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Updated goldens.
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MeltyPlayer committed Nov 28, 2024
1 parent 7916168 commit 58ce7e9
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Showing 89 changed files with 1,231 additions and 178 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,20 @@ layout (std140, binding = 2) uniform Lights {

uniform vec3 cameraPosition;
uniform float shininess;
uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec3 vertexPosition;
in vec3 vertexNormal;
Expand Down Expand Up @@ -129,7 +142,7 @@ void main() {
vec4 mergedLightSpecularColor = vec4(0);
getMergedLightColors(vertexPosition, fragNormal, shininess, mergedLightDiffuseColor, mergedLightSpecularColor);

vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0, uv0).rgb;
vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = 1;

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Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,20 @@ layout (std140, binding = 2) uniform Lights {

uniform vec3 cameraPosition;
uniform float shininess;
uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec3 vertexPosition;
in vec3 vertexNormal;
Expand Down Expand Up @@ -129,7 +142,7 @@ void main() {
vec4 mergedLightSpecularColor = vec4(0);
getMergedLightColors(vertexPosition, fragNormal, shininess, mergedLightDiffuseColor, mergedLightSpecularColor);

vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0, uv0).rgb;
vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = 1;

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Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,20 @@ layout (std140, binding = 2) uniform Lights {

uniform vec3 cameraPosition;
uniform float shininess;
uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec3 vertexPosition;
in vec3 vertexNormal;
Expand Down Expand Up @@ -129,7 +142,7 @@ void main() {
vec4 mergedLightSpecularColor = vec4(0);
getMergedLightColors(vertexPosition, fragNormal, shininess, mergedLightDiffuseColor, mergedLightSpecularColor);

vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0, uv0).rgb;
vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = 1;

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Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

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Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

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Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

Expand Down
Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

Expand Down
Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(1,0.20000000298023224,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

Expand Down
Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(0,0.800000011920929,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(0,0.800000011920929,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

Expand Down
Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
#version 430

uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec4 vertexColor0;
in vec2 uv0;

out vec4 fragColor;

void main() {
vec3 colorComponent = vec3(2)*vec3(0,0.800000011920929,0)*vertexColor0.rgb*texture(texture0, uv0).rgb;
vec3 colorComponent = vec3(2)*vec3(0,0.800000011920929,0)*vertexColor0.rgb*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = vertexColor0.a;

Expand Down
Binary file not shown.
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,20 @@ layout (std140, binding = 2) uniform Lights {

uniform vec3 cameraPosition;
uniform float shininess;
uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec3 vertexPosition;
in vec3 vertexNormal;
Expand Down Expand Up @@ -129,7 +142,7 @@ void main() {
vec4 mergedLightSpecularColor = vec4(0);
getMergedLightColors(vertexPosition, fragNormal, shininess, mergedLightDiffuseColor, mergedLightSpecularColor);

vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0, uv0).rgb;
vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = 1;

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,20 @@ layout (std140, binding = 2) uniform Lights {

uniform vec3 cameraPosition;
uniform float shininess;
uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec3 vertexPosition;
in vec3 vertexNormal;
Expand Down Expand Up @@ -129,7 +142,7 @@ void main() {
vec4 mergedLightSpecularColor = vec4(0);
getMergedLightColors(vertexPosition, fragNormal, shininess, mergedLightDiffuseColor, mergedLightSpecularColor);

vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0, uv0).rgb;
vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = 1;

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,20 @@ layout (std140, binding = 2) uniform Lights {

uniform vec3 cameraPosition;
uniform float shininess;
uniform sampler2D texture0;

struct Texture {
sampler2D sampler;
mat4 transform3d;
};

vec2 transformUv3d(mat4 transform3d, vec2 inUv) {
vec4 rawTransformedUv = (transform3d * vec4(inUv, 0, 1));

// We need to manually divide by w for perspective correction!
return rawTransformedUv.xy / rawTransformedUv.w;
}

uniform Texture texture0;

in vec3 vertexPosition;
in vec3 vertexNormal;
Expand Down Expand Up @@ -129,7 +142,7 @@ void main() {
vec4 mergedLightSpecularColor = vec4(0);
getMergedLightColors(vertexPosition, fragNormal, shininess, mergedLightDiffuseColor, mergedLightSpecularColor);

vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0, uv0).rgb;
vec3 colorComponent = mergedLightDiffuseColor.rgb*vec3(2)*texture(texture0.sampler, transformUv3d(texture0.transform3d, uv0)).rgb;

float alphaComponent = 1;

Expand Down
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