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Remove headers from shaders

pull/1782/head
Ray 3 years ago
parent
commit
b36422083e
9 changed files with 5 additions and 79 deletions
  1. +2
    -11
      examples/models/resources/shaders/glsl330/brdf.fs
  2. +0
    -8
      examples/models/resources/shaders/glsl330/brdf.vs
  3. +0
    -8
      examples/models/resources/shaders/glsl330/cubemap.vs
  4. +0
    -8
      examples/models/resources/shaders/glsl330/irradiance.fs
  5. +0
    -8
      examples/models/resources/shaders/glsl330/pbr.fs
  6. +0
    -8
      examples/models/resources/shaders/glsl330/pbr.vs
  7. +3
    -10
      examples/models/resources/shaders/glsl330/prefilter.fs
  8. +0
    -10
      examples/models/resources/shaders/glsl330/skybox.fs
  9. +0
    -8
      examples/models/resources/shaders/glsl330/skybox.vs

+ 2
- 11
examples/models/resources/shaders/glsl330/brdf.fs View File

@ -1,16 +1,5 @@
/*******************************************************************************************
*
* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
*
* REF: https://github.com/HectorMF/BRDFGenerator
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
@ -86,6 +75,8 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
return ggx1*ggx2;
}
// Bidirectional reflectance distribution function
// Ref: https://github.com/HectorMF/BRDFGenerator
vec2 IntegrateBRDF(float NdotV, float roughness)
{
float A = 0.0;

+ 0
- 8
examples/models/resources/shaders/glsl330/brdf.vs View File

@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

+ 0
- 8
examples/models/resources/shaders/glsl330/cubemap.vs View File

@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Equirectangular to cubemap vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

+ 0
- 8
examples/models/resources/shaders/glsl330/irradiance.fs View File

@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Irradiance cubemap fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)

+ 0
- 8
examples/models/resources/shaders/glsl330/pbr.fs View File

@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Physically based rendering fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
#define MAX_REFLECTION_LOD 4.0

+ 0
- 8
examples/models/resources/shaders/glsl330/pbr.vs View File

@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Physically based rendering vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

+ 3
- 10
examples/models/resources/shaders/glsl330/prefilter.fs View File

@ -1,14 +1,7 @@
/*******************************************************************************************
*
* rPBR [shader] - Prefiltered environment for reflections fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
#define MAX_SAMPLES 1024u
#define CUBEMAP_RESOLUTION 1024.0
#define MAX_SAMPLES 1024u
#define CUBEMAP_RESOLUTION 1024.0
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;

+ 0
- 10
examples/models/resources/shaders/glsl330/skybox.fs View File

@ -1,13 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Background skybox fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)

+ 0
- 8
examples/models/resources/shaders/glsl330/skybox.vs View File

@ -1,11 +1,3 @@
/*******************************************************************************************
*
* rPBR [shader] - Background skybox vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes

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