pyrender-maintained 1.0.0__tar.gz → 1.0.1__tar.gz

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (62) hide show
  1. {pyrender_maintained-1.0.0/pyrender_maintained.egg-info → pyrender_maintained-1.0.1}/PKG-INFO +1 -1
  2. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-Bold.ttf +0 -0
  3. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-BoldItalic.ttf +0 -0
  4. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-ExtraBold.ttf +0 -0
  5. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-ExtraBoldItalic.ttf +0 -0
  6. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-Italic.ttf +0 -0
  7. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-Light.ttf +0 -0
  8. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-LightItalic.ttf +0 -0
  9. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-Regular.ttf +0 -0
  10. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-Semibold.ttf +0 -0
  11. pyrender_maintained-1.0.1/pyrender/fonts/OpenSans-SemiboldItalic.ttf +0 -0
  12. pyrender_maintained-1.0.1/pyrender/shaders/debug_quad.frag +23 -0
  13. pyrender_maintained-1.0.1/pyrender/shaders/debug_quad.vert +25 -0
  14. pyrender_maintained-1.0.1/pyrender/shaders/flat.frag +126 -0
  15. pyrender_maintained-1.0.1/pyrender/shaders/flat.vert +86 -0
  16. pyrender_maintained-1.0.1/pyrender/shaders/mesh.frag +456 -0
  17. pyrender_maintained-1.0.1/pyrender/shaders/mesh.vert +86 -0
  18. pyrender_maintained-1.0.1/pyrender/shaders/mesh_depth.frag +8 -0
  19. pyrender_maintained-1.0.1/pyrender/shaders/mesh_depth.vert +13 -0
  20. pyrender_maintained-1.0.1/pyrender/shaders/segmentation.frag +13 -0
  21. pyrender_maintained-1.0.1/pyrender/shaders/segmentation.vert +14 -0
  22. pyrender_maintained-1.0.1/pyrender/shaders/text.frag +12 -0
  23. pyrender_maintained-1.0.1/pyrender/shaders/text.vert +12 -0
  24. pyrender_maintained-1.0.1/pyrender/shaders/vertex_normals.frag +10 -0
  25. pyrender_maintained-1.0.1/pyrender/shaders/vertex_normals.geom +74 -0
  26. pyrender_maintained-1.0.1/pyrender/shaders/vertex_normals.vert +27 -0
  27. pyrender_maintained-1.0.1/pyrender/shaders/vertex_normals_pc.geom +29 -0
  28. pyrender_maintained-1.0.1/pyrender/version.py +1 -0
  29. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1/pyrender_maintained.egg-info}/PKG-INFO +1 -1
  30. pyrender_maintained-1.0.1/pyrender_maintained.egg-info/SOURCES.txt +58 -0
  31. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/setup.py +3 -0
  32. pyrender_maintained-1.0.0/pyrender/version.py +0 -1
  33. pyrender_maintained-1.0.0/pyrender_maintained.egg-info/SOURCES.txt +0 -32
  34. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/LICENSE +0 -0
  35. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/README.md +0 -0
  36. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/__init__.py +0 -0
  37. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/camera.py +0 -0
  38. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/constants.py +0 -0
  39. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/font.py +0 -0
  40. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/light.py +0 -0
  41. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/material.py +0 -0
  42. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/mesh.py +0 -0
  43. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/node.py +0 -0
  44. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/offscreen.py +0 -0
  45. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/platforms/__init__.py +0 -0
  46. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/platforms/base.py +0 -0
  47. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/platforms/egl.py +0 -0
  48. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/platforms/osmesa.py +0 -0
  49. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/platforms/pyglet_platform.py +0 -0
  50. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/primitive.py +0 -0
  51. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/renderer.py +0 -0
  52. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/sampler.py +0 -0
  53. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/scene.py +0 -0
  54. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/shader_program.py +0 -0
  55. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/texture.py +0 -0
  56. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/trackball.py +0 -0
  57. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/utils.py +0 -0
  58. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender/viewer.py +0 -0
  59. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender_maintained.egg-info/dependency_links.txt +0 -0
  60. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender_maintained.egg-info/requires.txt +0 -0
  61. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/pyrender_maintained.egg-info/top_level.txt +0 -0
  62. {pyrender_maintained-1.0.0 → pyrender_maintained-1.0.1}/setup.cfg +0 -0
@@ -1,6 +1,6 @@
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  Metadata-Version: 2.4
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  Name: pyrender-maintained
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- Version: 1.0.0
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+ Version: 1.0.1
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  Summary: Easy-to-use Python renderer for 3D visualization (maintained fork)
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  Home-page: https://github.com/SimonKim4100/pyrender-maintained
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  Author: Simon Kim
@@ -0,0 +1,23 @@
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+ #version 330 core
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+ out vec4 FragColor;
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+
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+ in vec2 TexCoords;
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+
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+ uniform sampler2D depthMap;
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+ //uniform float near_plane;
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+ //uniform float far_plane;
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+ //
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+ //// required when using a perspective projection matrix
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+ //float LinearizeDepth(float depth)
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+ //{
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+ // float z = depth * 2.0 - 1.0; // Back to NDC
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+ // return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
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+ //}
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+
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+ void main()
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+ {
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+ float depthValue = texture(depthMap, TexCoords).r;
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+ // FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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+ FragColor = vec4(vec3(depthValue), 1.0); // orthographic
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+ //FragColor = vec4(1.0, 1.0, 0.0, 1.0);
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+ }
@@ -0,0 +1,25 @@
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+ #version 330 core
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+ //layout (location = 0) in vec3 aPos;
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+ //layout (location = 1) in vec2 aTexCoords;
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+ //
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+ //out vec2 TexCoords;
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+ //
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+ //void main()
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+ //{
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+ // TexCoords = aTexCoords;
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+ // gl_Position = vec4(aPos, 1.0);
