basilisk-engine 0.1.23__py3-none-any.whl → 0.1.24__py3-none-any.whl

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Files changed (93) hide show
  1. basilisk/__init__.py +15 -15
  2. basilisk/audio/sound.py +27 -27
  3. basilisk/bsk_assets/cube.obj +48 -48
  4. basilisk/collisions/broad/broad_aabb.py +102 -102
  5. basilisk/collisions/broad/broad_bvh.py +137 -137
  6. basilisk/collisions/collider.py +95 -95
  7. basilisk/collisions/collider_handler.py +224 -224
  8. basilisk/collisions/narrow/contact_manifold.py +95 -95
  9. basilisk/collisions/narrow/dataclasses.py +34 -34
  10. basilisk/collisions/narrow/deprecated.py +46 -46
  11. basilisk/collisions/narrow/epa.py +91 -91
  12. basilisk/collisions/narrow/gjk.py +66 -66
  13. basilisk/collisions/narrow/graham_scan.py +24 -24
  14. basilisk/collisions/narrow/helper.py +29 -29
  15. basilisk/collisions/narrow/line_intersections.py +106 -106
  16. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  17. basilisk/config.py +3 -3
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +175 -175
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +169 -164
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +72 -72
  25. basilisk/generic/input_validation.py +66 -66
  26. basilisk/generic/math.py +6 -6
  27. basilisk/generic/matrices.py +35 -35
  28. basilisk/generic/meshes.py +72 -72
  29. basilisk/generic/quat.py +142 -142
  30. basilisk/generic/quat_methods.py +7 -7
  31. basilisk/generic/raycast_result.py +26 -26
  32. basilisk/generic/vec3.py +143 -143
  33. basilisk/input_output/IO_handler.py +91 -92
  34. basilisk/input_output/clock.py +49 -49
  35. basilisk/input_output/keys.py +43 -43
  36. basilisk/input_output/mouse.py +90 -62
  37. basilisk/input_output/path.py +14 -14
  38. basilisk/mesh/cube.py +33 -33
  39. basilisk/mesh/mesh.py +230 -230
  40. basilisk/mesh/mesh_from_data.py +130 -130
  41. basilisk/mesh/model.py +271 -271
  42. basilisk/mesh/narrow_aabb.py +89 -89
  43. basilisk/mesh/narrow_bvh.py +91 -91
  44. basilisk/mesh/narrow_primative.py +23 -23
  45. basilisk/nodes/helper.py +28 -28
  46. basilisk/nodes/node.py +686 -686
  47. basilisk/nodes/node_handler.py +97 -97
  48. basilisk/particles/particle_handler.py +64 -64
  49. basilisk/particles/particle_renderer.py +92 -92
  50. basilisk/physics/impulse.py +112 -112
  51. basilisk/physics/physics_body.py +43 -43
  52. basilisk/physics/physics_engine.py +35 -35
  53. basilisk/render/batch.py +105 -105
  54. basilisk/render/camera.py +258 -267
  55. basilisk/render/chunk.py +106 -106
  56. basilisk/render/chunk_handler.py +165 -165
  57. basilisk/render/frame.py +95 -99
  58. basilisk/render/framebuffer.py +289 -132
  59. basilisk/render/image.py +87 -87
  60. basilisk/render/image_handler.py +120 -120
  61. basilisk/render/light.py +96 -96
  62. basilisk/render/light_handler.py +58 -58
  63. basilisk/render/material.py +219 -219
  64. basilisk/render/material_handler.py +131 -131
