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Set up tests for BW2 .modl and .out files.
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...Formats/Modl/Modl Tests/goldens/modl/battalion_wars_2/TVET/output/material0.fragment.glsl
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# version 400 | ||
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struct Light { | ||
bool enabled; | ||
vec3 position; | ||
vec3 normal; | ||
vec4 color; | ||
}; | ||
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uniform Light lights[8]; | ||
uniform vec3 ambientLightColor; | ||
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uniform sampler2D diffuseTexture; | ||
uniform float useLighting; | ||
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out vec4 fragColor; | ||
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in vec4 vertexColor0; | ||
in vec3 vertexNormal; | ||
in vec2 uv0; | ||
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vec3 getDiffuseLightColor(Light light, vec3 vertexNormal) { | ||
vec3 diffuseLightNormal = normalize(light.normal); | ||
float diffuseLightAmount = max(-dot(vertexNormal, diffuseLightNormal), 0); | ||
float lightAmount = min(diffuseLightAmount, 1); | ||
return lightAmount * light.color.rgb; | ||
} | ||
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vec3 getMergedDiffuseLightColor(vec3 vertexNormal) { | ||
int enabledLightCount; | ||
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vec3 mergedLightColor; | ||
for (int i = 0; i < 8; ++i) { | ||
if (lights[i].enabled) { | ||
enabledLightCount++; | ||
mergedLightColor += getDiffuseLightColor(lights[i], vertexNormal); | ||
} | ||
} | ||
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return enabledLightCount == 0 ? vec3(1) : mergedLightColor / enabledLightCount; | ||
} | ||
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vec3 applyLightingColor(vec3 diffuseColor, vec3 vertexNormal) { | ||
vec3 mergedDiffuseLightColor = getMergedDiffuseLightColor(vertexNormal); | ||
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vec3 mergedLightColor = min(ambientLightColor + mergedDiffuseLightColor, 1); | ||
return diffuseColor * mergedLightColor; | ||
} | ||
|
||
void main() { | ||
vec4 diffuseColor = texture(diffuseTexture, uv0); | ||
|
||
fragColor = diffuseColor * vertexColor0; | ||
fragColor.rgb = | ||
mix(fragColor.rgb, applyLightingColor(fragColor.rgb, vertexNormal), useLighting); | ||
|
||
if (fragColor.a < .95) { | ||
discard; | ||
} | ||
} |
35 changes: 35 additions & 0 deletions
35
...y/Formats/Modl/Modl Tests/goldens/modl/battalion_wars_2/TVET/output/material0.vertex.glsl
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|
||
# version 330 | ||
|
||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
|
||
layout(location = 0) in vec3 in_Position; | ||
layout(location = 1) in vec3 in_Normal; | ||
layout(location = 2) in vec4 in_Tangent; | ||
layout(location = 3) in vec2 in_Uvs[4]; | ||
layout(location = 7) in vec4 in_Colors[2]; | ||
|
||
out vec3 vertexNormal; | ||
out vec3 tangent; | ||
out vec3 binormal; | ||
out vec2 normalUv; | ||
out vec2 uv0; | ||
out vec2 uv1; | ||
out vec2 uv2; | ||
out vec2 uv3; | ||
out vec4 vertexColor0; | ||
out vec4 vertexColor1; | ||
void main() { | ||
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_Position, 1); | ||
vertexNormal = normalize(modelViewMatrix * vec4(in_Normal, 0)).xyz; | ||