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+ //}
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+ //
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+ //
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+ //layout(location = 0) out vec2 uv;
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+
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+ out vec2 TexCoords;
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+
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+ void main()
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+ {
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+ float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);
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+ float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);
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+
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+ gl_Position = vec4(-1.0f + x*2.0f, -1.0f+y*2.0f, 0.0f, 1.0f);
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+ TexCoords = vec2(x, y);
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+ }
@@ -0,0 +1,126 @@
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+ #version 330 core
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // Structs
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+ ///////////////////////////////////////////////////////////////////////////////
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+
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+ struct Material {
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+ vec3 emissive_factor;
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+
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+ #ifdef USE_METALLIC_MATERIAL
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+ vec4 base_color_factor;
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+ float metallic_factor;
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+ float roughness_factor;
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+ #endif
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+
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+ #ifdef USE_GLOSSY_MATERIAL
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+ vec4 diffuse_factor;
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+ vec3 specular_factor;
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+ float glossiness_factor;
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+ #endif
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+
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+ #ifdef HAS_NORMAL_TEX
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+ sampler2D normal_texture;
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+ #endif
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+ #ifdef HAS_OCCLUSION_TEX
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+ sampler2D occlusion_texture;
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+ #endif
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+ #ifdef HAS_EMISSIVE_TEX
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+ sampler2D emissive_texture;
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+ #endif
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+ #ifdef HAS_BASE_COLOR_TEX
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+ sampler2D base_color_texture;
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+ #endif
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+ #ifdef HAS_METALLIC_ROUGHNESS_TEX
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+ sampler2D metallic_roughness_texture;
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+ #endif
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+ #ifdef HAS_DIFFUSE_TEX
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+ sampler2D diffuse_texture;
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+ #endif
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+ #ifdef HAS_SPECULAR_GLOSSINESS_TEX
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+ sampler2D specular_glossiness;
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+ #endif
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+ };
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // Uniforms
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+ ///////////////////////////////////////////////////////////////////////////////
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+ uniform Material material;
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+ uniform vec3 cam_pos;
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+
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+ #ifdef USE_IBL
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+ uniform samplerCube diffuse_env;
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+ uniform samplerCube specular_env;
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+ #endif
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // Inputs
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+ ///////////////////////////////////////////////////////////////////////////////
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+
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+ in vec3 frag_position;
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+ #ifdef NORMAL_LOC
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+ in vec3 frag_normal;
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+ #endif
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+ #ifdef HAS_NORMAL_TEX
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+ #ifdef TANGENT_LOC
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+ #ifdef NORMAL_LOC
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+ in mat3 tbn;
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+ #endif
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+ #endif
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+ #endif
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+ #ifdef TEXCOORD_0_LOC
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+ in vec2 uv_0;
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+ #endif
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+ #ifdef TEXCOORD_1_LOC
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+ in vec2 uv_1;
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+ #endif
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+ #ifdef COLOR_0_LOC
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+ in vec4 color_multiplier;
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+ #endif
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // OUTPUTS
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+ ///////////////////////////////////////////////////////////////////////////////
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+
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+ out vec4 frag_color;
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // Constants
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+ ///////////////////////////////////////////////////////////////////////////////
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+ const float PI = 3.141592653589793;
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+ const float min_roughness = 0.04;
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // Utility Functions
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+ ///////////////////////////////////////////////////////////////////////////////
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+ vec4 srgb_to_linear(vec4 srgb)
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+ {
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+ #ifndef SRGB_CORRECTED
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+ // Fast Approximation
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+ //vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
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+ //
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+ vec3 b_less = step(vec3(0.04045),srgb.xyz);
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+ vec3 lin_out = mix( srgb.xyz/vec3(12.92), pow((srgb.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), b_less );
