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authorLLLL Colonq <llll@colonq>2025-04-09 03:13:42 -0400
committerLLLL Colonq <llll@colonq>2025-04-09 03:13:42 -0400
commit32ff6ce2d75e898cd350172916751ec13226d5f8 (patch)
treeb0bb588e91b7f9fb0092642ae4c01588eeaefa0e /src/assets
parent7b3157308a0359320f5d098acfa80c6f3bff5a54 (diff)
Reorganize into workspace
Diffstat (limited to 'src/assets')
-rw-r--r--src/assets/fonts/font1.pngbin1508 -> 0 bytes
-rw-r--r--src/assets/fonts/font2.pngbin1883 -> 0 bytes
-rw-r--r--src/assets/fonts/simple.pngbin1042 -> 0 bytes
-rw-r--r--src/assets/shaders/bitmap/frag.glsl17
-rw-r--r--src/assets/shaders/bitmap/vert.glsl17
-rw-r--r--src/assets/shaders/common/frag.glsl159
-rw-r--r--src/assets/shaders/common/vert.glsl30
-rw-r--r--src/assets/shaders/scale/frag.glsl12
-rw-r--r--src/assets/shaders/scale/vert.glsl22
-rw-r--r--src/assets/shaders/scene/frag.glsl11
-rw-r--r--src/assets/shaders/scene/vert.glsl18
-rw-r--r--src/assets/shaders/test/frag.glsl23
-rw-r--r--src/assets/shaders/test/vert.glsl4
-rw-r--r--src/assets/shaders/tiled/frag.glsl12
-rw-r--r--src/assets/shaders/tiled/vert.glsl14
-rw-r--r--src/assets/shaders/truetype/frag.glsl16
-rw-r--r--src/assets/shaders/truetype/vert.glsl17
17 files changed, 0 insertions, 372 deletions
diff --git a/src/assets/fonts/font1.png b/src/assets/fonts/font1.png
deleted file mode 100644
index ec06424..0000000
--- a/src/assets/fonts/font1.png
+++ /dev/null
Binary files differ
diff --git a/src/assets/fonts/font2.png b/src/assets/fonts/font2.png
deleted file mode 100644
index 8435cad..0000000
--- a/src/assets/fonts/font2.png
+++ /dev/null
Binary files differ
diff --git a/src/assets/fonts/simple.png b/src/assets/fonts/simple.png
deleted file mode 100644
index 7b1d2a3..0000000
--- a/src/assets/fonts/simple.png
+++ /dev/null
Binary files differ
diff --git a/src/assets/shaders/bitmap/frag.glsl b/src/assets/shaders/bitmap/frag.glsl
deleted file mode 100644
index 7df9a5c..0000000
--- a/src/assets/shaders/bitmap/frag.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 300 es
-precision highp float;
-
-uniform sampler2D texture_data;
-
-in vec2 vertex_texcoord;
-in vec3 vertex_color;
-out vec4 frag_color;
-
-void main() {
- vec4 texel = texture(texture_data, vertex_texcoord);
- if (texel.rgb == vec3(0.0, 0.0, 0.0)) discard;
- texel.r = vertex_color.r;
- texel.g = vertex_color.g;
- texel.b = vertex_color.b;
- frag_color = texel;
-}
diff --git a/src/assets/shaders/bitmap/vert.glsl b/src/assets/shaders/bitmap/vert.glsl
deleted file mode 100644
index 192d4b0..0000000
--- a/src/assets/shaders/bitmap/vert.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 300 es
-precision highp float;
-
-in vec2 vertex;
-in vec2 texcoord;
-in vec3 color;
-
-uniform mat4 transform;
-
-out vec2 vertex_texcoord;
-out vec3 vertex_color;
-
-void main() {
- vertex_texcoord = texcoord;
- vertex_color = color;
- gl_Position = transform * vec4(vertex, 0.0, 1.0);
-}
diff --git a/src/assets/shaders/common/frag.glsl b/src/assets/shaders/common/frag.glsl
deleted file mode 100644
index 26d63fa..0000000
--- a/src/assets/shaders/common/frag.glsl
+++ /dev/null
@@ -1,159 +0,0 @@
-#version 300 es
-precision highp float;
-
-uniform vec3 camera_pos;
-uniform float time;
-
-uniform vec3 light_ambient_color;
-uniform vec3 light_dir;
-uniform vec3 light_dir_color;
-uniform int light_count;
-uniform vec3 light_pos[5];
-uniform vec3 light_color[5];
-uniform vec2 light_attenuation[5];
-uniform highp sampler2DShadow light_shadowbuffer_dir;
-uniform samplerCube light_shadowbuffer_point[5];
-
-uniform int has_point_shadows;
-
-in vec2 vertex_texcoord;
