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import math
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+ from pyrr import Vector3
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import moderngl
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from demosys import geometry
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from demosys .effects import effect
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- from pyrr import Vector3
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class SimpleRaymarchEffect (effect .Effect ):
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"""Generated raymarching effect"""
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def __init__ (self ):
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- self .shader = self .get_shader ("raymarching_simple.glsl" , local = True )
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+ self .program = self .get_program ("raymarching_simple.glsl" , local = True )
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# create plane to fit whole screen
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self .plane = geometry .plane_xz (size = self .window .size , resolution = (10 , 10 ))
@@ -35,21 +36,21 @@ def draw(self, time, frametime, target):
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# Draw the plane
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- # For vertex shader
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- self .shader .uniform ("m_proj" , self .sys_camera .projection .tobytes ())
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- self .shader .uniform ("m_mv" , m_mv .astype ('f4' ).tobytes ())
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+ # For vertex program
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+ self .program .uniform ("m_proj" , self .sys_camera .projection .tobytes ())
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+ self .program .uniform ("m_mv" , m_mv .astype ('f4' ).tobytes ())
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- # For fragment shader
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- self .shader .uniform ("fov" , fov )
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- self .shader .uniform ("alpha" , alpha )
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- self .shader .uniform ("modifier" , modifier )
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+ # For fragment program
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+ self .program .uniform ("fov" , fov )
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+ self .program .uniform ("alpha" , alpha )
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+ self .program .uniform ("modifier" , modifier )
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- self .shader .uniform ("cPosition" , cPosition .astype ('f4' ).tobytes ())
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- self .shader .uniform ("cLookAt" , cLookAt .astype ('f4' ).tobytes ())
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- self .shader .uniform ("lPosition" , lPosition .astype ('f4' ).tobytes ())
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- self .shader .uniform ("lIntensity" , lItensity )
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- self .shader .uniform ("color" , color .astype ('f4' ).tobytes ())
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+ self .program .uniform ("cPosition" , cPosition .astype ('f4' ).tobytes ())
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+ self .program .uniform ("cLookAt" , cLookAt .astype ('f4' ).tobytes ())
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+ self .program .uniform ("lPosition" , lPosition .astype ('f4' ).tobytes ())
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+ self .program .uniform ("lIntensity" , lItensity )
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+ self .program .uniform ("color" , color .astype ('f4' ).tobytes ())
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- self .shader .uniform ("resolution" , (self .window .width , self .window .height ))
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+ self .program .uniform ("resolution" , (self .window .width , self .window .height ))
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- self .plane .draw (self .shader )
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+ self .plane .draw (self .program )
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