Remove trail spaces
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f92ee46d86
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61 changed files with 565 additions and 565 deletions
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@ -133,7 +133,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Material mat = LoadMaterialDefault(); // Initialize material to default
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// Load PBR shader (requires several maps)
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mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
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// Get required locations points for PBR material
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@ -160,14 +160,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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// Set textures filtering for better quality
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SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
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// Enable sample usage in shader for assigned textures
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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@ -186,13 +186,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
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mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
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// Generate cubemap from panorama texture
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//--------------------------------------------------------------------------------------------------------
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Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
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// Load equirectangular to cubemap shader
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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@ -200,33 +200,33 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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UnloadTexture(panorama);
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UnloadShader(shdrCubemap);
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//--------------------------------------------------------------------------------------------------------
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// Generate irradiance map from cubemap texture
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//--------------------------------------------------------------------------------------------------------
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// Load irradiance (GI) calculation shader
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Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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UnloadShader(shdrIrradiance);
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//--------------------------------------------------------------------------------------------------------
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// Generate prefilter map from cubemap texture
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//--------------------------------------------------------------------------------------------------------
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// Load reflection prefilter calculation shader
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Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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UnloadTexture(cubemap);
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UnloadShader(shdrPrefilter);
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//--------------------------------------------------------------------------------------------------------
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// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
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//--------------------------------------------------------------------------------------------------------
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Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
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Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
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mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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@ -453,7 +453,7 @@ static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap,
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{
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
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rlClearScreenBuffers();
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rlLoadDrawCube();
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}
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