out vec2 pos;
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void main() {
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gl_Position = vec4(position.xyz, 1.0);
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uv = texcoord0;
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pos = position.xy;
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}
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@end
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@fs fs_twodee
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uniform sampler2D twodee_tex;
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uniform twodee_fs_params {
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vec4 tint;
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// both in clip space
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vec2 clip_ul;
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vec2 clip_lr;
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float alpha_clip_threshold;
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vec2 tex_size;
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};
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in vec2 uv;
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in vec2 pos;
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out vec4 frag_color;
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void main() {
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// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
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if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
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frag_color = texture(twodee_tex, uv) * tint;
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if(frag_color.a <= alpha_clip_threshold)
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{
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discard;
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}
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//frag_color = vec4(pos.x,0.0,0.0,1.0);
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}
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@end
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@fs fs_twodee_outline
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uniform sampler2D twodee_tex;
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uniform twodee_fs_params {
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vec4 tint;
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// both in clip space
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vec2 clip_ul;
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vec2 clip_lr;
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float alpha_clip_threshold;
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vec2 tex_size;
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};
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in vec2 uv;
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in vec2 pos;
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out vec4 frag_color;
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void main() {
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// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
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if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
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float left = texture(twodee_tex, uv + vec2(-1, 0)/tex_size).a;
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float right = texture(twodee_tex, uv + vec2(1, 0)/tex_size).a;
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float up = texture(twodee_tex, uv + vec2(0, 1)/tex_size).a;
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float down = texture(twodee_tex, uv + vec2(0, -1)/tex_size).a;
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if(
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false
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|| left > 0.1 && right < 0.1
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|| left < 0.1 && right > 0.1
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|| up < 0.1 && down > 0.1
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|| up > 0.1 && down < 0.1
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)
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{
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frag_color = vec4(1.0);
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}
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else
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{
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frag_color = vec4(0.0);
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}
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}
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@end
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@fs fs_outline
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uniform sampler2D tex;
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in vec3 pos;
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in vec2 uv;
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in vec4 light_space_fragment_position;
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in vec3 light_dir;
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in vec4 world_space_frag_pos;
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out vec4 frag_color;
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void main() {
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vec4 col = texture(tex, uv);
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if(col.a < 0.5)
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{
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discard;
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}
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frag_color = vec4(vec3(1.0), col.a);
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}
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@end
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@program mesh vs fs
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@program armature vs_skeleton fs
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@program mesh_shadow_mapping vs fs_shadow_mapping
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@program armature_shadow_mapping vs_skeleton fs_shadow_mapping
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@program mesh_outline vs fs_outline
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@program armature_outline vs_skeleton fs_outline
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@program twodee vs_twodee fs_twodee
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@program twodee_outline vs_twodee fs_twodee_outline
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