tangent = normalize(modelViewMatrix * vec4(in_Tangent)).xyz; | ||
binormal = cross(vertexNormal, tangent); | ||
normalUv = normalize(projectionMatrix * modelViewMatrix * vec4(in_Normal, 0)).xy; | ||
uv0 = in_Uvs[0]; | ||
uv1 = in_Uvs[1]; | ||
uv2 = in_Uvs[2]; | ||
uv3 = in_Uvs[3]; | ||
vertexColor0 = in_Colors[0]; | ||
vertexColor1 = in_Colors[1]; | ||
} |
60 changes: 60 additions & 0 deletions
60
...Formats/Modl/Modl Tests/goldens/modl/battalion_wars_2/TVET/output/material1.fragment.glsl
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# version 400 | ||
|
||
struct Light { | ||
bool enabled; | ||
vec3 position; | ||
vec3 normal; | ||
vec4 color; | ||
}; | ||
|
||
uniform Light lights[8]; | ||
uniform vec3 ambientLightColor; | ||
|
||
uniform sampler2D diffuseTexture; | ||
uniform float useLighting; | ||
|
||
out vec4 fragColor; | ||
|
||
in vec4 vertexColor0; | ||
in vec3 vertexNormal; | ||
in vec2 uv0; | ||
|
||
vec3 getDiffuseLightColor(Light light, vec3 vertexNormal) { | ||
vec3 diffuseLightNormal = normalize(light.normal); | ||
float diffuseLightAmount = max(-dot(vertexNormal, diffuseLightNormal), 0); | ||
float lightAmount = min(diffuseLightAmount, 1); | ||
return lightAmount * light.color.rgb; | ||
} | ||
|
||
vec3 getMergedDiffuseLightColor(vec3 vertexNormal) { | ||
int enabledLightCount; | ||
|
||
vec3 mergedLightColor; | ||
for (int i = 0; i < 8; ++i) { | ||
if (lights[i].enabled) { | ||
enabledLightCount++; | ||
mergedLightColor += getDiffuseLightColor(lights[i], vertexNormal); | ||
} | ||
} | ||
|
||
return enabledLightCount == 0 ? vec3(1) : mergedLightColor / enabledLightCount; | ||
} | ||
|
||
vec3 applyLightingColor(vec3 diffuseColor, vec3 vertexNormal) { | ||
vec3 mergedDiffuseLightColor = getMergedDiffuseLightColor(vertexNormal); | ||
|
||
vec3 mergedLightColor = min(ambientLightColor + mergedDiffuseLightColor, 1); | ||
return diffuseColor * mergedLightColor; | ||
} | ||
|
||
void main() { | ||
vec4 diffuseColor = texture(diffuseTexture, uv0); | ||
|
||
fragColor = diffuseColor * vertexColor0; | ||
fragColor.rgb = | ||
mix(fragColor.rgb, applyLightingColor(fragColor.rgb, vertexNormal), useLighting); | ||
|
||
if (fragColor.a < .95) { | ||
discard; | ||
} | ||
} |
35 changes: 35 additions & 0 deletions
35
...y/Formats/Modl/Modl Tests/goldens/modl/battalion_wars_2/TVET/output/material1.vertex.glsl
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Original file line number | Diff line number | Diff line change |
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|
||
# version 330 | ||
|
||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
|
||
layout(location = 0) in vec3 in_Position; | ||
layout(location = 1) in vec3 in_Normal; | ||
layout(location = 2) in vec4 in_Tangent; | ||
layout(location = 3) in vec2 in_Uvs[4]; | ||
layout(location = 7) in vec4 in_Colors[2]; | ||
|
||
out vec3 vertexNormal; | ||
out vec3 tangent; | ||
out vec3 binormal; | ||
out vec2 normalUv; | ||
out vec2 uv0; | ||
out vec2 uv1; | ||
out vec2 uv2; | ||
out vec2 uv3; | ||
out vec4 vertexColor0; | ||
out vec4 vertexColor1; | ||
void main() { | ||
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_Position, 1); | ||
vertexNormal = normalize(modelViewMatrix * vec4(in_Normal, 0)).xyz; | ||
tangent = normalize(modelViewMatrix * vec4(in_Tangent)).xyz; | ||
binormal = cross(vertexNormal, tangent); | ||
normalUv = normalize(projectionMatrix * modelViewMatrix * vec4(in_Normal, 0)).xy; | ||
