From bd3cf47e47c11c2cf7c30c33c2f23ea26368fe2b Mon Sep 17 00:00:00 2001 From: luboslenco Date: Tue, 14 Feb 2023 14:37:16 +0100 Subject: [PATCH] Shader cleanup --- armorlab/Assets/Scene.arm | Bin 145603 -> 145584 bytes armorpaint/Assets/Scene.arm | Bin 174776 -> 174699 bytes armorpaint/Shaders/armdefault_mesh.frag.glsl | 28 ------------------ ...2_mesh.frag.glsl => mesh_posnor.frag.glsl} | 17 ++++------- ...t_mesh.vert.glsl => mesh_posnor.vert.glsl} | 0 ...esh.frag.glsl => mesh_posnortex.frag.glsl} | 18 +++-------- ...esh.vert.glsl => mesh_posnortex.vert.glsl} | 0 ...lt_voxel.frag.glsl => voxel_pos.frag.glsl} | 0 ...lt_voxel.geom.glsl => voxel_pos.geom.glsl} | 0 ...lt_voxel.vert.glsl => voxel_pos.vert.glsl} | 1 - base/Shaders/voxel_hlsl/src/build.bat | 6 ++-- ...lt_voxel.frag.hlsl => voxel_pos.frag.hlsl} | 0 ...lt_voxel.geom.hlsl => voxel_pos.geom.hlsl} | 0 ...lt_voxel.vert.hlsl => voxel_pos.vert.hlsl} | 0 ...lt_voxel.frag.glsl => voxel_pos.frag.glsl} | Bin ...lt_voxel.geom.glsl => voxel_pos.geom.glsl} | Bin ...lt_voxel.vert.glsl => voxel_pos.vert.glsl} | Bin 17 files changed, 12 insertions(+), 58 deletions(-) delete mode 100644 armorpaint/Shaders/armdefault_mesh.frag.glsl rename armorpaint/Shaders/{Material2_mesh.frag.glsl => mesh_posnor.frag.glsl} (63%) rename armorpaint/Shaders/{armdefault_mesh.vert.glsl => mesh_posnor.vert.glsl} (100%) rename base/Shaders/shared/{Material_mesh.frag.glsl => mesh_posnortex.frag.glsl} (58%) rename base/Shaders/shared/{Material_mesh.vert.glsl => mesh_posnortex.vert.glsl} (100%) rename base/Shaders/voxel_glsl/{armdefault_voxel.frag.glsl => voxel_pos.frag.glsl} (100%) rename base/Shaders/voxel_glsl/{armdefault_voxel.geom.glsl => voxel_pos.geom.glsl} (100%) rename base/Shaders/voxel_glsl/{armdefault_voxel.vert.glsl => voxel_pos.vert.glsl} (93%) rename base/Shaders/voxel_hlsl/src/{armdefault_voxel.frag.hlsl => voxel_pos.frag.hlsl} (100%) rename base/Shaders/voxel_hlsl/src/{armdefault_voxel.geom.hlsl => voxel_pos.geom.hlsl} (100%) rename base/Shaders/voxel_hlsl/src/{armdefault_voxel.vert.hlsl => voxel_pos.vert.hlsl} (100%) rename base/Shaders/voxel_hlsl/{armdefault_voxel.frag.glsl => voxel_pos.frag.glsl} (100%) rename base/Shaders/voxel_hlsl/{armdefault_voxel.geom.glsl => voxel_pos.geom.glsl} (100%) rename base/Shaders/voxel_hlsl/{armdefault_voxel.vert.glsl => voxel_pos.vert.glsl} (100%) diff --git a/armorlab/Assets/Scene.arm b/armorlab/Assets/Scene.arm index 02f7b396b3e4ee7e139570cc245eb81966238798..ce7a1c17c452fbdaaf2c3204fb9a6125695f1f2e 100644 GIT binary patch delta 119 zcmX^7kz)f8vGEBBGcYjZrWR+!7vvY`l`3jty*lfc1*9-VH@omjF^Px*6(<(urlh7N zmgbbim*rQa=77{YVUy5HD@shi%@5R)o|>PVT2fRQU!0Mcl3H{do9gDB0_{5m7`N{f IVEV2O04ydp6aWAK diff --git a/armorpaint/Assets/Scene.arm b/armorpaint/Assets/Scene.arm index 90629a0a6ae53f2e20f64dea548997a702dc3c1b..42f1d9053007e1f05c32475f053ec3a5bdfd669a 100644 GIT binary patch delta 315 zcmdmSmFx8tt_>dI`~nON47sVr8Sw@A#d-Nflk3!^(8V?fs7NvK@&Of=b%5#&owC E0Ns&edH?_b delta 393 zcmaETg=@!Et_>dI!XgX|42ea#DXD3Rr8y<>xv9k&lRqd+VH4lnATGruB8sY^EWaW( z2c!eL#5qYE5*rjnHgigSVG$Gpn&+EXl3J9Rm;<*SQ>_H~-Q1_v-lxX6y-$tlZZjhT003@-B>(^b diff --git a/armorpaint/Shaders/armdefault_mesh.frag.glsl b/armorpaint/Shaders/armdefault_mesh.frag.glsl deleted file mode 100644 index d8aaae4f..00000000 --- a/armorpaint/Shaders/armdefault_mesh.frag.glsl +++ /dev/null @@ -1,28 +0,0 @@ -#version 450 -#include "../../base/Shaders/std/gbuffer.glsl" -in vec3 wnormal; -in vec4 wvpposition; -in vec4 prevwvpposition; -out vec4 fragColor[3]; -void