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Merge pull request #2551 from julien-moreau/master

Fixing materials library
David Catuhe преди 8 години
родител
ревизия
980e0d12e3

+ 3 - 0
materialsLibrary/src/cell/cell.fragment.fx

@@ -15,6 +15,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 

+ 3 - 0
materialsLibrary/src/fur/fur.fragment.fx

@@ -18,6 +18,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 

+ 3 - 1
materialsLibrary/src/gradient/gradient.fragment.fx

@@ -21,8 +21,10 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
-// Lights
+// Helper functions
+#include<helperFunctions>
 
+// Lights
 #include<__decl__lightFragment>[0]
 #include<__decl__lightFragment>[1]
 #include<__decl__lightFragment>[2]

+ 3 - 0
materialsLibrary/src/lava/lava.fragment.fx

@@ -26,6 +26,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0]
 #include<__decl__lightFragment>[1]

+ 3 - 14
materialsLibrary/src/legacyPBR/legacyPbr.fragment.fx

@@ -29,6 +29,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 
@@ -126,20 +129,6 @@ varying vec3 vDirectionW;
 
 #include<legacyPbrLightFunctions>
 
-mat3 transposeMat3(mat3 inMatrix) {
-	vec3 i0 = inMatrix[0];
-	vec3 i1 = inMatrix[1];
-	vec3 i2 = inMatrix[2];
-
-	mat3 outMatrix = mat3(
-		vec3(i0.x, i1.x, i2.x),
-		vec3(i0.y, i1.y, i2.y),
-		vec3(i0.z, i1.z, i2.z)
-		);
-
-	return outMatrix;
-}
-
 #include<bumpFragmentFunctions>
 #include<clipPlaneFragmentDeclaration>
 #include<logDepthDeclaration>

+ 0 - 15
materialsLibrary/src/legacyPBR/legacyPbrFunctions.fx

@@ -12,11 +12,6 @@ float Square(float value)
     return value * value;
 }
 
-float getLuminance(vec3 color)
-{
-    return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);
-}
-
 float convertRoughnessToAverageSlope(float roughness)
 {
     // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues
@@ -140,16 +135,6 @@ float computeDefaultMicroSurface(float microSurface, vec3 reflectivityColor)
     return microSurface;
 }
 
-vec3 toLinearSpace(vec3 color)
-{
-    return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));
-}
-
-vec3 toGammaSpace(vec3 color)
-{
-    return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));
-}
-
 #ifdef CAMERATONEMAP
     vec3 toneMaps(vec3 color)
     {

+ 3 - 0
materialsLibrary/src/normal/normal.fragment.fx

@@ -15,6 +15,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0]
 #include<__decl__lightFragment>[1]

+ 3 - 0
materialsLibrary/src/shadowOnly/shadowOnly.fragment.fx

@@ -10,6 +10,9 @@ varying vec3 vPositionW;
 varying vec3 vNormalW;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 

+ 3 - 1
materialsLibrary/src/simple/simple.fragment.fx

@@ -15,10 +15,12 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 
-
 #include<lightsFragmentFunctions>
 #include<shadowsFragmentFunctions>
 

+ 3 - 0
materialsLibrary/src/terrain/terrain.fragment.fx

@@ -19,6 +19,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 

+ 3 - 0
materialsLibrary/src/triPlanar/triplanar.fragment.fx

@@ -15,6 +15,9 @@ varying vec3 vPositionW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]
 

+ 3 - 0
materialsLibrary/src/water/water.fragment.fx

@@ -23,6 +23,9 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
+// Helper functions
+#include<helperFunctions>
+
 // Lights
 #include<__decl__lightFragment>[0..maxSimultaneousLights]