move shaders around
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studiorailgun/Renderer/pipeline/head This commit looks good
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@ -1,13 +1,13 @@
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{
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{
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"shaderAlternativesMap" : {
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"shaderAlternativesMap" : {
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"/Shaders/terrain/terrain.fs" : [
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"/Shaders/entities/terrain/terrain.fs" : [
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"/Shaders/terrain/terrain-low.fs"
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"/Shaders/entities/terrain/terrain-low.fs"
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],
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],
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"Shaders/anime/compositeAnimeOutline.fs" : [
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"Shaders/core/anime/compositeAnimeOutline.fs" : [
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"Shaders/anime/compositeAnimeOutline-low.fs"
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"Shaders/core/anime/compositeAnimeOutline-low.fs"
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],
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],
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"Shaders/oit/composite.fs" : [
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"Shaders/core/oit/composite.fs" : [
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"Shaders/oit/composite-low.fs"
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"Shaders/core/oit/composite-low.fs"
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]
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]
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}
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}
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}
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}
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@ -101,8 +101,8 @@ public class ClientFoliageManager {
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}
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}
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//shader paths
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//shader paths
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static final String vertexPath = "Shaders/foliage/foliage.vs";
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static final String vertexPath = "Shaders/entities/foliage/foliage.vs";
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static final String fragmentPath = "Shaders/foliage/foliage.fs";
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static final String fragmentPath = "Shaders/entities/foliage/foliage.fs";
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@ -587,9 +587,9 @@ public class Globals {
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//init default shaderProgram
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//init default shaderProgram
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defaultMeshShader = ShaderProgram.smart_assemble_shader(false,true);
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defaultMeshShader = ShaderProgram.smart_assemble_shader(false,true);
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//init terrain shader program
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//init terrain shader program
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terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain2/terrain2.vs", "/Shaders/terrain2/terrain2.fs");
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terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/entities/terrain2/terrain2.vs", "/Shaders/entities/terrain2/terrain2.fs");
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//init fluid shader program
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//init fluid shader program
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FluidChunkModelGeneration.fluidChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/fluid2/fluid2.vs", "/Shaders/fluid2/fluid2.fs");
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FluidChunkModelGeneration.fluidChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/entities/fluid2/fluid2.vs", "/Shaders/entities/fluid2/fluid2.fs");
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//init models
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//init models
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assetManager.addModelPathToQueue("Models/basic/geometry/unitsphere.glb");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitsphere.glb");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitsphere.fbx");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitsphere.fbx");
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@ -600,12 +600,12 @@ public class Globals {
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assetManager.addModelPathToQueue("Models/basic/geometry/unitcapsule.glb");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitcapsule.glb");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitplane.fbx");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitplane.fbx");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitcube.fbx");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitcube.fbx");
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imagePlaneModelID = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/plane/plane.vs", "Shaders/plane/plane.fs"));
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imagePlaneModelID = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"));
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assetManager.addShaderToQueue("Shaders/plane/plane.vs", null, "Shaders/plane/plane.fs");
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assetManager.addShaderToQueue("Shaders/core/plane/plane.vs", null, "Shaders/core/plane/plane.fs");
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solidPlaneModelID = assetManager.registerModel(RenderUtils.createInWindowPanel("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs"));
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solidPlaneModelID = assetManager.registerModel(RenderUtils.createInWindowPanel("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs"));
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//image panel
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//image panel
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ImagePanel.imagePanelModelPath = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/plane/plane.vs", "Shaders/plane/plane.fs"));
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ImagePanel.imagePanelModelPath = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"));
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Globals.assetManager.addShaderToQueue("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs");
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Globals.assetManager.addShaderToQueue("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs");
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@ -186,7 +186,7 @@ public class ClientLoading {
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DrawableUtils.disableCulling(skybox);
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DrawableUtils.disableCulling(skybox);
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EntityUtils.getRotation(skybox).rotateX((float)(-Math.PI/2.0f));
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EntityUtils.getRotation(skybox).rotateX((float)(-Math.PI/2.0f));
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EntityUtils.getScale(skybox).mul(200000.0f);
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EntityUtils.getScale(skybox).mul(200000.0f);
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Globals.assetManager.queueOverrideMeshShader("Models/environment/skyboxSphere.fbx", "Sphere", "Shaders/skysphere/skysphere.vs", "Shaders/skysphere/skysphere.fs");
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Globals.assetManager.queueOverrideMeshShader("Models/environment/skyboxSphere.fbx", "Sphere", "Shaders/entities/skysphere/skysphere.vs", "Shaders/entities/skysphere/skysphere.fs");
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//cloud ring pseudo skybox
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//cloud ring pseudo skybox
