lightpreview: wip fixing skybox rendering
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89e714a077
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@ -176,7 +176,7 @@ void main() {
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static const char *s_skyboxFragShader = R"(
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#version 330 core
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in vec3 uv;
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in vec3 fragment_world_pos;
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in vec2 lightmap_uv;
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in vec3 normal;
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flat in vec3 flat_color;
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@ -192,6 +192,8 @@ uniform bool drawnormals;
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uniform bool drawflat;
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uniform float style_scalars[256];
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uniform vec3 eye_origin;
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void main() {
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if (drawnormals) {
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// remap -1..+1 to 0..1
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@ -217,7 +219,11 @@ void main() {
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color = vec4(lmcolor * 2.0, 1.0);
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}
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else
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color = vec4(texture(texture_sampler, uv).rgb, 1.0);
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{
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// cubemap case
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vec3 dir = normalize(fragment_world_pos - eye_origin);
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color = vec4(texture(texture_sampler, dir).rgb, 1.0);
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}
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}
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}
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)";
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@ -232,7 +238,7 @@ layout (location = 3) in vec3 vertex_normal;
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layout (location = 4) in vec3 vertex_flat_color;
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layout (location = 5) in uint vertex_styles;
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smooth out vec3 uv;
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out vec3 fragment_world_pos;
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out vec2 lightmap_uv;
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out vec3 normal;
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flat out vec3 flat_color;
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@ -242,9 +248,9 @@ uniform mat4 MVP;
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uniform vec3 eye_origin;
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void main() {
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gl_Position = MVP * vec4(position.x, position.y, position.z, 1.0);
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gl_Position = MVP * vec4(position, 1.0);
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fragment_world_pos = position;
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uv = normalize(position - eye_origin);
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lightmap_uv = vertex_lightmap_uv;
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normal = vertex_normal;
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flat_color = vertex_flat_color;
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