79 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
//Vertex Shader
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#version 450 core
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/**
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Bind points for different SSBOs
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*/
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#define PARTICLE_SSBO_BIND_POINT 4
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/**
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A point light
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*/
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struct ParticleData {
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    mat4 model;
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    vec4 color;
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    vec4 texture;
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};
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//input buffers
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layout (location =  0) in vec3 aPos;
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layout (location =  1) in vec3 aNormal;
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layout (location =  4) in vec2 aTex;
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layout(std430, binding = PARTICLE_SSBO_BIND_POINT) restrict buffer particleSSBO {
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    ParticleData particleData[];
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};
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//coordinate space transformation matrices
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uniform mat4 transform;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 lightSpaceMatrix;
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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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out vec3 ViewFragPos;
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out vec2 TexCoord;
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out vec4 FragPosLightSpace;
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out vec4 instanceColor;
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void main() {
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    ParticleData currentParticle = particleData[gl_InstanceID];
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    mat4 model = currentParticle.model;
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    //normalize posiiton and normal
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    vec4 FinalVertex = vec4(aPos, 1.0);
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    vec4 FinalNormal = vec4(aNormal, 1.0);
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    //make sure the W component is 1.0
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    FinalVertex = vec4(FinalVertex.xyz, 1.0);
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    FinalNormal = vec4(FinalNormal.xyz, 1.0);
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    //push frag, normal, and texture positions to fragment shader
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    FragPos = vec3(model * FinalVertex);
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    ViewFragPos = vec3(view * model * FinalVertex);
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    Normal = mat3(transpose(inverse(model))) * aNormal;
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    //offset based on data stored in particle data
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    TexCoord = (aTex * currentParticle.texture.xy) + currentParticle.texture.zw;
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    instanceColor = currentParticle.color;
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    //shadow map stuff  
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    FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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    //set final position with opengl space
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    gl_Position = projection * view * model * FinalVertex;
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}
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