  65. basilisk/render/post_process.py +139 -139
  66. basilisk/render/shader.py +109 -109
  67. basilisk/render/shader_handler.py +83 -83
  68. basilisk/render/sky.py +120 -120
  69. basilisk/scene.py +279 -279
  70. basilisk/shaders/batch.frag +276 -276
  71. basilisk/shaders/batch.vert +115 -115
  72. basilisk/shaders/crt.frag +31 -31
  73. basilisk/shaders/draw.frag +22 -22
  74. basilisk/shaders/draw.vert +25 -25
  75. basilisk/shaders/filter.frag +22 -22
  76. basilisk/shaders/frame.frag +12 -12
  77. basilisk/shaders/frame.vert +13 -13
  78. basilisk/shaders/geometry.frag +8 -8
  79. basilisk/shaders/geometry.vert +41 -41
  80. basilisk/shaders/normal.frag +59 -59
  81. basilisk/shaders/normal.vert +96 -96
  82. basilisk/shaders/particle.frag +71 -71
  83. basilisk/shaders/particle.vert +84 -84
  84. basilisk/shaders/sky.frag +9 -9
  85. basilisk/shaders/sky.vert +13 -13
  86. {basilisk_engine-0.1.23.dist-info → basilisk_engine-0.1.24.dist-info}/METADATA +38 -45
  87. basilisk_engine-0.1.24.dist-info/RECORD +106 -0
  88. {basilisk_engine-0.1.23.dist-info → basilisk_engine-0.1.24.dist-info}/WHEEL +1 -1
  89. basilisk/input/__init__.py +0 -0
  90. basilisk/input/mouse.py +0 -62
  91. basilisk/input/path.py +0 -14
  92. basilisk_engine-0.1.23.dist-info/RECORD +0 -109
  93. {basilisk_engine-0.1.23.dist-info → basilisk_engine-0.1.24.dist-info}/top_level.txt +0 -0
@@ -1,116 +1,116 @@
1
- #version 330 core
2
-
3
- layout (location = 0) in vec3 in_position;
4
- layout (location = 1) in vec2 in_uv;
5
- layout (location = 2) in vec3 in_normal;
6
- layout (location = 3) in vec3 in_tangent;
7
- layout (location = 4) in vec3 in_bitangent;
8
-
9
- layout (location = 5) in vec3 obj_position;
10
- layout (location = 6) in vec4 obj_rotation;
11
- layout (location = 7) in vec3 obj_scale;
12
- layout (location = 8) in float obj_material;
13
-
14
- // Variables passed on to the fragment shader
15
- out vec2 uv;
16
- out vec3 position;
17
- out mat3 TBN;
18
-
19
- // Material struct sent to fragment shader
20
- struct Material {
21
- vec3 color;
22
- float roughness;
23
- float subsurface;
24
- float sheen;
25
- float sheenTint;
26
- float anisotropic;
27
- float specular;
28
- float metallicness;
29
- float specularTint;
30
- float clearcoat;
31
- float clearcoatGloss;
32
-
33
- int hasAlbedoMap;
34
- vec2 albedoMap;
35
- int hasNormalMap;
36
- vec2 normalMap;
37
- int hasRoughnessMap;
38
- vec2 roughnessMap;
39
- int hasAoMap;
40
- vec2 aoMap;
41
- };
42
- flat out Material mtl;
43
-
44
- // Uniforms
45
- uniform mat4 projectionMatrix;
46
- uniform mat4 viewMatrix;
47
- uniform sampler2D materialsTexture;
48
-
49
- // Function to get the model matrix from node position, rotation, and scale
50
- mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
51
- mat4 translation = mat4(
52
- 1 , 0 , 0 , 0,
53
- 0 , 1 , 0 , 0,
54
- 0 , 0 , 1 , 0,
55
- pos.x, pos.y, pos.z, 1
56
- );
57
- mat4 rotation = mat4(
58
