Internal linkage for deferred renderer shaders code
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25affcc29a
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1 changed files with 8 additions and 9 deletions
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@ -13,7 +13,7 @@
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namespace psemek::gfx
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namespace psemek::gfx
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{
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{
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char const g_buffer_pass_common[] =
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static char const g_buffer_pass_common[] =
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R"(#version 330
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R"(#version 330
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const uint O_UNIFORM_COLOR = 1u << 0;
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const uint O_UNIFORM_COLOR = 1u << 0;
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@ -28,7 +28,7 @@ const uint O_INSTANCED = 1u << 7;
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uniform uint u_flag_mask;
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uniform uint u_flag_mask;
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)";
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)";
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char const g_buffer_pass_vs[] =
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static char const g_buffer_pass_vs[] =
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R"(
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R"(
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uniform mat4 u_camera_transform;
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uniform mat4 u_camera_transform;
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@ -80,7 +80,7 @@ void main()
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}
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}
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)";
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)";
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char const g_buffer_pass_fs[] =
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static char const g_buffer_pass_fs[] =
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R"(
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R"(
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uniform vec4 u_color;
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uniform vec4 u_color;
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@ -124,7 +124,7 @@ void main()
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}
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}
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)";
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)";
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char const fullscreen_vs[] =
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static char const fullscreen_vs[] =
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R"(#version 330
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R"(#version 330
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const vec4 vertices[6] = vec4[6](
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const vec4 vertices[6] = vec4[6](
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@ -147,7 +147,7 @@ void main()
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}
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}
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)";
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)";
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char const screen_vs[] =
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static char const screen_vs[] =
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R"(#version 330
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R"(#version 330
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layout (location = 0) in vec2 in_position;
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layout (location = 0) in vec2 in_position;
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@ -162,7 +162,7 @@ void main()
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}
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}
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)";
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)";
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char const ambient_pass_fs[] =
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static char const ambient_pass_fs[] =
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R"(#version 330
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R"(#version 330
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uniform sampler2D u_g0;
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uniform sampler2D u_g0;
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@ -193,7 +193,7 @@ void main()
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}
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}
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)";
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)";
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char const directional_light_pass_fs[] =
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static char const directional_light_pass_fs[] =
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R"(#version 330
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R"(#version 330
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uniform sampler2D u_g0;
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uniform sampler2D u_g0;
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@ -233,7 +233,7 @@ void main()
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}
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}
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)";
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)";
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char const point_light_pass_fs[] =
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static char const point_light_pass_fs[] =
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R"(#version 330
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R"(#version 330
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uniform sampler2D u_g0;
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uniform sampler2D u_g0;
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@ -279,7 +279,6 @@ void main()
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}
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}
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)";
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)";
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static std::size_t bbox_to_screen_fan(geom::matrix<float, 4, 4> const & camera_transform, geom::box<float, 3> const & b, geom::point<float, 2> * result)
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static std::size_t bbox_to_screen_fan(geom::matrix<float, 4, 4> const & camera_transform, geom::box<float, 3> const & b, geom::point<float, 2> * result)
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{
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{
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geom::point<float, 2> bbox_corners_screen[8];
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geom::point<float, 2> bbox_corners_screen[8];
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