-in vec3 vertex_normal;
-in vec3 vertex_fragpos;
-in vec4 vertex_fragpos_shadow_dir;
-in vec3 vertex_view_vector;
-
-out vec4 frag_color;
-
-mat3 compute_tbn() {
- vec3 p = -vertex_view_vector;
- vec3 normal = normalize(vertex_normal);
- vec3 dpx = dFdx(p);
- vec3 dpy = dFdy(p);
- vec2 duvx = dFdx(vertex_texcoord);
- vec2 duvy = dFdy(vertex_texcoord);
- vec3 dpyperp = cross(dpy, normal);
- vec3 dpxperp = cross(normal, dpx);
- vec3 tangent = dpyperp * duvx.x + dpxperp * duvy.x;
- vec3 bitangent = dpyperp * duvx.y + dpxperp * duvy.y;
- float invmax = inversesqrt(max(dot(bitangent, bitangent), dot(bitangent, bitangent)));
- return mat3(-tangent * invmax, -bitangent * invmax, normal);
-}
-
-vec4 normal_as_color(vec3 n) {
- float r = (128.0 + 127.0 * n.r) / 255.0;
- float g = (128.0 + 127.0 * n.g) / 255.0;
- float b = (128.0 + 127.0 * n.b) / 255.0;
- return vec4(r, g, b, 1.0);
-}
-
-vec3 dir_light(vec3 normal) {
- return max(dot(normal, -normalize(light_dir)), 0.0) * light_dir_color;
-}
-
-float dir_shadow(vec3 normal) {
- vec3 proj = vertex_fragpos_shadow_dir.xyz / vertex_fragpos_shadow_dir.w;
- float bias = 0.002;
- // float current_depth = proj.z;
- // float bias = max(0.05 * (1.0 - dot(normal, -normalize(light_dir))), 0.005);
- proj.z -= bias;
- proj *= 0.5; proj += 0.5;
- if (proj.z > 1.0) return 0.0;
- return 1.0 - texture(light_shadowbuffer_dir, proj.xyz);
-}
-
-float point_shadow(vec3 normal, vec3 shadow_vector, float closest_depth) {
- closest_depth *= 25.0;
- float current_depth = length(shadow_vector);
- float bias = max(0.1 * (1.0 - dot(normal, normalize(shadow_vector))), 0.005);
- bias = min(bias + current_depth * 0.01, 0.2);
- float shadow = current_depth - bias > closest_depth ? 1.0 : 0.0;
- return shadow;
-}
-
-vec3 point_light(vec3 normal, const int idx) {
- vec3 pos = light_pos[idx];
- vec3 color = light_color[idx];
- float linear = light_attenuation[idx].x;
- float quadratic = light_attenuation[idx].y;
- vec3 light_vector = pos - vertex_fragpos;
- float distance = length(light_vector);
- float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic);
-
- float directional = max(dot(normal.xyz, normalize(light_vector)), 0.0);
- vec3 directional_light = color * directional;
-
- vec3 view_dir = normalize(camera_pos - vertex_fragpos);
- vec3 reflect_dir = reflect(-normalize(light_vector), normalize(normal.xyz));
- float specular = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0);
- vec3 specular_light = 0.5 * specular * color;
- // return (directional_light + specular_light) * attenuation;
- return directional_light * attenuation;
-}
-
-vec3 point_light_billboard(const int idx) {
- vec3 pos = light_pos[idx];
- vec3 color = light_color[idx];
- float linear = light_attenuation[idx].x;
- float quadratic = light_attenuation[idx].y;
- vec3 light_vector = pos - vertex_fragpos;
- float distance = length(light_vector);
- float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic);
-
- return color * attenuation;
-}
-
-vec3 compute_lighting(vec3 normal) {
- vec3 ambient_light = light_ambient_color;
-
- vec3 from_dir = dir_light(normal) * (1.0 - dir_shadow(normal));
-
- vec3 shadow_vector[5];
- for (int i = 0; i < light_count; ++i) {
- shadow_vector[i] = vertex_fragpos - light_pos[i];
- shadow_vector[i].x *= -1.0;
- }
-
- // cannot only index array of samplers with a constant, hence the weird setup
- #define SAMPLE_SHADOW(n) n < light_count ? texture(light_shadowbuffer_point[n], shadow_vector[n]).r : 1.0
- float shadow_depth[5];
- shadow_depth[0] = SAMPLE_SHADOW(0);
- shadow_depth[1] = SAMPLE_SHADOW(1);
- shadow_depth[2] = SAMPLE_SHADOW(2);
