b8aac3c9bc
Add secondary_cursors field to Editor with insert_char_multi, delete_back_multi, delete_forward_multi methods. Right-to-left processing ensures position shifts don't corrupt earlier insertions. 7 new tests: add/clear, all_positions, insert, delete_back, delete_forward, unicode, duplicate-add.
50 lines
1.4 KiB
GLSL
50 lines
1.4 KiB
GLSL
#version 440
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layout(location = 0) in vec3 vECVertNormal;
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layout(location = 1) in vec3 vECVertPos;
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layout(location = 2) flat in vec3 vDiffuseAdjust;
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#define MAX_LIGHTS 10
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struct Light {
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vec3 ECLightPosition;
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vec3 attenuation;
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vec3 color;
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float intensity;
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float specularExp;
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// two dummies so that it stays translatable to HLSL with packoffset in the top-level block
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float __dummy0;
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float __dummy1;
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};
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layout(std140, binding = 1) uniform buf {
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vec3 ECCameraPosition;
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vec3 ka;
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vec3 kd;
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vec3 ks;
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Light lights[MAX_LIGHTS];
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int numLights;
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layout(row_major) mat3 mm;
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} ubuf;
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layout(location = 0) out vec4 fragColor;
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void main()
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{
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vec3 unnormL = ubuf.lights[0].ECLightPosition - vECVertPos;
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float dist = length(unnormL);
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float att = 1.0 / (ubuf.lights[0].attenuation.x + ubuf.lights[0].attenuation.y * dist + ubuf.lights[0].attenuation.z * dist * dist);
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vec3 N = normalize(vECVertNormal);
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vec3 L = normalize(unnormL);
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float NL = max(0.0, dot(N, L));
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vec3 dColor = att * ubuf.lights[0].intensity * ubuf.lights[0].color * NL;
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vec3 R = reflect(-L, N);
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vec3 V = normalize(ubuf.ECCameraPosition - vECVertPos);
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float RV = max(0.0, dot(R, V));
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vec3 sColor = att * ubuf.lights[0].intensity * ubuf.lights[0].color * pow(RV, ubuf.lights[0].specularExp);
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fragColor = vec4(ubuf.ka + (ubuf.kd + vDiffuseAdjust) * dColor + ubuf.ks * sColor, 1.0);
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}
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