HDR pipeline: add placeholder shaders for WS 3.0
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@ -671,4 +671,103 @@
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</pass>
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</technique>
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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<pass>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<!-- texture unit 0 direct from VPBBuilder.cxx -->
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest-mipmap-nearest</mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/HDR/geometry.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/ws30.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>landclass</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>atlas</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>dimensionsArray</name>
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<type>sampler-1d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>diffuseArray</name>
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<type>sampler-1d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>specularArray</name>
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<type>sampler-1d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>perlin</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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@ -114,4 +114,39 @@
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</texture-unit>
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</pass>
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</technique>
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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<pass>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image>Textures/Terrain/water.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/HDR/geometry.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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54
Shaders/HDR/ws30.frag
Normal file
54
Shaders/HDR/ws30.frag
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#version 330 core
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layout(location = 0) out vec4 gbuffer0;
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layout(location = 1) out vec2 gbuffer1;
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layout(location = 2) out vec4 gbuffer2;
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in vec3 normalVS;
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in vec2 texCoord;
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uniform sampler2D landclass;
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uniform sampler2DArray atlas;
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uniform sampler1D dimensionsArray;
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uniform sampler1D diffuseArray;
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uniform sampler1D specularArray;
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uniform sampler2D perlin;
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// Passed from VPBTechnique, not the Effect
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uniform float tile_width;
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uniform float tile_height;
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vec2 encodeNormal(vec3 n);
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void main()
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{
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture(landclass, texCoord).g * 255.0 + 0.5);
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec4 color = texture(diffuseArray, float(lc)/512.0);
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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vec2 st = atlas_scale * texCoord;
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// Rotate texture using the perlin texture as a mask to reduce tiling
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if (step(0.5, texture(perlin, atlas_scale * texCoord / 8.0).r) == 1.0) {
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st = vec2(atlas_scale.s * texCoord.t, atlas_scale.t * texCoord.s);
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}
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if (step(0.5, texture(perlin, - atlas_scale * texCoord / 16.0).r) == 1.0) {
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st = -st;
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}
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vec3 texel = texture(atlas, vec3(st, lc)).rgb;
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gbuffer0.rgb = pow(texel, vec3(2.2)); // Gamma correction
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gbuffer0.a = 1.0;
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gbuffer1 = encodeNormal(normalVS);
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gbuffer2 = vec4(0.0, 0.9, 0.0, 0.0);
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}
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