- shadow_depth[3] = SAMPLE_SHADOW(3);
- shadow_depth[4] = SAMPLE_SHADOW(4);
-
- vec3 from_points = vec3(0.0, 0.0, 0.0);
- for (int i = 0; i < light_count; ++i) {
- from_points += has_point_shadows != 0
- ? point_light(normal, i) * (1.0 - point_shadow(normal, shadow_vector[i], shadow_depth[i]))
- : point_light(normal, i);
- }
-
- return (ambient_light + from_dir + from_points);
-}
-
-vec3 compute_lighting_noshadow(vec3 normal) {
- vec3 ambient_light = light_ambient_color;
-
- vec3 from_dir = dir_light(normal);
-
- vec3 from_points = vec3(0.0, 0.0, 0.0);
- for (int i = 0; i < light_count; ++i) {
- from_points += point_light(normal, i);
- }
-
- return (ambient_light + from_dir + from_points);
-}
-
-vec3 compute_lighting_billboard(vec3 normal) {
- vec3 ambient_light = light_ambient_color;
-
- vec3 from_dir = light_dir_color / 2.0;
-
- vec3 from_points = vec3(0.0, 0.0, 0.0);
- for (int i = 0; i < light_count; ++i) {
- from_points += point_light_billboard(i);
- }
-
- return (ambient_light + from_dir + from_points);
-}
diff --git a/src/assets/shaders/common/vert.glsl b/src/assets/shaders/common/vert.glsl
deleted file mode 100644
index b8e11c5..0000000
--- a/src/assets/shaders/common/vert.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 300 es
-precision highp float;
-
-in vec3 vertex;
-in vec3 normal;
-in vec2 texcoord;
-
-uniform mat4 view;
-uniform mat4 position;
-uniform mat4 projection;
-uniform mat4 normal_matrix;
-uniform mat4 lightspace_matrix;
-uniform vec3 camera_pos;
-
-out vec2 vertex_texcoord;
-out vec3 vertex_normal;
-out vec3 vertex_fragpos;
-out vec4 vertex_fragpos_shadow_dir;
-out vec3 vertex_view_vector;
-
-void default_main()
-{
- vertex_texcoord = texcoord;
- vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz;
- vec3 pos = (position * vec4(vertex, 1.0)).xyz;
- vertex_fragpos = pos;
- vertex_fragpos_shadow_dir = lightspace_matrix * vec4(pos, 1.0);
- vertex_view_vector = camera_pos - pos;
- gl_Position = projection * view * vec4(pos, 1.0);
-}
diff --git a/src/assets/shaders/scale/frag.glsl b/src/assets/shaders/scale/frag.glsl
deleted file mode 100644
index 5fce547..0000000
--- a/src/assets/shaders/scale/frag.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 300 es
-precision highp float;
-
-uniform sampler2D texture_data;
-
-in vec2 vertex_texcoord;
-out vec4 frag_color;
-
-void main() {
- vec4 texel = texture(texture_data, vertex_texcoord);
- frag_color = texel;
-}
diff --git a/src/assets/shaders/scale/vert.glsl b/src/assets/shaders/scale/vert.glsl
deleted file mode 100644
index e05bbb6..0000000
--- a/src/assets/shaders/scale/vert.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 300 es
-precision highp float;
-
-out vec2 vertex_texcoord;
-
-void main() {
- const vec2 positions[4] = vec2[](
- vec2(-1, -1),
- vec2(+1, -1),
- vec2(-1, +1),
- vec2(+1, +1)
- );
- const vec2 coords[4] = vec2[](
- vec2(0, 0),
- vec2(1, 0),
- vec2(0, 1),
- vec2(1, 1)
- );
-
- vertex_texcoord = coords[gl_VertexID];
- gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
-}
diff --git a/src/assets/shaders/scene/frag.glsl b/src/assets/shaders/scene/frag.glsl
deleted file mode 100644
index 81e08b9..0000000
--- a/src/assets/shaders/scene/frag.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture_data;
-
-void main()
-{
- vec4 texel = texture(texture_data, vertex_texcoord);
- if (texel.a != 1.0) {
- discard;
- }
-
- frag_color = vec4(texel.rgb, texel.a);
-}
diff --git a/src/assets/shaders/scene/vert.glsl b/src/assets/shaders/scene/vert.glsl
deleted file mode 100644
index 64f400c..0000000