- 1 - 2 * (rot.z * rot.z + rot.w * rot.w), 2 * (rot.y * rot.z - rot.w * rot.x), 2 * (rot.y * rot.w + rot.z * rot.x), 0,
59
- 2 * (rot.y * rot.z + rot.w * rot.x), 1 - 2 * (rot.y * rot.y + rot.w * rot.w), 2 * (rot.z * rot.w - rot.y * rot.x), 0,
60
- 2 * (rot.y * rot.w - rot.z * rot.x), 2 * (rot.z * rot.w + rot.y * rot.x), 1 - 2 * (rot.y * rot.y + rot.z * rot.z), 0,
61
- 0, 0, 0, 1
62
- );
63
- mat4 scale = mat4(
64
- scl.x, 0 , 0 , 0,
65
- 0 , scl.y, 0 , 0,
66
- 0 , 0 , scl.z, 0,
67
- 0 , 0 , 0 , 1
68
- );
69
- return translation * rotation * scale;
70
- }
71
-
72
- // Function to get the TBN matrix for normal mapping
73
- mat3 getTBN(mat4 modelMatrix, vec3 normal, vec3 tangent, vec3 bitangent){
74
- vec3 T = normalize(vec3(modelMatrix * vec4(tangent, 0.0)));
75
- vec3 B = normalize(vec3(modelMatrix * vec4(bitangent, 0.0)));
76
- vec3 N = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
77
- return mat3(T, B, N);
78
- }
79
-
80
- void main() {
81
- // Set the model matrix
82
- mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
83
-
84
- // Set out variables
85
- position = (modelMatrix * vec4(in_position, 1.0)).xyz;
86
- TBN = getTBN(modelMatrix, in_normal, in_tangent, in_bitangent);
87
- uv = in_uv;
88
-
89
- // Get the material
90
- int mtl_size = 25;
91
- int materialID = int(obj_material);
92
-
93
- mtl.color = vec3(texelFetch(materialsTexture, ivec2(0, 0 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 1 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 2 + materialID * mtl_size), 0).r);
94
- mtl.roughness = texelFetch(materialsTexture, ivec2(0, 3 + materialID * mtl_size), 0).r;
95
- mtl.subsurface = texelFetch(materialsTexture, ivec2(0, 4 + materialID * mtl_size), 0).r;
96
- mtl.sheen = texelFetch(materialsTexture, ivec2(0, 5 + materialID * mtl_size), 0).r;
97
- mtl.sheenTint = texelFetch(materialsTexture, ivec2(0, 6 + materialID * mtl_size), 0).r;
98
- mtl.anisotropic = texelFetch(materialsTexture, ivec2(0, 7 + materialID * mtl_size), 0).r;
99
- mtl.specular = texelFetch(materialsTexture, ivec2(0, 8 + materialID * mtl_size), 0).r;
100
- mtl.metallicness = texelFetch(materialsTexture, ivec2(0, 9 + materialID * mtl_size), 0).r;
101
- mtl.specularTint = texelFetch(materialsTexture, ivec2(0, 10 + materialID * mtl_size), 0).r;
102
- mtl.clearcoat = texelFetch(materialsTexture, ivec2(0, 11 + materialID * mtl_size), 0).r;
103
- mtl.clearcoatGloss = texelFetch(materialsTexture, ivec2(0, 12 + materialID * mtl_size), 0).r;
104
-
105
- mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
106
- mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
107
- mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
108
- mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
109
- mtl.hasRoughnessMap = int(texelFetch(materialsTexture, ivec2(0, 19 + materialID * mtl_size), 0).r);
110
- mtl.roughnessMap = vec2(texelFetch(materialsTexture, ivec2(0, 20 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 21 + materialID * mtl_size), 0).r);
111