main() { -vec3 n = normalize(wnormal); - vec3 basecol; - float roughness; - float metallic; - float occlusion; - float emission; - basecol = vec3(0.800000011920929, 0.800000011920929, 0.800000011920929); - roughness = 0.25; - metallic = 0.0; - occlusion = 1.0; - emission = 0.0; - n /= (abs(n.x) + abs(n.y) + abs(n.z)); - n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy); - uint matid = 0; - if (emission > 0) { basecol *= emission; matid = 1; } - fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid)); - fragColor[1] = vec4(basecol, occlusion); - vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5; - vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5; - fragColor[2].rg = vec2(posa - posb); -} diff --git a/armorpaint/Shaders/Material2_mesh.frag.glsl b/armorpaint/Shaders/mesh_posnor.frag.glsl similarity index 63% rename from armorpaint/Shaders/Material2_mesh.frag.glsl rename to armorpaint/Shaders/mesh_posnor.frag.glsl index f7d59ba6..3beedafb 100644 --- a/armorpaint/Shaders/Material2_mesh.frag.glsl +++ b/armorpaint/Shaders/mesh_posnor.frag.glsl @@ -5,21 +5,14 @@ in vec4 wvpposition; in vec4 prevwvpposition; out vec4 fragColor[3]; void main() { -vec3 n = normalize(wnormal); - vec3 basecol; - float roughness; - float metallic; - float occlusion; - float emission; - basecol = vec3(0.800000011920929, 0.800000011920929, 0.800000011920929); - roughness = 0.0; - metallic = 0.0; - occlusion = 1.0; - emission = 0.0; + vec3 n = normalize(wnormal); + vec3 basecol = vec3(0.8, 0.8, 0.8); + float roughness = 0.25; + float metallic = 0.0; + float occlusion = 1.0; n /= (abs(n.x) + abs(n.y) + abs(n.z)); n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy); uint matid = 0; - if (emission > 0) { basecol *= emission; matid = 1; } fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid)); fragColor[1] = vec4(basecol, occlusion); vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5; diff --git a/armorpaint/Shaders/armdefault_mesh.vert.glsl b/armorpaint/Shaders/mesh_posnor.vert.glsl similarity index 100% rename from armorpaint/Shaders/armdefault_mesh.vert.glsl rename to armorpaint/Shaders/mesh_posnor.vert.glsl diff --git a/base/Shaders/shared/Material_mesh.frag.glsl b/base/Shaders/shared/mesh_posnortex.frag.glsl similarity index 58% rename from base/Shaders/shared/Material_mesh.frag.glsl rename to base/Shaders/shared/mesh_posnortex.frag.glsl index b9289b8e..c383bc4d 100644 --- a/base/Shaders/shared/Material_mesh.frag.glsl +++ b/base/Shaders/shared/mesh_posnortex.frag.glsl @@ -7,23 +7,13 @@ in vec4 prevwvpposition; out vec4 fragColor[3]; void main() { vec3 n = normalize(wnormal); - vec3 basecol; - float roughness; - float metallic; - float occlusion; - float emission; - float Mix_fac = 0.0; - vec3 RGB_Color_res = vec3(0.2176000028848648, 0.2176000028848648, 0.2176000028848648); - vec3 Mix_Color_res = RGB_Color_res + texCoord.x * 0.0000001; // keep texCoord - basecol = Mix_Color_res; - roughness = 0.4000000059604645; - metallic = 0.0; - occlusion = 1.0; - emission = 0.0; + vec3 basecol = vec3(0.2, 0.2, 0.2) + texCoord.x * 0.0000001; // keep texCoord + float roughness = 0.4; + float metallic = 0.0; + float occlusion = 1.0; n /= (abs(n.x) + abs(n.y) + abs(n.z)); n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy); uint matid = 0; - if (emission > 0) { basecol *= emission; matid = 1; } fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid)); fragColor[1] = vec4(basecol, occlusion); vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5; diff --git