SERIOUSLY WHAT THE FUCK? THEY NEVER STAY OUT?!

pull/12/head
Caroline Bell 2020-02-25 16:49:52 -08:00
parent 0433384b36
commit aa78042acb
824 changed files with 0 additions and 5074 deletions

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#version 400
in vec2 textureCoords;
out vec4 out_Colour;
uniform sampler2D colourTexture;
const float brightness = 1.2;
const float contrast = 0.1;
const float saturation = 1.65;
void main(void){
out_Colour = texture(colourTexture, textureCoords);
// calculate saturation
vec3 luminanceWeights = vec3(0.299, 0.587, 0.114);
float luminance = dot(out_Colour.rgb, luminanceWeights);
out_Colour = mix(vec4(luminance), out_Colour, saturation);
// calculate contrast
out_Colour.rgb = (out_Colour.rgb - 0.5) * (1.0 + contrast) + 0.5;
// calculate brightness
out_Colour.rgb *= brightness;
}

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#version 400
in vec2 position;
out vec2 textureCoords;
void main(void){
gl_Position = vec4(position, 0.0, 1.0);
textureCoords = position * 0.5 + 0.5;
}

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#version 140
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector[5];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColour[5];
uniform vec3 attenuation[5];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
float brightness = 3;
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<5;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal, unitLightVector);
float brightness = max(nDotl, 0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
vec4 textureColour = texture(textureSampler, pass_textureCoords);
if(textureColour.a<0.5){
discard;
}
out_Color = vec4(totalDiffuse, 1.0) * textureColour + vec4(totalSpecular, 1.0);
out_Color = mix(vec4(skyColour, 1.0), out_Color, visibility);
out_Color = vec4(out_Color.r*brightness, out_Color.g*brightness, out_Color.b*brightness, out_Color.a);
}

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@ -1,51 +0,0 @@
#version 150
in vec3 position;
in vec2 textureCoords;
in vec3 normal;
out vec2 pass_textureCoords;
out vec3 surfaceNormal;
out vec3 toLightVector[5];
out vec3 toCameraVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition[5];
const vec4 plane = vec4(0, -1, 0, 15);
uniform float useFakeLighting;
const float density = 0.025;
const float gradient = 3.0;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position.xyz,1.0);
gl_ClipDistance[0] = dot(worldPosition, plane);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoords = textureCoords;
vec3 actualNormal = normal;
actualNormal = vec3(0.0, 1.0, 0.0);
surfaceNormal = (transformationMatrix * vec4(actualNormal, 0.0)).xyz;
for(int i=0;i<5;i++){
toLightVector[i] = lightPosition[i] - worldPosition.xyz;
}
toCameraVector = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance*density), gradient));
visibility = clamp(visibility, 0.0, 1.0);
}

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#version 330
in vec2 pass_textureCoords;
out vec4 out_colour;
uniform vec3 colour;
uniform sampler2D fontAtlas;
const float width = 0;
const float edge = 1.0;
uniform float borderWidth;
uniform float borderEdge;
uniform vec2 offset;
uniform vec3 outlineColour;
void main(void){
float distance = 1.0 - texture(fontAtlas, pass_textureCoords).a;
float alpha = 1.0 - smoothstep(width, width + edge, distance);
float distance2 = 1.0 - texture(fontAtlas, pass_textureCoords + offset).a;
float outlineAlpha = 1.0 - smoothstep(borderWidth, borderWidth + borderEdge, distance2);
float overallAlpha = alpha + (1.0 - alpha) * outlineAlpha;
vec3 overallColour = mix(outlineColour, colour, alpha / overallAlpha);
out_colour = vec4(overallColour, overallAlpha);
}

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#version 330
in vec2 position;
in vec2 textureCoords;
out vec2 pass_textureCoords;
uniform vec2 translation;
void main(void){
gl_Position = vec4(position, 0.0, 1.0);
pass_textureCoords = textureCoords;
}

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#version 140
in vec2 textureCoords;
out vec4 out_Color;
uniform sampler2D guiTexture;
void main(void){
out_Color = texture(guiTexture,textureCoords);
}

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#version 140
in vec2 position;
out vec2 textureCoords;
uniform mat4 transformationMatrix;
void main(void){
gl_Position = transformationMatrix * vec4(position, 0.0, 1.0);
textureCoords = vec2((position.x+1.0)/2.0, 1 - (position.y+1.0)/2.0);
}

