Skinning class

This commit is contained in:
Lubos Lenco 2016-01-24 22:32:51 +01:00
parent 6f83bfe49e
commit 8826415258
143 changed files with 421 additions and 425 deletions

View file

@ -1,7 +1,7 @@
package cycles.node;
import lue.math.Mat4;
import lue.math.Vec3;
import lue.math.Vec4;
import lue.math.Quat;
class TransformNode extends Node {
@ -13,9 +13,9 @@ class TransformNode extends Node {
public var transform:lue.node.Transform;
var matrix:Mat4;
var pos:Vec3;
var pos:Vec4;
var rot:Quat;
var scale:Vec3;
var scale:Vec4;
static var temp = Mat4.identity();
@ -23,9 +23,9 @@ class TransformNode extends Node {
super();
matrix = Mat4.identity();
pos = new Vec3();
pos = new Vec4();
rot = new Quat();
scale = new Vec3();
scale = new Vec4();
}
public override function inputChanged() {
@ -42,14 +42,7 @@ class TransformNode extends Node {
inputs[_scale].inputs[VectorNode._y].f,
inputs[_scale].inputs[VectorNode._z].f);
matrix.setIdentity();
matrix.scale(scale);
rot.saveToMatrix(temp);
matrix.mult(temp);
//matrix.translate(pos.x, pos.y, pos.z);
matrix._30 = pos.x;
matrix._31 = pos.y;
matrix._32 = pos.z;
matrix.compose(pos, rot, scale);
// Append to transform
transform.append = matrix;

View file

@ -36,10 +36,10 @@ class Animation extends Trait {
}
public function play(trackName:String, loop = true, speed = 1.0, onTrackComplete:Void->Void = null) {
model.animation.play(trackName, loop, speed, onTrackComplete);
model.skinning.animation.play(trackName, loop, speed, onTrackComplete);
}
public function pause() {
model.animation.pause();
model.skinning.animation.pause();
}
}

View file

@ -5,7 +5,7 @@ import haxebullet.Bullet;
#end
import lue.trait.Trait;
import lue.sys.Time;
import lue.math.Vec3;
import lue.math.Vec4;
import lue.math.RayCaster;
class ContactPair {
@ -161,8 +161,8 @@ class PhysicsWorld extends Trait {
public function getRayTo(inputX:Float, inputY:Float):BtVector3Pointer {
var camera = lue.node.Node.cameras[0];
var start = new Vec3();
var end = new Vec3();
var start = new Vec4();
var end = new Vec4();
RayCaster.getDirection(start, end, inputX, inputY, camera);
return BtVector3.create(end.x, end.y, end.z);
}

View file

@ -5,7 +5,7 @@ import haxebullet.Bullet;
#end
import lue.trait.Trait;
import lue.sys.Time;
import lue.math.Vec3;
import lue.math.Vec4;
import lue.node.Transform;
import lue.node.ModelNode;
import cycles.Root;
@ -175,7 +175,7 @@ class RigidBody extends Trait {
setAngularFactor(0, 0, 0);
}
/*public inline function setGravity(v:Vec3) {
/*public inline function setGravity(v:Vec4) {
body.value.setGravity(BtVector3.create(v.x, v.y, v.z).value);
}*/
@ -183,7 +183,7 @@ class RigidBody extends Trait {
body.value.setActivationState(newState);
}*/
public inline function applyImpulse(impulse:Vec3, pos:Vec3 = null) {
public inline function applyImpulse(impulse:Vec4, pos:Vec4 = null) {
if (pos == null) {
body.value.applyCentralImpulse(BtVector3.create(impulse.x, impulse.y, impulse.z).value);
}

View file

@ -1767,7 +1767,10 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
o = Object()
o.id = objectRef[1]["structName"]
object = objectRef[0]
o.sound = object.sound.name.split('.')[0]
if object.sound:
o.sound = object.sound.name.split('.')[0]
else:
o.sound = ''
self.output.speaker_resources.append(o)
def findNodeByLink(self, node_group, to_node, inp):

View file

@ -95,13 +95,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
//if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
//}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -87,7 +87,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -96,13 +96,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -88,7 +88,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -100,13 +100,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -92,7 +92,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -101,13 +101,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -93,7 +93,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -100,13 +100,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -92,7 +92,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -100,13 +100,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -92,7 +92,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -100,13 +100,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -92,7 +92,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -100,13 +100,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -92,7 +92,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -96,13 +96,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -88,7 +88,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -100,13 +100,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -92,7 +92,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -99,13 +99,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -91,7 +91,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -90,7 +90,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -97,13 +97,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

View file

@ -89,7 +89,7 @@ mat3 getSkinningMatVec(const mat4 skinningMat) {
}
#endif
void kore() {
void main() {
#ifdef _Instancing
vec4 sPos = (vec4(pos + off, 1.0));

View file

@ -98,13 +98,13 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
return specular;
}
void kore() {
void main() {
float visibility = 1.0;
if (receiveShadow && lPos.w > 0.0) {
visibility = shadowSimple(lPos);
visibility = (visibility * 0.8) + 0.2;
}
// if (receiveShadow && lPos.w > 0.0) {
// visibility = shadowSimple(lPos);
// visibility = (visibility * 0.8) + 0.2;
// }
vec4 outColor;
vec3 t = pow(matColor.rgb, vec3(2.2));

Some files were not shown because too many files have changed in this diff Show more