basilisk-engine 0.1.35__py3-none-any.whl → 0.1.37__py3-none-any.whl

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Files changed (98) hide show
  1. basilisk/__init__.py +26 -26
  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 +225 -225
  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 +54 -4
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +178 -175
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +165 -165
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +70 -70
  25. basilisk/generic/input_validation.py +82 -74
  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 -91
  34. basilisk/input_output/clock.py +49 -49
  35. basilisk/input_output/keys.py +43 -43
  36. basilisk/input_output/mouse.py +90 -89
  37. basilisk/input_output/path.py +14 -14
  38. basilisk/mesh/cube.py +33 -33
  39. basilisk/mesh/mesh.py +233 -233
  40. basilisk/mesh/mesh_from_data.py +150 -150
  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 +704 -695
  47. basilisk/nodes/node_handler.py +97 -97
  48. basilisk/particles/particle_handler.py +64 -64
  49. basilisk/particles/particle_renderer.py +93 -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 +103 -103
  54. basilisk/render/bloom.py +108 -0
  55. basilisk/render/camera.py +260 -260
  56. basilisk/render/chunk.py +108 -106
  57. basilisk/render/chunk_handler.py +167 -165
  58. basilisk/render/frame.py +109 -95
  59. basilisk/render/framebuffer.py +203 -192
  60. basilisk/render/image.py +120 -120
  61. basilisk/render/image_handler.py +120 -120
  62. basilisk/render/light.py +96 -96
  63. basilisk/render/light_handler.py +58 -58
  64. basilisk/render/material.py +232 -221
  65. basilisk/render/material_handler.py +133 -133
  66. basilisk/render/post_process.py +139 -139
  67. basilisk/render/shader.py +134 -134
  68. basilisk/render/shader_handler.py +85 -83
  69. basilisk/render/sky.py +120 -120
  70. basilisk/scene.py +291 -290
  71. basilisk/shaders/batch.frag +289 -276
  72. basilisk/shaders/batch.vert +117 -115
  73. basilisk/shaders/bloom_downsample.frag +43 -0
  74. basilisk/shaders/bloom_frame.frag +25 -0
  75. basilisk/shaders/bloom_upsample.frag +34 -0
  76. basilisk/shaders/crt.frag +31 -31
  77. basilisk/shaders/draw.frag +25 -22
  78. basilisk/shaders/draw.vert +25 -25
  79. basilisk/shaders/filter.frag +22 -22
  80. basilisk/shaders/frame.frag +12 -12
  81. basilisk/shaders/frame.vert +13 -13
  82. basilisk/shaders/geometry.frag +10 -8
  83. basilisk/shaders/geometry.vert +41 -41
  84. basilisk/shaders/normal.frag +62 -59
  85. basilisk/shaders/normal.vert +96 -96
  86. basilisk/shaders/particle.frag +76 -71
  87. basilisk/shaders/particle.vert +86 -84
  88. basilisk/shaders/sky.frag +23 -9
  89. basilisk/shaders/sky.vert +13 -13
  90. basilisk_engine-0.1.37.dist-info/METADATA +89 -0
  91. basilisk_engine-0.1.37.dist-info/RECORD +110 -0
  92. {basilisk_engine-0.1.35.dist-info → basilisk_engine-0.1.37.dist-info}/WHEEL +1 -1
  93. basilisk/input/__init__.py +0 -0
  94. basilisk/input/mouse.py +0 -62
  95. basilisk/input/path.py +0 -14
  96. basilisk_engine-0.1.35.dist-info/METADATA +0 -45
  97. basilisk_engine-0.1.35.dist-info/RECORD +0 -109
  98. {basilisk_engine-0.1.35.dist-info → basilisk_engine-0.1.37.dist-info}/top_level.txt +0 -0
@@ -1,116 +1,118 @@
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
+ vec3 emissiveColor;
23
+ float roughness;
24
+ float subsurface;
25
+ float sheen;
26
+ float sheenTint;
27
+ float anisotropic;
28
+ float specular;
29
+ float metallicness;
30
+ float specularTint;
31
+ float clearcoat;
32
+ float clearcoatGloss;
33
+
34
+ int hasAlbedoMap;
35
+ vec2 albedoMap;
36
+ int hasNormalMap;
37
+ vec2 normalMap;
38
+ int hasRoughnessMap;
39
+ vec2 roughnessMap;
40
+ int hasAoMap;
41
+ vec2 aoMap;
42
+ };
43
+ flat out Material mtl;
44
+
45
+ // Uniforms
46
+ uniform mat4 projectionMatrix;
47
+ uniform mat4 viewMatrix;
48
+ uniform sampler2D materialsTexture;
49
+
50
+ // Function to get the model matrix from node position, rotation, and scale