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#version 400
in vec2 pass_textureCoordinates;
in vec3 toLightVector[4];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform sampler2D normalMap;
uniform vec3 lightColour[4];
uniform vec3 attenuation[4];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
vec4 normalMapValue = 2.0 * texture(normalMap, pass_textureCoordinates) - 1.0;
vec3 unitNormal = normalize(normalMapValue.rgb);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<4;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal,unitLightVector);
float brightness = max(nDotl,0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);
float specularFactor = dot(reflectedLightDirection , unitVectorToCamera);
specularFactor = max(specularFactor,0.0);
float dampedFactor = pow(specularFactor,shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
vec4 textureColour = texture(modelTexture,pass_textureCoordinates);
if(textureColour.a<0.5){
discard;
}
out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular,1.0);
out_Color = mix(vec4(skyColour,1.0),out_Color, visibility);
}

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#version 400
in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
in vec3 tangent;
out vec2 pass_textureCoordinates;
out vec3 toLightVector[4];
out vec3 toCameraVector;
out float visibility;
out vec3 pass_tangent;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPositionEyeSpace[4];
uniform float numberOfRows;
uniform vec2 offset;
const float density = 0;
const float gradient = 5.0;
uniform vec4 plane;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
gl_ClipDistance[0] = dot(worldPosition, plane);
mat4 modelViewMatrix = viewMatrix * transformationMatrix;
vec4 positionRelativeToCam = modelViewMatrix * vec4(position,1.0);
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoordinates = (textureCoordinates);
vec3 surfaceNormal = (modelViewMatrix * vec4(normal,0.0)).xyz;
vec3 norm = normalize(surfaceNormal);
vec3 tang = normalize((modelViewMatrix * vec4(tangent, 0.0)).xyz);
vec3 bitang = normalize(cross(norm, tang));
mat3 toTangentSpace = mat3(
tang.x, bitang.x, norm.x,
tang.y, bitang.y, norm.y,
tang.z, bitang.z, norm.z
);
for(int i=0;i<4;i++){
toLightVector[i] = toTangentSpace * (lightPositionEyeSpace[i] - positionRelativeToCam.xyz);
}
toCameraVector = toTangentSpace * (-positionRelativeToCam.xyz);
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance*density),gradient));
visibility = clamp(visibility,0.0,1.0);
}

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#version 140
out vec4 out_colour;
in vec2 textureCoords1;
in vec2 textureCoords2;
in float blend;
uniform sampler2D particleTexture;
void main(void){
vec4 colour1 = texture(particleTexture, textureCoords1);
vec4 colour2 = texture(particleTexture, textureCoords2);
out_colour = mix(colour1, colour2, blend);
}

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@ -1,29 +0,0 @@
#version 140
in vec2 position;
in mat4 modelViewMatrix;
in vec4 texOffsets;
in float blendFactor;
out vec2 textureCoords1;
out vec2 textureCoords2;
out float blend;
uniform mat4 projectionMatrix;
uniform float numberOfRows;
void main(void){
vec2 textureCoords = position + vec2(0.5, 0.5);
textureCoords.y = 1.0 - textureCoords.y;
textureCoords /= numberOfRows;
textureCoords1 = textureCoords + texOffsets.xy;
textureCoords2 = textureCoords + texOffsets.zw;
blend = blendFactor;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 0.0, 1.0);
}

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#version 400
in vec2 textureCoords;
out vec4 out_Colour;
uniform sampler2D modelTexture;
void main(void){
float alpha = texture(modelTexture, textureCoords).a;
if(alpha < 0.4){
discard;
}
out_Colour = vec4(1.0, 1.0, 1.0, 0.1);
}

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@ -1,16 +0,0 @@
#version 150
in vec3 in_position;
in vec2 in_textureCoords;
out vec2 textureCoords;
uniform mat4 mvpMatrix;
void main(void){
textureCoords = in_textureCoords;
gl_Position = mvpMatrix * vec4(in_position, 1.0);
}

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#version 400
in vec3 textureCoords;
out vec4 out_Color;
uniform samplerCube cubeMap;
void main(void){
out_Color = texture(cubeMap, textureCoords);
}

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@ -1,14 +0,0 @@
#version 400
in vec3 position;
out vec3 textureCoords;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
void main(void){
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
textureCoords = position;
}