- mtl.hasAoMap = int(texelFetch(materialsTexture, ivec2(0, 22 + materialID * mtl_size), 0).r);
112
- mtl.aoMap = vec2(texelFetch(materialsTexture, ivec2(0, 23 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 24 + materialID * mtl_size), 0).r);
113
-
114
- // Set the fragment position
115
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
1
+ #version 330 core
2
+
3
+ layout (location = 0) in vec3 in_position;
4
+ layout (location = 1) in vec2 in_uv;
5
+ layout (location = 2) in vec3 in_normal;
6
+ layout (location = 3) in vec3 in_tangent;
7
+ layout (location = 4) in vec3 in_bitangent;
8
+
9
+ layout (location = 5) in vec3 obj_position;
10
+ layout (location = 6) in vec4 obj_rotation;
11
+ layout (location = 7) in vec3 obj_scale;
12
+ layout (location = 8) in float obj_material;
13
+
14
+ // Variables passed on to the fragment shader
15
+ out vec2 uv;
16
+ out vec3 position;
17
+ out mat3 TBN;
18
+
19
+ // Material struct sent to fragment shader
20
+ struct Material {
21
+ vec3 color;
22
+ float roughness;
23
+ float subsurface;
24
+ float sheen;
25
+ float sheenTint;
26
+ float anisotropic;
27
+ float specular;
28
+ float metallicness;
29
+ float specularTint;
30
+ float clearcoat;
31
+ float clearcoatGloss;
32
+
33
+ int hasAlbedoMap;
34
+ vec2 albedoMap;
35
+ int hasNormalMap;
36
+ vec2 normalMap;
37
+ int hasRoughnessMap;
38
+ vec2 roughnessMap;
39
+ int hasAoMap;
40
+ vec2 aoMap;
41
+ };
42
+ flat out Material mtl;
43
+
44
+ // Uniforms
45
+ uniform mat4 projectionMatrix;
46
+ uniform mat4 viewMatrix;
47
+ uniform sampler2D materialsTexture;
48
+
49
+ // Function to get the model matrix from node position, rotation, and scale
50
+ mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
51
+ mat4 translation = mat4(
52
+ 1 , 0 , 0 , 0,
53
+ 0 , 1 , 0 , 0,
54
+ 0 , 0 , 1 , 0,
55
+ pos.x, pos.y, pos.z, 1
56
+ );
57
+ mat4 rotation = mat4(
58
+ 1 - 2 * (rot.z * rot.z + rot.w * rot.w), 2 * (rot.y * rot.z - rot.w * rot.x), 2 * (rot.y * rot.w + rot.z * rot.x), 0,
59
+ 2 * (rot.y * rot.z + rot.w * rot.x), 1 - 2 * (rot.y * rot.y + rot.w * rot.w), 2 * (rot.z * rot.w - rot.y * rot.x), 0,
60
+ 2 * (rot.y * rot.w - rot.z * rot.x), 2 * (rot.z * rot.w + rot.y * rot.x), 1 - 2 * (rot.y * rot.y + rot.z * rot.z), 0,
61
+ 0, 0, 0, 1
62
+ );
63
+ mat4 scale = mat4(
64
+ scl.x, 0 , 0 , 0,
65
+ 0 , scl.y, 0 , 0,
66
+ 0 , 0 , scl.z, 0,
67
+ 0 , 0 , 0 , 1
68
+ );
69
+ return translation * rotation * scale;
70
+ }
71
+
72
+ // Function to get the TBN matrix for normal mapping
73
+ mat3 getTBN(mat4 modelMatrix, vec3 normal, vec3 tangent, vec3 bitangent){
74
+ vec3 T = normalize(vec3(modelMatrix * vec4(tangent, 0.0)));
75
+ vec3 B = normalize(vec3(modelMatrix * vec4(bitangent, 0.0)));
76
+ vec3 N = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
77
+ return mat3(T, B, N);
78
+ }
79
+
80
+ void main() {
81
+ // Set the model matrix
82
+ mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
83
+
84
+ // Set out variables
85
+ position = (modelMatrix * vec4(in_position, 1.0)).xyz;
