GUI: Box drawing
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6
assets/shaders/includes/global_uniforms.glsl
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6
assets/shaders/includes/global_uniforms.glsl
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layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
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mat4 matrixWStoVS;
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mat4 matrixVStoCS;
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mat3x2 matrixSSPXtoCS;
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vec3 ambientLight;
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} _Global;
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14
assets/shaders/includes/gui_box_common.glsl
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14
assets/shaders/includes/gui_box_common.glsl
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struct Box {
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vec4 backgroundColor;
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vec4 borderColor;
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vec2 positionSSPX;
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vec2 sizePX;
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float borderWidthPX;
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float borderRadiusPX;
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};
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#include "global_uniforms.glsl"
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layout(set = 0, binding = 1, scalar) readonly buffer Boxes {
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Box _Boxes[];
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};
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17
assets/shaders/includes/gui_image_common.glsl
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17
assets/shaders/includes/gui_image_common.glsl
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struct Image {
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vec4 tint;
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vec2 positionSSPX;
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vec2 sizePX;
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vec2 uvMin;
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vec2 uvMax;
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uint16_t textureId;
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};
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#include "global_uniforms.glsl"
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layout(set = 0, binding = 1, scalar) readonly buffer Images {
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Image _Images[];
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};
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layout(set = 0, binding = 2) uniform sampler _Sampler;
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layout(set = 0, binding = 3) uniform texture2D _Textures[];
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58
assets/shaders/includes/main_common.glsl
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58
assets/shaders/includes/main_common.glsl
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// --- SET 0 --- GLOBAL --------------------------------------------------------
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struct PointLight {
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vec3 positionWS;
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vec3 color;
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};
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struct DirectionalLight {
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vec3 directionWS;
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vec3 color;
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};
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struct Material {
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vec3 baseColor;
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vec3 emissive;
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float ior;
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float metallic;
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float normalScale;
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float occlusionTextureStrength;
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float roughness;
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uint16_t baseColorTexture;
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uint16_t emissiveTexture;
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uint16_t normalTexture;
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uint16_t occlusionRoughnessMetallicTexture;
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};
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struct ObjectUniforms {
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mat4 matrixOStoWS;
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mat4 matrixOStoWSNormal;
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uint16_t material;
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};
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#include "global_uniforms.glsl"
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layout(set = 0, binding = 1, scalar) readonly buffer PointLights {
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uint count;
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PointLight lights[];
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} _PointLights;
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layout(set = 0, binding = 2, scalar) readonly buffer DirectionalLights {
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uint count;
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DirectionalLight lights[];
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} _DirectionalLights;
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layout(set = 0, binding = 3, scalar) readonly buffer Materials {
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Material _Materials[];
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};
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layout(set = 0, binding = 4) uniform sampler _Sampler;
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layout(set = 0, binding = 5) uniform texture2D _Textures[];
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// --- SET 1 --- PER BATCH -----------------------------------------------------
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layout(set = 1, binding = 0, scalar) readonly buffer ObjectsUniforms {
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ObjectUniforms _Object[];
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};
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8
assets/shaders/includes/tone_mapping.glsl
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8
assets/shaders/includes/tone_mapping.glsl
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vec3 toneMapAcesNarkowicz(vec3 color) {
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const float A = 2.51;
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const float B = 0.03;
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const float C = 2.43;
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const float D = 0.59;
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const float E = 0.14;
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return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
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}
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