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@ -1,87 +0,0 @@
#version 400 core
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector[5];
in vec3 toCameraVector;
in float visibility;
in vec4 shadowCoords;
out vec4 out_Color;
uniform sampler2D backgroundTexture;
uniform sampler2D rTexture;
uniform sampler2D gTexture;
uniform sampler2D bTexture;
uniform sampler2D blendMap;
uniform sampler2D shadowMap;
uniform vec3 attenuation[5];
uniform vec3 lightColour[5];
const float shineDamper = 0;
const float reflectivity = 0;
uniform vec3 skyColour;
//TODO: multiple tasks
const int pcfCount = 2; // sampling count make a uniform and changeble
const float totalTexels = (pcfCount * 2.0 + 1.0) * (pcfCount * 2.0 + 1.0);
void main(void){
float mapSize = 5120.0; //make a uniform so it matches the java variable
float texelSize = 1.0 / mapSize;
float total = 0.0;
for(int x=-pcfCount; x<=pcfCount; x++){
for(int y=-pcfCount; y<=pcfCount; y++){
float objectNearestLight = texture(shadowMap, shadowCoords.xy + vec2(x,y) * texelSize).r;
if(shadowCoords.z > objectNearestLight){
total+=1.0;
}
}
}
total /= totalTexels;
float lightFactor = 1.0 - (total * shadowCoords.w);
vec4 blendMapColour = texture(blendMap, pass_textureCoords);
vec3 unitVectorToCamera = normalize(toCameraVector);
float backTextureAmount = 1 - (blendMapColour.r + blendMapColour.g + blendMapColour.b);
vec2 tiledCoords = pass_textureCoords * 40.0;
vec4 backgroundTextureColour = texture(backgroundTexture, tiledCoords) * backTextureAmount;
vec4 rTextureColour = texture(rTexture, tiledCoords) * blendMapColour.r;
vec4 gTextureColour = texture(gTexture, tiledCoords) * blendMapColour.g;
vec4 bTextureColour = texture(bTexture, tiledCoords) * blendMapColour.b;
vec4 totalColour = backgroundTextureColour + rTextureColour + gTextureColour + bTextureColour;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<5;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal, unitLightVector);
float brightness = max(nDotl, 0.2);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
totalDiffuse = totalDiffuse + brightness * lightColour[i] / attFactor;
totalSpecular = totalSpecular + dampedFactor * reflectivity * lightColour[i] / attFactor;
}
totalDiffuse = max(totalDiffuse * lightFactor, 0.2);
out_Color = vec4(totalDiffuse, 1.0) * totalColour + vec4(totalSpecular, 1.0);
out_Color = mix(vec4(skyColour, 1.0), out_Color, visibility);
}

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#version 150
in vec3 position;
in vec2 textureCoords;
in vec3 normal;
out vec2 pass_textureCoords;
out vec3 surfaceNormal;
out vec3 toLightVector[5];
out vec3 toCameraVector;
out float visibility;
out vec4 shadowCoords;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition[5];
uniform mat4 toShadowMapSpace;
const float density = 0.01;
const float gradient = 5;
const float shadowDistance = 150.0;
const float transitionDistance = 10.0;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position.xyz,1.0);
shadowCoords = toShadowMapSpace * worldPosition;
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoords = textureCoords;
surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
for(int i=0;i<5;i++){
toLightVector[i] = lightPosition[i] - worldPosition.xyz;
}
toCameraVector = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance * density), gradient));
visibility = clamp(visibility, 0.0, 1.0);
distance = distance - (shadowDistance - transitionDistance);
distance = distance / transitionDistance;
shadowCoords.w = clamp(1.0-distance, 0.0, 1.0);
}

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concrete_powder_magenta.png=@concrete_powder_magenta.png,0
concrete_powder_lime.png=@concrete_powder_lime.png,0
concrete_powder_light_blue.png=@concrete_powder_light_blue.png,0
concrete_powder_green.png=@concrete_powder_green.png,0
concrete_powder_gray.png=@concrete_powder_gray.png,0
concrete_powder_cyan.png=@concrete_powder_cyan.png,0
concrete_powder_brown.png=@concrete_powder_brown.png,0
concrete_powder_red.png=@concrete_powder_red.png,0
concrete_powder_black.png=@concrete_powder_black.png,0
concrete_powder_white.png=@concrete_powder_white.png,0
concrete_powder_blue.png=@concrete_powder_blue.png,0
concrete_powder_yellow.png=@concrete_powder_yellow.png,0
concrete_powder_silver.png=@concrete_powder_silver.png,0
concrete_powder_orange.png=@concrete_powder_orange.png,0
concrete_powder_purple.png=@concrete_powder_purple.png,0

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