Rembrandt: Put the ambient pass effect in fgdata
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3 changed files with 85 additions and 0 deletions
66
Effects/ambient.eff
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66
Effects/ambient.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/ambient</name>
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<technique n="11">
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<pass>
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<lighting>false</lighting>
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<depth>
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<enabled>false</enabled>
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</depth>
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<render-bin>
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<bin-number>0</bin-number>
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<bin-name>RenderBin</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>depth-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ambient.vert</vertex-shader>
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<fragment-shader>Shaders/ambient.frag</fragment-shader>
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</program>
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<uniform>
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<name>depth_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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<uniform>
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<name>normal_tex</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>color_tex</name>
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<type>sampler-2d</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>spec_emis_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<!-- The following uniforms are automatically defined and initialized :
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- fg_SunAmbientColor
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- fg_SunDiffuseColor
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- fg_SunSpecularColor
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- fg_SunDirection
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- fg_ProjectionMatrixInverse
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- fg_ViewMatrixInverse
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- fg_ViewMatrix
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- fg_Planes
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-->
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</pass>
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</technique>
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</PropertyList>
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15
Shaders/ambient.frag
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15
Shaders/ambient.frag
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uniform sampler2D color_tex;
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//uniform sampler2D ao_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D spec_emis_tex;
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uniform vec4 fg_SunAmbientColor;
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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float initialized = texture2D( spec_emis_tex, coords ).a;
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if ( initialized < 0.1 )
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discard;
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vec3 tcolor = texture2D( color_tex, coords ).rgb;
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// float ao = texture2D( ao_tex, coords ).r;
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// gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb*ao, 1.0);
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gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb, 1.0);
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}
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4
Shaders/ambient.vert
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4
Shaders/ambient.vert
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void main() {
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gl_Position = gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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