51
+ mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
52
+ mat4 translation = mat4(
53
+ 1 , 0 , 0 , 0,
54
+ 0 , 1 , 0 , 0,
55
+ 0 , 0 , 1 , 0,
56
+ pos.x, pos.y, pos.z, 1
57
+ );
58
+ mat4 rotation = mat4(
59
+ 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,
60
+ 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,
61
+ 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,
62
+ 0, 0, 0, 1
63
+ );
64
+ mat4 scale = mat4(
65
+ scl.x, 0 , 0 , 0,
66
+ 0 , scl.y, 0 , 0,
67
+ 0 , 0 , scl.z, 0,
68
+ 0 , 0 , 0 , 1
69
+ );
70
+ return translation * rotation * scale;
71
+ }
72
+
73
+ // Function to get the TBN matrix for normal mapping
74
+ mat3 getTBN(mat4 modelMatrix, vec3 normal, vec3 tangent, vec3 bitangent){
75
+ vec3 T = normalize(vec3(modelMatrix * vec4(tangent, 0.0)));
76
+ vec3 B = normalize(vec3(modelMatrix * vec4(bitangent, 0.0)));
77
+ vec3 N = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
78
+ return mat3(T, B, N);
79
+ }
80
+
81
+ void main() {
82
+ // Set the model matrix
83
+ mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
84
+
85
+ // Set out variables
86
+ position = (modelMatrix * vec4(in_position, 1.0)).xyz;
87
+ TBN = getTBN(modelMatrix, in_normal, in_tangent, in_bitangent);
88
+ uv = in_uv;
89
+
90
+ // Get the material
91
+ int mtl_size = 28;
92
+ int materialID = int(obj_material);
93
+
94
+ 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);
95
+ mtl.roughness = texelFetch(materialsTexture, ivec2(0, 3 + materialID * mtl_size), 0).r;
96
+ mtl.subsurface = texelFetch(materialsTexture, ivec2(0, 4 + materialID * mtl_size), 0).r;
97
+ mtl.sheen = texelFetch(materialsTexture, ivec2(0, 5 + materialID * mtl_size), 0).r;
98
+ mtl.sheenTint = texelFetch(materialsTexture, ivec2(0, 6 + materialID * mtl_size), 0).r;
99
+ mtl.anisotropic = texelFetch(materialsTexture, ivec2(0, 7 + materialID * mtl_size), 0).r;
100
+ mtl.specular = texelFetch(materialsTexture, ivec2(0, 8 + materialID * mtl_size), 0).r;
101
+ mtl.metallicness = texelFetch(materialsTexture, ivec2(0, 9 + materialID * mtl_size), 0).r;
102
+ mtl.specularTint = texelFetch(materialsTexture, ivec2(0, 10 + materialID * mtl_size), 0).r;
103
+ mtl.clearcoat = texelFetch(materialsTexture, ivec2(0, 11 + materialID * mtl_size), 0).r;
104
+ mtl.clearcoatGloss = texelFetch(materialsTexture, ivec2(0, 12 + materialID * mtl_size), 0).r;
105
+
106
+ mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
107
+ mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
108
+ mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
109
+ mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
110
+ mtl.hasRoughnessMap = int(texelFetch(materialsTexture, ivec2(0, 19 + materialID * mtl_size), 0).r);
111
+ mtl.roughnessMap = vec2(texelFetch(materialsTexture, ivec2(0, 20 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 21 + materialID * mtl_size), 0).r);
112
+ mtl.hasAoMap = int(texelFetch(materialsTexture, ivec2(0, 22 + materialID * mtl_size), 0).r);
113
+ mtl.aoMap = vec2(texelFetch(materialsTexture, ivec2(0, 23 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 24 + materialID * mtl_size), 0).r);
114
+ mtl.emissiveColor = vec3(texelFetch(materialsTexture, ivec2(0, 25 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 26 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 27 + materialID * mtl_size), 0).r);
115
+
116
+ // Set the fragment position
117
+ gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
116
118
  }
@@ -0,0 +1,43 @@
1
+ #version 330 core
2
+
3
+ out vec4 fragColor;
4
+
5
+ in vec2 uv;
6
+
7
+ uniform sampler2D screenTexture;
8
+ uniform ivec2 textureSize;
9
+
10
+ void main()
11
+ {
12
+
13
+ vec2 texelSize = 1.0 / textureSize;
14
+
15
+ vec4 color = vec4(0.0);
16
+
17
+ // Basic 2x2 downsampling (averaging)
18
+ color += texture(screenTexture, clamp(uv + vec2(-texelSize.x, -texelSize.y), 0.0, 0.9999));
19
+ color += texture(screenTexture, clamp(uv + vec2( texelSize.x, -texelSize.y), 0.0, 0.9999));