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// Entity cloudRing = EntityCreationUtils.createClientSpatialEntity();
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// Entity cloudRing = EntityCreationUtils.createClientSpatialEntity();
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@ -412,7 +412,7 @@ public class RenderUtils {
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m.bufferTextureCoords(textureArrayBufferData, 2);
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m.bufferTextureCoords(textureArrayBufferData, 2);
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m.setShader(ShaderProgram.loadSpecificShader("/Shaders/font/basicbitmap/basicbitmap.vs", "/Shaders/font/basicbitmap/basicbitmap.fs"));
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m.setShader(ShaderProgram.loadSpecificShader("/Shaders/ui/font/basicbitmap/basicbitmap.vs", "/Shaders/ui/font/basicbitmap/basicbitmap.fs"));
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GL40.glBindVertexArray(0);
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GL40.glBindVertexArray(0);
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@ -509,7 +509,7 @@ public class RenderUtils {
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m.bufferTextureCoords(textureArrayBufferData, 2);
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m.bufferTextureCoords(textureArrayBufferData, 2);
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m.setShader(ShaderProgram.loadSpecificShader("/Shaders/font/bitmapchar/bitmapchar.vs", "/Shaders/font/bitmapchar/bitmapchar.fs"));
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m.setShader(ShaderProgram.loadSpecificShader("/Shaders/ui/font/bitmapchar/bitmapchar.vs", "/Shaders/ui/font/bitmapchar/bitmapchar.fs"));
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GL40.glBindVertexArray(0);
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GL40.glBindVertexArray(0);
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@ -329,7 +329,7 @@ public class RenderingEngine {
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//init screen rendering quadrant
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//init screen rendering quadrant
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screenTextureVAO = createScreenTextureVAO();
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screenTextureVAO = createScreenTextureVAO();
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// initScreenTextureShaderProgram();
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// initScreenTextureShaderProgram();
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screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/simple1/simple1.vs", "/Shaders/screentexture/simple1/simple1.fs");
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screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/core/screentexture/simple1/simple1.vs", "/Shaders/core/screentexture/simple1/simple1.fs");
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// screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.vs", "/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.fs");
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// screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.vs", "/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.fs");
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//default framebuffer
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//default framebuffer
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@ -346,12 +346,12 @@ public class RenderingEngine {
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//
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//
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//Channel debug program
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//Channel debug program
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//
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//
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drawChannel = ShaderProgram.loadSpecificShader("/Shaders/screentexture/drawChannel/drawChannel.vs", "/Shaders/screentexture/drawChannel/drawChannel.fs");
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drawChannel = ShaderProgram.loadSpecificShader("/Shaders/core/screentexture/drawChannel/drawChannel.vs", "/Shaders/core/screentexture/drawChannel/drawChannel.fs");
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//
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//
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//create light depth framebuffer/shader for shadowmapping
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//create light depth framebuffer/shader for shadowmapping
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//
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//
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lightDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/lightDepth/lightDepth.vs", "/Shaders/lightDepth/lightDepth.fs");
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lightDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/core/lightDepth/lightDepth.vs", "/Shaders/core/lightDepth/lightDepth.fs");
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Globals.depthMapShaderProgramLoc = lightDepthShaderProgram.getShaderId();
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Globals.depthMapShaderProgramLoc = lightDepthShaderProgram.getShaderId();
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lightDepthBuffer = FramebufferUtils.generateDepthBuffer(openGLState);
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lightDepthBuffer = FramebufferUtils.generateDepthBuffer(openGLState);
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lightBufferDepthTexture = lightDepthBuffer.getDepthTexture();
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lightBufferDepthTexture = lightDepthBuffer.getDepthTexture();
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@ -360,7 +360,7 @@ public class RenderingEngine {
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//
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//
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//create volume depth framebuffer/shader for volumetric rendering
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//create volume depth framebuffer/shader for volumetric rendering
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//
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//
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volumeDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/volumeBuffer/volumetric.vs", "/Shaders/volumeBuffer/volumetric.fs");
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volumeDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/core/volumeBuffer/volumetric.vs", "/Shaders/core/volumeBuffer/volumetric.fs");
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volumeDepthBackfaceTexture = FramebufferUtils.generateDepthBufferTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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volumeDepthBackfaceTexture = FramebufferUtils.generateDepthBufferTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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volumeDepthBackfaceFramebuffer = FramebufferUtils.generateDepthBuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), volumeDepthBackfaceTexture);
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volumeDepthBackfaceFramebuffer = FramebufferUtils.generateDepthBuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), volumeDepthBackfaceTexture);
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volumeDepthFrontfaceTexture = FramebufferUtils.generateDepthBufferTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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volumeDepthFrontfaceTexture = FramebufferUtils.generateDepthBufferTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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@ -377,7 +377,7 @@ public class RenderingEngine {
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gameImageNormalsTexture = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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gameImageNormalsTexture = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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Texture gameImageNormalsDepthTexture = FramebufferUtils.generateScreenTextureDepth(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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Texture gameImageNormalsDepthTexture = FramebufferUtils.generateScreenTextureDepth(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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gameImageNormalsFramebuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), gameImageNormalsTexture, gameImageNormalsDepthTexture);
