std140 implementation
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@@ -7,19 +7,45 @@
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//------------[ Uniforms ]------------//
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#ifdef TEXTURE
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layout (location = 3) uniform sampler2D tex;
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layout (binding = 0) uniform sampler2D tex;
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#endif
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#ifdef LIGHTING
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layout (location = 5) uniform vec3 view_pos;
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layout (location = 6) uniform vec3 point_light_direction;
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layout (location = 7) uniform vec3 point_light_color;
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layout (location = 8) uniform vec3 ambient_light_color;
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layout (location = 9) uniform vec3 ambient_filter;
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layout (location = 10) uniform vec3 diffuse_filter;
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layout (location = 11) uniform vec3 specular_filter;
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layout (location = 12) uniform float shininess;
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// layout (location = 5) uniform vec3 view_pos;
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// layout (location = 6) uniform vec3 point_light_direction;
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// layout (location = 7) uniform vec3 point_light_color;
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// layout (location = 8) uniform vec3 ambient_light_color;
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// layout (location = 9) uniform vec3 ambient_filter;
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// layout (location = 10) uniform vec3 diffuse_filter;
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// layout (location = 11) uniform vec3 specular_filter;
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// layout (location = 12) uniform float shininess;
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#endif
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layout (std140, binding = 0) uniform Material
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{
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uniform vec3 ambient_filter;
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uniform vec3 diffuse_filter;
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uniform vec3 specular_filter;
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uniform float shininess;
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uniform float alpha;
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};
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layout (std140, binding = 1) uniform Lighting
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{
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layout (location = 1) uniform mat4 model_matrix;
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layout (location = 5) uniform vec3 view_pos;
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layout (location = 6) uniform vec3 point_light_direction;
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layout (location = 7) uniform vec3 point_light_color;
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layout (location = 8) uniform vec3 ambient_light_color;
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};
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uniform sampler2D ambient_color_texture;
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uniform sampler2D diffuse_color_texture;
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uniform sampler2D specular_color_texture;
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uniform sampler2D shininess_texture;
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uniform sampler2D alpha_texture;
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uniform sampler2D bump_texture;
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//------------[ Inputs ]------------//
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layout (location = 0) in vec4 frag_color;
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@@ -13,9 +13,11 @@
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//------------[ Uniforms ]------------//
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layout (location = 0) uniform mat4 mvp_matrix;
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#ifdef LIGHTING
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layout (location = 1) uniform mat4 model_matrix;
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//layout (location = 1) uniform mat4 model_matrix;
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#endif
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// Can be replaced by material ambient filter, right?!?
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#ifdef U_RGBA
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layout (location = 4) uniform vec4 color;
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#endif
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@@ -16,15 +16,20 @@ layout (location = 0) uniform mat4 mvp_matrix;
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#ifdef LIGHTING
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layout (location = 1) uniform mat4 model_matrix;
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#endif
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layout (location = 2) uniform float point_size;
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#ifdef U_RGBA
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layout (location = 4) uniform vec4 color;
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#endif
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#ifdef LIGHTING
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layout (location = 5) uniform vec3 view_pos;
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layout (location = 6) uniform vec3 point_light_direction;
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layout (location = 7) uniform vec3 point_light_color;
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layout (location = 8) uniform vec3 ambient_light_color;
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layout (location = 9) uniform vec3 ambient_filter;
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layout (location = 10) uniform vec3 diffuse_filter;
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layout (location = 11) uniform vec3 specular_filter;
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@@ -14,13 +14,17 @@
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//------------[ Uniforms ]------------//
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layout (location = 0) uniform mat4 mvp_matrix;
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layout (location = 1) uniform float point_size;
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#ifdef U_RGBA
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layout (location = 2) uniform vec4 color;
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#endif
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#ifdef LIGHTING
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layout (location = 3) uniform mat4 model_matrix;
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layout (location = 4) uniform vec3 camera_position;
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#endif
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#ifdef RAINBOW
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layout (location = 5) uniform float rainbow_offset_y;
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layout (location = 6) uniform float rainbow_scale_y;
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