uv0 = in_Uvs[0]; | ||
uv1 = in_Uvs[1]; | ||
uv2 = in_Uvs[2]; | ||
uv3 = in_Uvs[3]; | ||
vertexColor0 = in_Colors[0]; | ||
vertexColor1 = in_Colors[1]; | ||
} |
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...ats/Modl/Modl Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud.png
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18 changes: 18 additions & 0 deletions
18
...Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttboringmud.fragment.glsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,18 @@ | ||
# version 400 | ||
|
||
uniform sampler2D texture0; | ||
uniform sampler2D texture1; | ||
|
||
in vec4 vertexColor0; | ||
in vec2 uv0; | ||
in vec2 uv1; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec3 colorComponent = vertexColor0.rgb*(texture(texture0, uv0).rgb*vec3(1 + -1*vertexColor0.a) + texture(texture1, uv1).rgb*vec3(vertexColor0.a)); | ||
|
||
float alphaComponent = 1; | ||
|
||
fragColor = vec4(colorComponent, alphaComponent); | ||
} |
35 changes: 35 additions & 0 deletions
35
...l Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttboringmud.vertex.glsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,35 @@ | ||
|
||
# version 330 | ||
|
||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
|
||
layout(location = 0) in vec3 in_Position; | ||
layout(location = 1) in vec3 in_Normal; | ||
layout(location = 2) in vec4 in_Tangent; | ||
layout(location = 3) in vec2 in_Uvs[4]; | ||
layout(location = 7) in vec4 in_Colors[2]; | ||
|
||
out vec3 vertexNormal; | ||
out vec3 tangent; | ||
out vec3 binormal; | ||
out vec2 normalUv; | ||
out vec2 uv0; | ||
out vec2 uv1; | ||
out vec2 uv2; | ||
out vec2 uv3; | ||
out vec4 vertexColor0; | ||
out vec4 vertexColor1; | ||
void main() { | ||
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_Position, 1); | ||
vertexNormal = normalize(modelViewMatrix * vec4(in_Normal, 0)).xyz; | ||
tangent = normalize(modelViewMatrix * vec4(in_Tangent)).xyz; | ||
binormal = cross(vertexNormal, tangent); | ||
normalUv = normalize(projectionMatrix * modelViewMatrix * vec4(in_Normal, 0)).xy; | ||
uv0 = in_Uvs[0]; | ||
uv1 = in_Uvs[1]; | ||
uv2 = in_Uvs[2]; | ||
uv3 = in_Uvs[3]; | ||
vertexColor0 = in_Colors[0]; | ||
vertexColor1 = in_Colors[1]; | ||
} |
18 changes: 18 additions & 0 deletions
18
...odl Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttpatha.fragment.glsl
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# version 400 | ||
|
||
uniform sampler2D texture0; | ||
uniform sampler2D texture1; | ||
|
||
in vec4 vertexColor0; | ||
in vec2 uv0; | ||
in vec2 uv1; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec3 colorComponent = vertexColor0.rgb*(texture(texture0, uv0).rgb*vec3(1 + -1*vertexColor0.a) + texture(texture1, uv1).rgb*vec3(vertexColor0.a)); | ||
|
||
float alphaComponent = 1; | ||
|
||
fragColor = vec4(colorComponent, alphaComponent); | ||
} |
35 changes: 35 additions & 0 deletions
35
.../Modl Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttpatha.vertex.glsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,35 @@ | ||
|
||
# version 330 | ||
|
||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
|
||
layout(location = 0) in vec3 in_Position; | ||
layout(location = 1) in vec3 in_Normal; | ||
layout(location = 2) in vec4 in_Tangent; | ||
layout(location = 3) in vec2 in_Uvs[4]; | ||
layout(location = 7) in vec4 in_Colors[2]; | ||