--- a/src/assets/shaders/scene/vert.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-in vec4 joint;
-in vec4 weight;
-
-uniform mat4 joint_matrices[128];
-
-void main()
-{
- vertex_texcoord = texcoord;
- vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz;
- mat4 skin
- = weight.x * joint_matrices[int(joint.x)]
- + weight.y * joint_matrices[int(joint.y)]
- + weight.z * joint_matrices[int(joint.z)]
- + weight.w * joint_matrices[int(joint.w)];
- vec3 pos = (position * skin * vec4(vertex, 1.0)).xyz;
- vertex_view_vector = camera_pos - pos;
- gl_Position = projection * view * vec4(pos, 1.0);
-}
diff --git a/src/assets/shaders/test/frag.glsl b/src/assets/shaders/test/frag.glsl
deleted file mode 100644
index a52aa15..0000000
--- a/src/assets/shaders/test/frag.glsl
+++ /dev/null
@@ -1,23 +0,0 @@
-// uniform int has_normal_map;
-// uniform sampler2D normal_map;
-
-uniform sampler2D texture_data;
-
-void main()
-{
- vec2 inverted_texcoord = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y);
- vec4 texel = texture(texture_data, inverted_texcoord);
- if (texel.a != 1.0) {
- discard;
- }
-
- // mat3 tbn = compute_tbn();
- // vec3 normal = has_normal_map != 0
- // ? normalize(tbn * (texture(normal_map, inverted_texcoord).xyz * 2.0 - 1.0))
- // : normalize(vertex_normal);
- vec3 normal = normalize(vertex_normal);
-
- vec3 lighting = compute_lighting_noshadow(normal);
-
- frag_color = vec4(texel.rgb * lighting, texel.a);
-}
diff --git a/src/assets/shaders/test/vert.glsl b/src/assets/shaders/test/vert.glsl
deleted file mode 100644
index e324f7e..0000000
--- a/src/assets/shaders/test/vert.glsl
+++ /dev/null
@@ -1,4 +0,0 @@
-void main()
-{
- default_main();
-} \ No newline at end of file
diff --git a/src/assets/shaders/tiled/frag.glsl b/src/assets/shaders/tiled/frag.glsl
deleted file mode 100644
index 5fce547..0000000
--- a/src/assets/shaders/tiled/frag.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 300 es
-precision highp float;
-
-uniform sampler2D texture_data;
-
-in vec2 vertex_texcoord;
-out vec4 frag_color;
-
-void main() {
- vec4 texel = texture(texture_data, vertex_texcoord);
- frag_color = texel;
-}
diff --git a/src/assets/shaders/tiled/vert.glsl b/src/assets/shaders/tiled/vert.glsl
deleted file mode 100644
index 4ff9865..0000000
--- a/src/assets/shaders/tiled/vert.glsl
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 300 es
-precision highp float;
-
-in vec2 vertex;
-in vec2 texcoord;
-
-uniform mat4 transform;
-
-out vec2 vertex_texcoord;
-
-void main() {
- vertex_texcoord = texcoord;
- gl_Position = transform * vec4(vertex, 0.0, 1.0);
-}
diff --git a/src/assets/shaders/truetype/frag.glsl b/src/assets/shaders/truetype/frag.glsl
deleted file mode 100644
index 3f62e01..0000000
--- a/src/assets/shaders/truetype/frag.glsl
+++ /dev/null
@@ -1,16 +0,0 @@
-#version 300 es
-precision highp float;
-
-uniform sampler2D texture_data;
-
-in vec2 vertex_texcoord;
-in vec3 vertex_color;
-out vec4 frag_color;
-
-void main()
-{
- float val = texture(texture_data, vertex_texcoord).r;
- if (val == 0.0) discard;
- vec4 texel = vec4(vertex_color, val);
- frag_color = texel;
-}
diff --git a/src/assets/shaders/truetype/vert.glsl b/src/assets/shaders/truetype/vert.glsl
deleted file mode 100644
index 192d4b0..0000000
--- a/src/assets/shaders/truetype/vert.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 300 es
-precision highp float;
-
-in vec2 vertex;
-in vec2 texcoord;
-in vec3 color;
-
-uniform mat4 transform;
-
-out vec2 vertex_texcoord;
-out vec3 vertex_color;
-
-void main() {
- vertex_texcoord = texcoord;
- vertex_color = color;
- gl_Position = transform * vec4(vertex, 0.0, 1.0);
-}