Reorganised shaders

This commit is contained in:
Emmanuel BENOîT 2017-10-04 19:06:50 +02:00
parent b75cee8638
commit 5306ce4535
12 changed files with 318 additions and 472 deletions

23
shaders/chunks/dof.glsl Normal file
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//! type chunk
//#define DOF_USE_RANDOM
layout( location = 0 ) uniform sampler2D u_Input;
layout( location = 1 ) uniform sampler2D u_Depth;
layout( location = 2 ) uniform vec4 u_Parameters;
layout( location = 3 ) uniform float u_Samples;
layout( location = 4 ) uniform vec3 u_ResolutionTime;
#define uSharpDist (u_Parameters.x)
#define uSharpRange (u_Parameters.y)
#define uBlurFalloff (u_Parameters.z)
#define uMaxBlur (u_Parameters.w)
#define uResolution (u_ResolutionTime.xy)
#define uTime (u_ResolutionTime.z)
layout( location = 0 ) out vec3 o_Color;
//!include lib/dof.glsl

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//! type chunk
layout( location = 0 ) uniform float u_Time;
layout( location = 1 ) uniform vec2 u_Resolution;
layout( location = 2 ) uniform vec3 u_CamPos;
layout( location = 3 ) uniform vec3 u_LookAt;
layout( location = 4 ) uniform vec3 u_CamUp;
layout( location = 5 ) uniform float u_NearPlane;
layout( location = 6 ) uniform vec3 u_LightDir;
layout( location = 7 ) uniform vec4 u_Render;
layout( location = 0 ) out vec3 o_Color;
layout( location = 1 ) out float o_Z;
//! include lib/raymarching.glsl