86
+ TBN = getTBN(modelMatrix, in_normal, in_tangent, in_bitangent);
87
+ uv = in_uv;
88
+
89
+ // Get the material
90
+ int mtl_size = 25;
91
+ int materialID = int(obj_material);
92
+
93
+ mtl.color = vec3(texelFetch(materialsTexture, ivec2(0, 0 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 1 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 2 + materialID * mtl_size), 0).r);
94
+ mtl.roughness = texelFetch(materialsTexture, ivec2(0, 3 + materialID * mtl_size), 0).r;
95
+ mtl.subsurface = texelFetch(materialsTexture, ivec2(0, 4 + materialID * mtl_size), 0).r;
96
+ mtl.sheen = texelFetch(materialsTexture, ivec2(0, 5 + materialID * mtl_size), 0).r;
97
+ mtl.sheenTint = texelFetch(materialsTexture, ivec2(0, 6 + materialID * mtl_size), 0).r;
98
+ mtl.anisotropic = texelFetch(materialsTexture, ivec2(0, 7 + materialID * mtl_size), 0).r;
99
+ mtl.specular = texelFetch(materialsTexture, ivec2(0, 8 + materialID * mtl_size), 0).r;
100
+ mtl.metallicness = texelFetch(materialsTexture, ivec2(0, 9 + materialID * mtl_size), 0).r;
101
+ mtl.specularTint = texelFetch(materialsTexture, ivec2(0, 10 + materialID * mtl_size), 0).r;
102
+ mtl.clearcoat = texelFetch(materialsTexture, ivec2(0, 11 + materialID * mtl_size), 0).r;
103
+ mtl.clearcoatGloss = texelFetch(materialsTexture, ivec2(0, 12 + materialID * mtl_size), 0).r;
104
+
105
+ mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
106
+ mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
107
+ mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
108
+ mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
109
+ mtl.hasRoughnessMap = int(texelFetch(materialsTexture, ivec2(0, 19 + materialID * mtl_size), 0).r);
110
+ mtl.roughnessMap = vec2(texelFetch(materialsTexture, ivec2(0, 20 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 21 + materialID * mtl_size), 0).r);
111
+ mtl.hasAoMap = int(texelFetch(materialsTexture, ivec2(0, 22 + materialID * mtl_size), 0).r);
112
+ mtl.aoMap = vec2(texelFetch(materialsTexture, ivec2(0, 23 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 24 + materialID * mtl_size), 0).r);
113
+
114
+ // Set the fragment position
115
+ gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
116
116
  }
basilisk/shaders/crt.frag CHANGED
@@ -1,32 +1,32 @@
1
- #version 330 core
2
-
3
- out vec4 fragColor;
4
-
5
- in vec2 uv;
6
-
7
- uniform sampler2D screenTexture;
8
-
9
- float warp = 0.75; // simulate curvature of CRT monitor
10
- float scan = 0.75; // simulate darkness between scanlines
11
-
12
- void main(){
13
- // squared distance from center
14
- vec2 crt_uv = uv;
15
- vec2 dc = abs(0.5-uv);
16
- dc *= dc;
17
-
18
- // warp the fragment coordinates
19
- crt_uv.x -= 0.5; crt_uv.x *= 1.0+(dc.y*(0.3*warp)); crt_uv.x += 0.5;
20
- crt_uv.y -= 0.5; crt_uv.y *= 1.0+(dc.x*(0.4*warp)); crt_uv.y += 0.5;
21
-
22
- // sample inside boundaries, otherwise set to black
23
- if (crt_uv.y > 1.0 || crt_uv.x < 0.0 || crt_uv.x > 1.0 || crt_uv.y < 0.0) {
