Shader cleanup
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+4
-14
@@ -7,23 +7,13 @@ in vec4 prevwvpposition;
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out vec4 fragColor[3];
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void main() {
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vec3 n = normalize(wnormal);
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vec3 basecol;
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float roughness;
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float metallic;
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float occlusion;
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float emission;
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float Mix_fac = 0.0;
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vec3 RGB_Color_res = vec3(0.2176000028848648, 0.2176000028848648, 0.2176000028848648);
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vec3 Mix_Color_res = RGB_Color_res + texCoord.x * 0.0000001; // keep texCoord
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basecol = Mix_Color_res;
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roughness = 0.4000000059604645;
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metallic = 0.0;
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occlusion = 1.0;
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emission = 0.0;
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vec3 basecol = vec3(0.2, 0.2, 0.2) + texCoord.x * 0.0000001; // keep texCoord
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float roughness = 0.4;
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float metallic = 0.0;
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float occlusion = 1.0;
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);
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uint matid = 0;
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if (emission > 0) { basecol *= emission; matid = 1; }
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fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid));
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fragColor[1] = vec4(basecol, occlusion);
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vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;
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-1
@@ -1,7 +1,6 @@
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#version 450
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#include "../std/conetrace.glsl"
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in vec4 pos;
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in vec2 nor;
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out vec3 voxpositionGeom;
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uniform mat4 W;
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void main() {
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@@ -1,3 +1,3 @@
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..\..\bin\hlslbin.exe armdefault_voxel.vert.hlsl ..\armdefault_voxel.vert.glsl vs_5_0 -i pos
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..\..\bin\hlslbin.exe armdefault_voxel.frag.hlsl ..\armdefault_voxel.frag.glsl ps_5_0
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..\..\bin\hlslbin.exe armdefault_voxel.geom.hlsl ..\armdefault_voxel.geom.glsl gs_5_0
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..\..\bin\hlslbin.exe voxel_pos.vert.hlsl ..\voxel_pos.vert.glsl vs_5_0 -i pos
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..\..\bin\hlslbin.exe voxel_pos.frag.hlsl ..\voxel_pos.frag.glsl ps_5_0
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..\..\bin\hlslbin.exe voxel_pos.geom.hlsl ..\voxel_pos.geom.glsl gs_5_0
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