forked from LeenkxTeam/LNXSDK
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18
leenkx/Shaders/include/pass.vert.glsl
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18
leenkx/Shaders/include/pass.vert.glsl
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#version 450
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#include "compiled.inc"
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in vec2 pos;
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out vec2 texCoord;
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void main() {
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// Scale vertex attribute to 0-1 range
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
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#endif
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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10
leenkx/Shaders/include/pass_copy.frag.glsl
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10
leenkx/Shaders/include/pass_copy.frag.glsl
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#version 450
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uniform sampler2D tex;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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fragColor = textureLod(tex, texCoord, 0.0);
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}
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31
leenkx/Shaders/include/pass_viewray.vert.glsl
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31
leenkx/Shaders/include/pass_viewray.vert.glsl
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#version 450
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#include "compiled.inc"
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uniform mat4 invVP;
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uniform vec3 eye;
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in vec2 pos;
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out vec2 texCoord;
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out vec3 viewRay;
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void main() {
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// Scale vertex attribute to [0-1] range
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
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#endif
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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// fullscreen triangle: http://de.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau
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// gl_Position = vec4((gl_VertexID % 2) * 4.0 - 1.0, (gl_VertexID / 2) * 4.0 - 1.0, 0.0, 1.0);
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// NDC (at the back of cube)
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vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
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v = vec4(invVP * v);
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v.xyz /= v.w;
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viewRay = v.xyz - eye;
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}
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26
leenkx/Shaders/include/pass_viewray2.vert.glsl
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26
leenkx/Shaders/include/pass_viewray2.vert.glsl
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#version 450
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#include "compiled.inc"
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uniform mat4 invP;
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in vec2 pos;
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out vec2 texCoord;
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out vec3 viewRay;
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void main() {
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// Scale vertex attribute to [0-1] range
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
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#endif
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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// NDC (at the back of cube)
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vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
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v = vec4(invP * v);
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viewRay = vec3(v.xy / v.z, 1.0);
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}
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12
leenkx/Shaders/include/pass_volume.vert.glsl
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12
leenkx/Shaders/include/pass_volume.vert.glsl
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#version 450
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uniform mat4 VWVP;
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in vec3 pos;
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out vec4 wvpposition;
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void main() {
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wvpposition = VWVP * vec4(pos, 1.0);
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gl_Position = wvpposition;
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}
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