24
- fragColor = vec4(0.0, 0.0, 0.0, 1.0);
25
- }
26
- else {
27
- // determine if we are drawing in a scanline
28
- float apply = abs(sin(crt_uv.y * 300)*0.5*scan);
29
- //sample the texture
30
- fragColor = vec4(mix(texture(screenTexture, crt_uv).rgb,vec3(0.0), apply), 1.0);
31
- }
1
+ #version 330 core
2
+
3
+ out vec4 fragColor;
4
+
5
+ in vec2 uv;
6
+
7
+ uniform sampler2D screenTexture;
8
+
9
+ float warp = 0.75; // simulate curvature of CRT monitor
10
+ float scan = 0.75; // simulate darkness between scanlines
11
+
12
+ void main(){
13
+ // squared distance from center
14
+ vec2 crt_uv = uv;
15
+ vec2 dc = abs(0.5-uv);
16
+ dc *= dc;
17
+
18
+ // warp the fragment coordinates
19
+ crt_uv.x -= 0.5; crt_uv.x *= 1.0+(dc.y*(0.3*warp)); crt_uv.x += 0.5;
20
+ crt_uv.y -= 0.5; crt_uv.y *= 1.0+(dc.x*(0.4*warp)); crt_uv.y += 0.5;
21
+
22
+ // sample inside boundaries, otherwise set to black
23
+ if (crt_uv.y > 1.0 || crt_uv.x < 0.0 || crt_uv.x > 1.0 || crt_uv.y < 0.0) {
24
+ fragColor = vec4(0.0, 0.0, 0.0, 1.0);
25
+ }
26
+ else {
27
+ // determine if we are drawing in a scanline
28
+ float apply = abs(sin(crt_uv.y * 300)*0.5*scan);
29
+ //sample the texture
30
+ fragColor = vec4(mix(texture(screenTexture, crt_uv).rgb,vec3(0.0), apply), 1.0);
31
+ }
32
32
  }
@@ -1,23 +1,23 @@
1
- #version 330 core
2
-
3
- layout (location = 0) out vec4 fragColor;
4
-
5
- in vec4 color;
6
- in vec2 imageIndex;
7
- in vec2 uv;
8
- in float alpha;
9
- flat in int usesImage;
10
-
11
- struct textArray {
12
- sampler2DArray array;
13
- };
14
- uniform textArray textureArrays[5];
15
-
16
- void main() {
17
- if (bool(usesImage)) {
18
- fragColor = texture(textureArrays[int(round(imageIndex.x))].array, vec3(uv, round(imageIndex.y))) * alpha;
19
- }
20
- else {
21
- fragColor = color;
22
- }
1
+ #version 330 core
2
+
3
+ layout (location = 0) out vec4 fragColor;
4
+
5
+ in vec4 color;
6
+ in vec2 imageIndex;
7
+ in vec2 uv;
8
+ in float alpha;
9
+ flat in int usesImage;
10
+
11
+ struct textArray {
12
+ sampler2DArray array;
13
+ };
14
+ uniform textArray textureArrays[5];
15
+
16
+ void main() {
17
+ if (bool(usesImage)) {
18
+ fragColor = texture(textureArrays[int(round(imageIndex.x))].array, vec3(uv, round(imageIndex.y))) * alpha;
19
+ }
20
+ else {
21
+ fragColor = color;
22
+ }
23
23
  }
@@ -1,26 +1,26 @@
1
- #version 330 core
2
-
3
- layout (location = 0) in vec2 in_position;
4
- layout (location = 1) in vec4 in_color;
5
- layout (location = 2) in int in_uses_image;
6
- layout (location = 3) in float in_alpha;
7
-
8
- out vec4 color;
9
- out vec2 imageIndex;
10
- out float alpha;
11
- out vec2 uv;
12
- flat out int usesImage;
13
-
14
- void main() {
15
- usesImage = in_uses_image;
16
- if (bool(in_uses_image)) {
17
- imageIndex = in_color.xy;
18
- uv = in_color.zw;
19
- alpha = in_alpha;
20
- }
21
- else{
22
- color = in_color;
23
- alpha = 1.0;
24
- }
25
- gl_Position = vec4(in_position.x, -in_position.y, 0.0, 1.0);
1