20
+ color += texture(screenTexture, clamp(uv + vec2(-texelSize.x, texelSize.y), 0.0, 0.9999));
21
+ color += texture(screenTexture, clamp(uv + vec2( texelSize.x, texelSize.y), 0.0, 0.9999));
22
+
23
+ fragColor = color / 4.0; // Average the four samples
24
+
25
+ // vec2 texelSize = 1.0 / textureSize;
26
+
27
+ // vec4 color = vec4(0.0);
28
+
29
+ // // Basic 2x2 upsample (averaging)
30
+ // color += texture(screenTexture, uv + vec2(1, 1) * texelSize);
31
+ // color += texture(screenTexture, uv + vec2(1, 0) * texelSize) * 2.0;
32
+ // color += texture(screenTexture, uv + vec2(1, -1) * texelSize);
33
+
34
+ // color += texture(screenTexture, uv + vec2(0, 1) * texelSize) * 2.0;
35
+ // color += texture(screenTexture, uv + vec2(0, 0) * texelSize) * 4.0;
36
+ // color += texture(screenTexture, uv + vec2(0, -1) * texelSize) * 2.0;
37
+
38
+ // color += texture(screenTexture, uv + vec2(-1, 1) * texelSize);
39
+ // color += texture(screenTexture, uv + vec2(-1, 0) * texelSize) * 2.0;
40
+ // color += texture(screenTexture, uv + vec2(-1, -1) * texelSize);
41
+
42
+ // fragColor = color / 16.0; // Average the four samples
43
+ }
@@ -0,0 +1,25 @@
1
+ #version 330 core
2
+
3
+ out vec4 fragColor;
4
+
5
+ in vec2 uv;
6
+
7
+ uniform sampler2D screenTexture;
8
+ uniform sampler2D bloomTexture;
9
+
10
+
11
+
12
+ void main()
13
+ {
14
+ const float gamma = 2.2;
15
+ const float exposure = 1.2;
16
+ vec3 hdrColor = texture(screenTexture, uv).rgb + texture(bloomTexture, uv).rgb / 2;
17
+
18
+ // exposure tone mapping
19
+ vec3 mapped = vec3(1.0) - exp(-hdrColor * exposure);
20
+ // gamma correction
21
+ mapped = pow(mapped, vec3(1.0 / gamma));
22
+
23
+ fragColor = vec4(mapped, 1.0);
24
+ //fragColor = texture(screenTexture, uv) + texture(bloomTexture, uv) / 20000.0;
25
+ }
@@ -0,0 +1,34 @@
1
+ #version 330 core
2
+
3
+ out vec4 fragColor;
4
+
5
+ in vec2 uv;
6
+
7
+ uniform sampler2D highTexture;
8
+ uniform sampler2D lowTexture;
9
+
10
+ uniform ivec2 textureSize;
11
+
12
+ void main()
13
+ {
14
+
15
+ vec2 texelSize = 1.0 / textureSize;
16
+
17
+ vec4 color = vec4(0.0);
18
+
19
+ // Basic 2x2 upsample (averaging)
20
+ color += texture(lowTexture, clamp(uv + vec2( 1, 1) * texelSize, 0.0, 0.9999));
21
+ color += texture(lowTexture, clamp(uv + vec2( 1, 0) * texelSize, 0.0, 0.9999)) * 2.0;
22
+ color += texture(lowTexture, clamp(uv + vec2( 1, -1) * texelSize, 0.0, 0.9999));
23
+
24
+ color += texture(lowTexture, clamp(uv + vec2( 0, 1) * texelSize, 0.0, 0.9999)) * 2.0;
25
+ color += texture(lowTexture, clamp(uv + vec2( 0, 0) * texelSize, 0.0, 0.9999)) * 4.0;
26
+ color += texture(lowTexture, clamp(uv + vec2( 0, -1) * texelSize, 0.0, 0.9999)) * 2.0;
27
+
28
+ color += texture(lowTexture, clamp(uv + vec2(-1, 1) * texelSize, 0.0, 0.9999));
29
+ color += texture(lowTexture, clamp(uv + vec2(-1, 0) * texelSize, 0.0, 0.9999)) * 2.0;
30
+ color += texture(lowTexture, clamp(uv + vec2(-1, -1) * texelSize, 0.0, 0.9999));
31
+
32
+ fragColor = texture(highTexture, uv) + color / 16.0; // Average the four samples
33
+
34
+ }
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 +1,26 @@
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
+ layout (location = 1) out vec4 bloomColor;
5
+
6
+
7
+ in vec4 color;
8
+ in vec2 imageIndex;
9
+ in vec2 uv;
10
+ in float alpha;
11
+ flat in int usesImage;
12
+
13
+ struct textArray {
14
+ sampler2DArray array;
15
+ };
16
+ uniform textArray textureArrays[5];
17
+
18
+ void main() {
19
+ if (bool(usesImage)) {
20
+ fragColor = texture(textureArrays[int(round(imageIndex.x))].array, vec3(uv, round(imageIndex.y))) * alpha;
21
+ }
22
+ else {
23
+ fragColor = color;
24
+ }
25
+ bloomColor = vec4(0.0);
23
26
  }
@@ -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 +1,11 @@
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
+ layout (location = 1) out vec4 bloomColor;
5
+
6
+
7
+ void main() {
8
+ // Output fragment color
9
+ fragColor = vec4(1.0, 1.0, 1.0, 1.0);
10
+ bloomColor = vec4(0.0);
9
11
  }