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+ return vec4(lin_out, srgb.w);
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+ #else
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+ return srgb;
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+ #endif
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+ }
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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+ // MAIN
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+ ///////////////////////////////////////////////////////////////////////////////
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+ void main()
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+ {
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+
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+ // Compute albedo
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+ vec4 base_color = material.base_color_factor;
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+ #ifdef HAS_BASE_COLOR_TEX
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+ base_color = base_color * texture(material.base_color_texture, uv_0);
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+ #endif
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+
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+ #ifdef COLOR_0_LOC
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+ base_color *= color_multiplier;
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+ #endif
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+
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+ frag_color = clamp(base_color, 0.0, 1.0);
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+ }
@@ -0,0 +1,86 @@
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+ #version 330 core
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+
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+ // Vertex Attributes
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+ layout(location = 0) in vec3 position;
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+ #ifdef NORMAL_LOC
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+ layout(location = NORMAL_LOC) in vec3 normal;
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+ #endif
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+ #ifdef TANGENT_LOC
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+ layout(location = TANGENT_LOC) in vec4 tangent;
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+ #endif
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+ #ifdef TEXCOORD_0_LOC
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+ layout(location = TEXCOORD_0_LOC) in vec2 texcoord_0;
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+ #endif
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+ #ifdef TEXCOORD_1_LOC
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+ layout(location = TEXCOORD_1_LOC) in vec2 texcoord_1;
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+ #endif
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+ #ifdef COLOR_0_LOC
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+ layout(location = COLOR_0_LOC) in vec4 color_0;
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+ #endif
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+ #ifdef JOINTS_0_LOC
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+ layout(location = JOINTS_0_LOC) in vec4 joints_0;
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+ #endif
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+ #ifdef WEIGHTS_0_LOC
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+ layout(location = WEIGHTS_0_LOC) in vec4 weights_0;
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+ #endif
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+ layout(location = INST_M_LOC) in mat4 inst_m;
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+
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+ // Uniforms
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+ uniform mat4 M;
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+ uniform mat4 V;
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+ uniform mat4 P;
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+
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+ // Outputs
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+ out vec3 frag_position;
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+ #ifdef NORMAL_LOC
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+ out vec3 frag_normal;
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+ #endif
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+ #ifdef HAS_NORMAL_TEX
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+ #ifdef TANGENT_LOC
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+ #ifdef NORMAL_LOC
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+ out mat3 tbn;
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+ #endif
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+ #endif
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+ #endif
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+ #ifdef TEXCOORD_0_LOC
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+ out vec2 uv_0;
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+ #endif
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+ #ifdef TEXCOORD_1_LOC
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+ out vec2 uv_1;
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+ #endif
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+ #ifdef COLOR_0_LOC
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+ out vec4 color_multiplier;
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+ #endif
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+
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+
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+ void main()
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+ {
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+ gl_Position = P * V * M * inst_m * vec4(position, 1);
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+ frag_position = vec3(M * inst_m * vec4(position, 1.0));
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+
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+ mat4 N = transpose(inverse(M * inst_m));
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+
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+ #ifdef NORMAL_LOC
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+ frag_normal = normalize(vec3(N * vec4(normal, 0.0)));
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+ #endif
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+
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+ #ifdef HAS_NORMAL_TEX
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+ #ifdef TANGENT_LOC
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+ #ifdef NORMAL_LOC
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+ vec3 normal_w = normalize(vec3(N * vec4(normal, 0.0)));
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+ vec3 tangent_w = normalize(vec3(N * vec4(tangent.xyz, 0.0)));
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+ vec3 bitangent_w = cross(normal_w, tangent_w) * tangent.w;
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+ tbn = mat3(tangent_w, bitangent_w, normal_w);
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+ #endif
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+ #endif
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+ #endif
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+ #ifdef TEXCOORD_0_LOC
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+ uv_0 = texcoord_0;
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+ #endif
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+ #ifdef TEXCOORD_1_LOC
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+ uv_1 = texcoord_1;
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+ #endif
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+ #ifdef COLOR_0_LOC
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+ color_multiplier = color_0;
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+ #endif
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+ }