+ #version 330 core
2
+
3
+ layout (location = 0) in vec2 in_position;
4
+ layout (location = 1) in vec4 in_color;
5
+ layout (location = 2) in int in_uses_image;
6
+ layout (location = 3) in float in_alpha;
7
+
8
+ out vec4 color;
9
+ out vec2 imageIndex;
10
+ out float alpha;
11
+ out vec2 uv;
12
+ flat out int usesImage;
13
+
14
+ void main() {
15
+ usesImage = in_uses_image;
16
+ if (bool(in_uses_image)) {
17
+ imageIndex = in_color.xy;
18
+ uv = in_color.zw;
19
+ alpha = in_alpha;
20
+ }
21
+ else{
22
+ color = in_color;
23
+ alpha = 1.0;
24
+ }
25
+ gl_Position = vec4(in_position.x, -in_position.y, 0.0, 1.0);
26
26
  }
@@ -1,23 +1,23 @@
1
- #version 330 core
2
-
3
- out vec4 fragColor;
4
-
5
- in vec2 uv;
6
-
7
- uniform sampler2D screenTexture;
8
-
9
-
10
- void main()
11
- {
12
- vec2 direction = normalize(vec2(1.0, 1.0));
13
- float magnitude = 0.6;
14
- float redOffset = 0.009 * magnitude;
15
- float greenOffset = 0.006 * magnitude;
16
- float blueOffset = -0.006 * magnitude;
17
-
18
- float r = texture(screenTexture, uv + direction * redOffset).r;
19
- float g = texture(screenTexture, uv + direction * greenOffset).g;
20
- float b = texture(screenTexture, uv + direction * blueOffset).b;
21
-
22
- fragColor = vec4(r, g, b, 1.0);
1
+ #version 330 core
2
+
3
+ out vec4 fragColor;
4
+
5
+ in vec2 uv;
6
+
7
+ uniform sampler2D screenTexture;
8
+
9
+
10
+ void main()
11
+ {
12
+ vec2 direction = normalize(vec2(1.0, 1.0));
13
+ float magnitude = 0.6;
14
+ float redOffset = 0.009 * magnitude;
15
+ float greenOffset = 0.006 * magnitude;
16
+ float blueOffset = -0.006 * magnitude;
17
+
18
+ float r = texture(screenTexture, uv + direction * redOffset).r;
19
+ float g = texture(screenTexture, uv + direction * greenOffset).g;
20
+ float b = texture(screenTexture, uv + direction * blueOffset).b;
21
+
22
+ fragColor = vec4(r, g, b, 1.0);
23
23
  }
@@ -1,13 +1,13 @@
1
- #version 330 core
2
-
3
- out vec4 fragColor;
4
-
5
- in vec2 uv;
6
-
7
- uniform sampler2D screenTexture;
8
-
9
-
10
- void main()
11
- {
12
- fragColor = texture(screenTexture, uv);
1
+ #version 330 core
2
+
3
+ out vec4 fragColor;
4
+
5
+ in vec2 uv;
6
+
7
+ uniform sampler2D screenTexture;
8
+
9
+
10
+ void main()
11
+ {
12
+ fragColor = texture(screenTexture, uv);
13
13
  }
@@ -1,14 +1,14 @@
1
- #version 330 core
2
-
3
-
4
- layout (location = 0) in vec3 in_position;
5
- layout (location = 1) in vec2 in_uv;
6
-
7
- out vec2 uv;
8
-
9
-
10
- void main()
11
- {
12
- gl_Position = vec4(in_position.x, in_position.y, 0.0, 1.0);
13
- uv = in_uv;
1
+ #version 330 core
2
+
3
+
4
+ layout (location = 0) in vec3 in_position;
5
+ layout (location = 1) in vec2 in_uv;
6
+
7
+ out vec2 uv;
8
+
9
+
10
+ void main()
11
+ {
12
+ gl_Position = vec4(in_position.x, in_position.y, 0.0, 1.0);
13
+ uv = in_uv;
14
14
  }
@@ -1,9 +1,9 @@
1
- #version 330 core
2
-
3
- layout (location = 0) out vec4 fragColor;
4
-
5
-
6
- void main() {
7
- // Output fragment color
8
- fragColor = vec4(1.0, 1.0, 1.0, 1.0);