|
||
out vec3 vertexNormal; | ||
out vec3 tangent; | ||
out vec3 binormal; | ||
out vec2 normalUv; | ||
out vec2 uv0; | ||
out vec2 uv1; | ||
out vec2 uv2; | ||
out vec2 uv3; | ||
out vec4 vertexColor0; | ||
out vec4 vertexColor1; | ||
void main() { | ||
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_Position, 1); | ||
vertexNormal = normalize(modelViewMatrix * vec4(in_Normal, 0)).xyz; | ||
tangent = normalize(modelViewMatrix * vec4(in_Tangent)).xyz; | ||
binormal = cross(vertexNormal, tangent); | ||
normalUv = normalize(projectionMatrix * modelViewMatrix * vec4(in_Normal, 0)).xy; | ||
uv0 = in_Uvs[0]; | ||
uv1 = in_Uvs[1]; | ||
uv2 = in_Uvs[2]; | ||
uv3 = in_Uvs[3]; | ||
vertexColor0 = in_Colors[0]; | ||
vertexColor1 = in_Colors[1]; | ||
} |
18 changes: 18 additions & 0 deletions
18
...odl Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttrocka.fragment.glsl
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---|---|---|
@@ -0,0 +1,18 @@ | ||
# version 400 | ||
|
||
uniform sampler2D texture0; | ||
uniform sampler2D texture1; | ||
|
||
in vec4 vertexColor0; | ||
in vec2 uv0; | ||
in vec2 uv1; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec3 colorComponent = vertexColor0.rgb*(texture(texture0, uv0).rgb*vec3(1 + -1*vertexColor0.a) + texture(texture1, uv1).rgb*vec3(vertexColor0.a)); | ||
|
||
float alphaComponent = 1; | ||
|
||
fragColor = vec4(colorComponent, alphaComponent); | ||
} |
35 changes: 35 additions & 0 deletions
35
.../Modl Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttrocka.vertex.glsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,35 @@ | ||
|
||
# version 330 | ||
|
||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
|
||
layout(location = 0) in vec3 in_Position; | ||
layout(location = 1) in vec3 in_Normal; | ||
layout(location = 2) in vec4 in_Tangent; | ||
layout(location = 3) in vec2 in_Uvs[4]; | ||
layout(location = 7) in vec4 in_Colors[2]; | ||
|
||
out vec3 vertexNormal; | ||
out vec3 tangent; | ||
out vec3 binormal; | ||
out vec2 normalUv; | ||
out vec2 uv0; | ||
out vec2 uv1; | ||
out vec2 uv2; | ||
out vec2 uv3; | ||
out vec4 vertexColor0; | ||
out vec4 vertexColor1; | ||
void main() { | ||
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_Position, 1); | ||
vertexNormal = normalize(modelViewMatrix * vec4(in_Normal, 0)).xyz; | ||
tangent = normalize(modelViewMatrix * vec4(in_Tangent)).xyz; | ||
binormal = cross(vertexNormal, tangent); | ||
normalUv = normalize(projectionMatrix * modelViewMatrix * vec4(in_Normal, 0)).xy; | ||
uv0 = in_Uvs[0]; | ||
uv1 = in_Uvs[1]; | ||
uv2 = in_Uvs[2]; | ||
uv3 = in_Uvs[3]; | ||
vertexColor0 = in_Colors[0]; | ||
vertexColor1 = in_Colors[1]; | ||
} |
18 changes: 18 additions & 0 deletions
18
...odl Tests/goldens/out/battalion_wars_2/MP1_L/output/c4ttboringmud_c4ttrockb.fragment.glsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,18 @@ | ||
# version 400 | ||
|
||
uniform sampler2D texture0; | ||
uniform sampler2D texture1; | ||
|
||
in vec4 vertexColor0; | ||
in vec2 uv0; | ||
in vec2 uv1; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec3 colorComponent = vertexColor0.rgb*(texture(texture0, uv0).rgb*vec3(1 + -1*vertexColor0.a) + texture(texture1, uv1).rgb*vec3(vertexColor0.a)); | ||
|
||
float alphaComponent = 1; | ||
|
||
fragColor = vec4(colorComponent, alphaComponent); | ||
} |
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