shader stuff
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;;;; wh-engine/render/shader.lisp
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;;;; Lisp class for holding & handling shaders.
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;; (in-package wh-engine/render)
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(in-package wh-engine/render)
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(defun replace-xref-vars (forms vars replace-fun)
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(loop for elt on forms
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;;;; basic-shader.lisp (Lisp shader code)
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#|
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(define-shader basic-shader
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(:version 330)
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(:vertex-shader
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:in ((vert-pos :type :vec3 :location 0)
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(vert-uv :type :vec2 :location 1))
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:out ((uv :type :vec2))
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:uniform ((model :type :mat4)
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(view :type :mat4)
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(proj :type :mat4))
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:main ((setf *position* (* proj view model (vec4 vert-pos 1.0)))
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(setf uv vert-uv)))
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(:fragment-shader
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:in ((uv :type :vec2))
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:out ((*frag-colour* :type :vec4))
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:uniform ((main-tex :type :sampler-2d)
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(colour :type :vec4))
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:main ((setf *frag-colour* (* (sample-texture main-tex uv) colour)))))
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|#
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(in-package wh-engine/render)
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(define-shader basic-shader
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(:in ((vert-pos :type :vec3 :location 0)
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:version 330
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:vert ((setf *position* (* proj view model (vec4 vert-pos 1.0))))
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:frag ((setf *frag-colour* (* (sample-texture main-tex vert-uv) colour))))
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(define-shader render-target-blit-shader
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(:in ((vert-pos :type :vec2 :location 0))
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:out ((*frag-colour* :type :vec4)
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(*frag-depth* :type :float))
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:uniform ((main-tex :type :sampler-2d)
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(depth-tex :type :depth-sampler-2d)))
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:version 330
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:vert ((setf *position* (vec4 vert-pos 0.0 1.0)))
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:frag ((setf *frag-colour* (sample-texture main-tex vert-pos)
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*frag-depth* (sample-texture depth-tex vert-pos))))
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