1
+ #version 330 core
2
+
3
+ layout (location = 0) out vec4 fragColor;
4
+
5
+
6
+ void main() {
7
+ // Output fragment color
8
+ fragColor = vec4(1.0, 1.0, 1.0, 1.0);
9
9
  }
@@ -1,42 +1,42 @@
1
- #version 330 core
2
-
3
- layout (location = 0) in vec3 in_position;
4
-
5
- layout (location = 5) in vec3 obj_position;
6
- layout (location = 6) in vec4 obj_rotation;
7
- layout (location = 7) in vec3 obj_scale;
8
-
9
- // Uniforms
10
- uniform mat4 projectionMatrix;
11
- uniform mat4 viewMatrix;
12
-
13
- // Function to get the model matrix from node position, rotation, and scale
14
- mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
15
- mat4 translation = mat4(
16
- 1 , 0 , 0 , 0,
17
- 0 , 1 , 0 , 0,
18
- 0 , 0 , 1 , 0,
19
- pos.x, pos.y, pos.z, 1
20
- );
21
- mat4 rotation = mat4(
22
- 1 - 2 * (rot.z * rot.z + rot.w * rot.w), 2 * (rot.y * rot.z - rot.w * rot.x), 2 * (rot.y * rot.w + rot.z * rot.x), 0,
23
- 2 * (rot.y * rot.z + rot.w * rot.x), 1 - 2 * (rot.y * rot.y + rot.w * rot.w), 2 * (rot.z * rot.w - rot.y * rot.x), 0,
24
- 2 * (rot.y * rot.w - rot.z * rot.x), 2 * (rot.z * rot.w + rot.y * rot.x), 1 - 2 * (rot.y * rot.y + rot.z * rot.z), 0,
25
- 0, 0, 0, 1
26
- );
27
- mat4 scale = mat4(
28
- scl.x, 0 , 0 , 0,
29
- 0 , scl.y, 0 , 0,
30
- 0 , 0 , scl.z, 0,
31
- 0 , 0 , 0 , 1
32
- );
33
- return translation * rotation * scale;
34
- }
35
-
36
-
37
- void main() {
38
- // Set the model matrix
39
- mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
40
- // Set the fragment position
41
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
1
+ #version 330 core
2
+
3
+ layout (location = 0) in vec3 in_position;
4
+
5
+ layout (location = 5) in vec3 obj_position;
6
+ layout (location = 6) in vec4 obj_rotation;
7
+ layout (location = 7) in vec3 obj_scale;
8
+
9
+ // Uniforms
10
+ uniform mat4 projectionMatrix;
11
+ uniform mat4 viewMatrix;
12
+
13
+ // Function to get the model matrix from node position, rotation, and scale
14
+ mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
15
+ mat4 translation = mat4(
16
+ 1 , 0 , 0 , 0,
17
+ 0 , 1 , 0 , 0,
18
+ 0 , 0 , 1 , 0,
19
+ pos.x, pos.y, pos.z, 1
20
+ );
21
+ mat4 rotation = mat4(
22
+ 1 - 2 * (rot.z * rot.z + rot.w * rot.w), 2 * (rot.y * rot.z - rot.w * rot.x), 2 * (rot.y * rot.w + rot.z * rot.x), 0,
23
+ 2 * (rot.y * rot.z + rot.w * rot.x), 1 - 2 * (rot.y * rot.y + rot.w * rot.w), 2 * (rot.z * rot.w - rot.y * rot.x), 0,
24
+ 2 * (rot.y * rot.w - rot.z * rot.x), 2 * (rot.z * rot.w + rot.y * rot.x), 1 - 2 * (rot.y * rot.y + rot.z * rot.z), 0,
25
+ 0, 0, 0, 1
26
+ );
27
+ mat4 scale = mat4(
28
+ scl.x, 0 , 0 , 0,
29
+ 0 , scl.y, 0 , 0,
30
+ 0 , 0 , scl.z, 0,
31
+ 0 , 0 , 0 , 1
32
+ );
33
+ return translation * rotation * scale;
34
+ }
35
+
36
+
37
+ void main() {
38
+ // Set the model matrix
39
+ mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
40
+ // Set the fragment position
41
+ gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
42
42
  }