a/base/Shaders/shared/Material_mesh.vert.glsl b/base/Shaders/shared/mesh_posnortex.vert.glsl similarity index 100% rename from base/Shaders/shared/Material_mesh.vert.glsl rename to base/Shaders/shared/mesh_posnortex.vert.glsl diff --git a/base/Shaders/voxel_glsl/armdefault_voxel.frag.glsl b/base/Shaders/voxel_glsl/voxel_pos.frag.glsl similarity index 100% rename from base/Shaders/voxel_glsl/armdefault_voxel.frag.glsl rename to base/Shaders/voxel_glsl/voxel_pos.frag.glsl diff --git a/base/Shaders/voxel_glsl/armdefault_voxel.geom.glsl b/base/Shaders/voxel_glsl/voxel_pos.geom.glsl similarity index 100% rename from base/Shaders/voxel_glsl/armdefault_voxel.geom.glsl rename to base/Shaders/voxel_glsl/voxel_pos.geom.glsl diff --git a/base/Shaders/voxel_glsl/armdefault_voxel.vert.glsl b/base/Shaders/voxel_glsl/voxel_pos.vert.glsl similarity index 93% rename from base/Shaders/voxel_glsl/armdefault_voxel.vert.glsl rename to base/Shaders/voxel_glsl/voxel_pos.vert.glsl index e823ff6a..5c27f340 100644 --- a/base/Shaders/voxel_glsl/armdefault_voxel.vert.glsl +++ b/base/Shaders/voxel_glsl/voxel_pos.vert.glsl @@ -1,7 +1,6 @@ #version 450 #include "../std/conetrace.glsl" in vec4 pos; -in vec2 nor; out vec3 voxpositionGeom; uniform mat4 W; void main() { diff --git a/base/Shaders/voxel_hlsl/src/build.bat b/base/Shaders/voxel_hlsl/src/build.bat index a5147204..a3043334 100644 --- a/base/Shaders/voxel_hlsl/src/build.bat +++ b/base/Shaders/voxel_hlsl/src/build.bat @@ -1,3 +1,3 @@ -..\..\bin\hlslbin.exe armdefault_voxel.vert.hlsl ..\armdefault_voxel.vert.glsl vs_5_0 -i pos -..\..\bin\hlslbin.exe armdefault_voxel.frag.hlsl ..\armdefault_voxel.frag.glsl ps_5_0 -..\..\bin\hlslbin.exe armdefault_voxel.geom.hlsl ..\armdefault_voxel.geom.glsl gs_5_0 +..\..\bin\hlslbin.exe voxel_pos.vert.hlsl ..\voxel_pos.vert.glsl vs_5_0 -i pos +..\..\bin\hlslbin.exe voxel_pos.frag.hlsl ..\voxel_pos.frag.glsl ps_5_0 +..\..\bin\hlslbin.exe voxel_pos.geom.hlsl ..\voxel_pos.geom.glsl gs_5_0 diff --git a/base/Shaders/voxel_hlsl/src/armdefault_voxel.frag.hlsl b/base/Shaders/voxel_hlsl/src/voxel_pos.frag.hlsl similarity index 100% rename from base/Shaders/voxel_hlsl/src/armdefault_voxel.frag.hlsl rename to base/Shaders/voxel_hlsl/src/voxel_pos.frag.hlsl diff --git a/base/Shaders/voxel_hlsl/src/armdefault_voxel.geom.hlsl b/base/Shaders/voxel_hlsl/src/voxel_pos.geom.hlsl similarity index 100% rename from base/Shaders/voxel_hlsl/src/armdefault_voxel.geom.hlsl rename to base/Shaders/voxel_hlsl/src/voxel_pos.geom.hlsl diff --git a/base/Shaders/voxel_hlsl/src/armdefault_voxel.vert.hlsl b/base/Shaders/voxel_hlsl/src/voxel_pos.vert.hlsl similarity index 100% rename from base/Shaders/voxel_hlsl/src/armdefault_voxel.vert.hlsl rename to base/Shaders/voxel_hlsl/src/voxel_pos.vert.hlsl diff --git a/base/Shaders/voxel_hlsl/armdefault_voxel.frag.glsl b/base/Shaders/voxel_hlsl/voxel_pos.frag.glsl similarity index 100% rename from base/Shaders/voxel_hlsl/armdefault_voxel.frag.glsl rename to base/Shaders/voxel_hlsl/voxel_pos.frag.glsl diff --git a/base/Shaders/voxel_hlsl/armdefault_voxel.geom.glsl b/base/Shaders/voxel_hlsl/voxel_pos.geom.glsl similarity index 100% rename from base/Shaders/voxel_hlsl/armdefault_voxel.geom.glsl rename to base/Shaders/voxel_hlsl/voxel_pos.geom.glsl diff --git a/base/Shaders/voxel_hlsl/armdefault_voxel.vert.glsl b/base/Shaders/voxel_hlsl/voxel_pos.vert.glsl similarity index 100% rename from base/Shaders/voxel_hlsl/armdefault_voxel.vert.glsl rename to base/Shaders/voxel_hlsl/voxel_pos.vert.glsl