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gameImageNormalsFramebuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), gameImageNormalsTexture, gameImageNormalsDepthTexture);
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renderNormalsShader = ShaderProgram.loadSpecificShader("Shaders/anime/renderNormals.vs", "Shaders/anime/renderNormals.fs");
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renderNormalsShader = ShaderProgram.loadSpecificShader("Shaders/core/anime/renderNormals.vs", "Shaders/core/anime/renderNormals.fs");
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//
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//
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//Transparency framebuffers
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//Transparency framebuffers
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@ -387,7 +387,7 @@ public class RenderingEngine {
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transparencyRevealageClear = new float[]{1.0f, 1.0f, 1.0f, 1.0f};
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transparencyRevealageClear = new float[]{1.0f, 1.0f, 1.0f, 1.0f};
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transparencyRevealageTexture = FramebufferUtils.generateOITRevealageTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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transparencyRevealageTexture = FramebufferUtils.generateOITRevealageTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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transparencyBuffer = FramebufferUtils.generateOITFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), transparencyAccumulatorTexture, transparencyRevealageTexture, screenTextureDepth);
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transparencyBuffer = FramebufferUtils.generateOITFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), transparencyAccumulatorTexture, transparencyRevealageTexture, screenTextureDepth);
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oitCompositeProgram = ShaderProgram.loadSpecificShader("Shaders/oit/composite.vs", "Shaders/oit/composite.fs");
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oitCompositeProgram = ShaderProgram.loadSpecificShader("Shaders/core/oit/composite.vs", "Shaders/core/oit/composite.fs");
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//projection matrices
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//projection matrices
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nearVolumeProjectionMatrix.setPerspective((float)(Globals.verticalFOV * Math.PI /180.0f), (float)Globals.WINDOW_WIDTH / (float)Globals.WINDOW_HEIGHT, 0.1f, 100);
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nearVolumeProjectionMatrix.setPerspective((float)(Globals.verticalFOV * Math.PI /180.0f), (float)Globals.WINDOW_WIDTH / (float)Globals.WINDOW_HEIGHT, 0.1f, 100);
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@ -403,12 +403,12 @@ public class RenderingEngine {
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normalsOutlineTexture = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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normalsOutlineTexture = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
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normalsOutlineFrambuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), normalsOutlineTexture);
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normalsOutlineFrambuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), normalsOutlineTexture);
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// normalsOutlineShader = ShaderProgram.loadSpecificShader("Shaders/anime/outlineNormals.vs", "Shaders/anime/outlineNormals.fs");
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// normalsOutlineShader = ShaderProgram.loadSpecificShader("Shaders/anime/outlineNormals.vs", "Shaders/anime/outlineNormals.fs");
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Globals.assetManager.addShaderToQueue("Shaders/anime/outlineNormals.vs", "Shaders/anime/outlineNormals.fs");
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Globals.assetManager.addShaderToQueue("Shaders/core/anime/outlineNormals.vs", "Shaders/core/anime/outlineNormals.fs");
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//
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//
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//Compositing shaders
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//Compositing shaders
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//
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//
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compositeAnimeOutline = ShaderProgram.loadSpecificShader("Shaders/anime/compositeAnimeOutline.vs", "Shaders/anime/compositeAnimeOutline.fs");
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compositeAnimeOutline = ShaderProgram.loadSpecificShader("Shaders/core/anime/compositeAnimeOutline.vs", "Shaders/core/anime/compositeAnimeOutline.fs");
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//instantiate light manager
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//instantiate light manager
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@ -21,7 +21,7 @@ public class PostProcessingPipeline implements RenderPipeline {
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//
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//
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RenderingEngine.normalsOutlineFrambuffer.bind(openGLState);
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RenderingEngine.normalsOutlineFrambuffer.bind(openGLState);
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ShaderProgram program = Globals.assetManager.fetchShader("Shaders/anime/outlineNormals.vs", null, "Shaders/anime/outlineNormals.fs");
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ShaderProgram program = Globals.assetManager.fetchShader("Shaders/core/anime/outlineNormals.vs", null, "Shaders/core/anime/outlineNormals.fs");
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if(program != null){
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if(program != null){
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openGLState.setActiveShader(renderPipelineState, program);
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openGLState.setActiveShader(renderPipelineState, program);
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@ -199,12 +199,12 @@ public class ShaderProgram {
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String vertex_shader_path = "";
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String vertex_shader_path = "";
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if(ContainsBones){
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if(ContainsBones){
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vertex_shader_path = "/Shaders/oit/general/VertexShader.vs";
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vertex_shader_path = "/Shaders/core/oit/general/VertexShader.vs";
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} else {
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} else {
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vertex_shader_path = "/Shaders/oit/general/VertexShaderNoBones.vs";
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vertex_shader_path = "/Shaders/core/oit/general/VertexShaderNoBones.vs";
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}
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}
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String fragment_shader_path = "/Shaders/oit/general/FragmentShader.fs";
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String fragment_shader_path = "/Shaders/core/oit/general/FragmentShader.fs";
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//
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//
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//Create ShaderProgram object
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//Create ShaderProgram object
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//
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//
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