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https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-25 13:38:35 -05:00
Remove const qualifier from shaders as it causes shaders to not compile on Mac
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@@ -34,8 +34,8 @@ uniform mat4 modelViewTransform;
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uniform mat4 projectionTransform;
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void main() {
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const vec4 positionClipSpace = projectionTransform * modelViewTransform * vec4(in_position, 1.0);
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const vec4 positionScreenSpace = z_normalization(positionClipSpace);
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vec4 positionClipSpace = projectionTransform * modelViewTransform * vec4(in_position, 1.0);
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vec4 positionScreenSpace = z_normalization(positionClipSpace);
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vs_screenSpaceDepth = positionScreenSpace.w;
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gl_Position = positionScreenSpace;
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@@ -36,9 +36,9 @@ uniform mat4 modelViewProjectionTransform;
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void main() {
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const vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
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const vec4 positionClipSpace = modelViewProjectionTransform * position;
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const vec4 positionScreenSpace = z_normalization(positionClipSpace);
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vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
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vec4 positionClipSpace = modelViewProjectionTransform * position;
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vec4 positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = positionScreenSpace;
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vs_st = in_st;
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@@ -36,7 +36,7 @@ uniform sampler2D texture1;
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const vec3 SpecularAlbedo = vec3(1.0);
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Fragment getFragment() {
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const vec3 diffuseAlbedo = texture(texture1, vs_st).rgb;
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vec3 diffuseAlbedo = texture(texture1, vs_st).rgb;
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Fragment frag;
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@@ -45,22 +45,22 @@ Fragment getFragment() {
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const vec3 lightColorAmbient = vec3(1.0);
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const vec3 lightColor = vec3(1.0);
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const vec3 n = normalize(vs_normalViewSpace);
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const vec3 l = directionToSunViewSpace;
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const vec3 c = normalize(vs_positionCameraSpace.xyz);
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const vec3 r = reflect(l, n);
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vec3 n = normalize(vs_normalViewSpace);
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vec3 l = directionToSunViewSpace;
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vec3 c = normalize(vs_positionCameraSpace.xyz);
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vec3 r = reflect(l, n);
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const float ambientIntensity = 0.2;
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const float diffuseIntensity = 1;
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const float specularIntensity = 1;
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const float diffuseCosineFactor = dot(n,l);
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const float specularCosineFactor = dot(c,r);
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float diffuseCosineFactor = dot(n,l);
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float specularCosineFactor = dot(c,r);
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const float specularPower = 100.0;
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const vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
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const vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
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const vec3 specularColor = specularIntensity * lightColor * SpecularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
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vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
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vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
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vec3 specularColor = specularIntensity * lightColor * SpecularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
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frag.color.rgb = ambientColor + diffuseColor + specularColor;
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}
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@@ -41,8 +41,8 @@ uniform mat4 projectionTransform;
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void main() {
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vs_positionCameraSpace = modelViewTransform * in_position;
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const vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
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const vec4 positionScreenSpace = z_normalization(positionClipSpace);
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vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
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vec4 positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = positionScreenSpace;
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vs_st = in_st;
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@@ -38,8 +38,8 @@ uniform int pointSteps;
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void main() {
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const vec4 positionCameraSpace = modelViewTransform * in_point_position;
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const vec4 positionClipSpace = projectionTransform * positionCameraSpace;
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vec4 positionCameraSpace = modelViewTransform * in_point_position;
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vec4 positionClipSpace = projectionTransform * positionCameraSpace;
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vs_positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = vs_positionScreenSpace;
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@@ -37,9 +37,9 @@ uniform mat4 modelViewProjectionTransform;
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void main() {
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const vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
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const vec4 positionClipSpace = modelViewProjectionTransform * position;
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const vec4 positionScreenSpace = z_normalization(positionClipSpace);
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vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
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vec4 positionClipSpace = modelViewProjectionTransform * position;
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vec4 positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = positionScreenSpace;
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@@ -46,15 +46,15 @@ Fragment getFragment() {
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Fragment frag;
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if (_performShading) {
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const vec3 n = normalize(vs_normal.xyz);
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const vec3 l_pos = vec3(sun_pos); // sun.
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const vec3 l_dir = normalize(l_pos - objpos.xyz);
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const float intensity = min(max(5 * dot(n,l_dir), 0.0), 1);
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vec3 n = normalize(vs_normal.xyz);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos - objpos.xyz);
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float intensity = min(max(5 * dot(n,l_dir), 0.0), 1);
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// float shine = 0.0001;
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const vec4 specular = vec4(0.5);
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const vec4 ambient = vec4(0.0, 0.0, 0.0, transparency);
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vec4 ambient = vec4(0.0, 0.0, 0.0, transparency);
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/*
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if(intensity > 0.f){
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// halfway vector
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