Adding basic texture fragment shader kernel
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+7
-14
@@ -101,31 +101,24 @@ Matrix Camera::GetModelViewMatrix() {
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Vec3f center = position + forward;
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Vec3f z = forward * -1;
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Matrix Minv = Matrix::identity();
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Matrix Tr = Matrix::identity();
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for (int i = 0; i < 3; i++) {
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Minv[0][i] = right[i];
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Minv[1][i] = up[i];
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Minv[2][i] = z[i];
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Tr[i][3] = -center[i];
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}
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// Minv[3][0] = (right * position);
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// Minv[3][1] = (up * position);
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// Minv[3][2] = (z * position);
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return Minv * Tr;
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Minv[0][3] = -(right * position);
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Minv[1][3] = -(up * position);
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Minv[2][3] = -(z * position);
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return Minv;
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}
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Matrix Camera::GetProjectionMatrix() {
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Matrix Projection = Matrix::identity();
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Projection[0][0] = 1 / tan(fov * DEG2RAD);
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Projection[1][1] = 1 / tan(fov * DEG2RAD);
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Projection[0][0] = 1 / tan(fov * DEG2RAD / 2);
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Projection[1][1] = 1 / tan(fov * DEG2RAD / 2);
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Projection[2][2] = (far_plane + near_plane) / (far_plane - near_plane);
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Projection[2][3] = (2 * far_plane * near_plane) / (far_plane - near_plane);
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//Projection[2][2] = -(far_plane) / (far_plane - near_plane);
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//Projection[2][3] = -1;
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//Projection[3][2] = -(far_plane * near_plane) / (far_plane - near_plane);
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//Projection[2][2] = -2 / (far_plane - near_plane);
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//Projection[2][3] = (far_plane + near_plane) / (far_plane - near_plane);
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Projection[3][2] = -1;
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Projection[3][3] = 1;
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Projection[3][3] = 0;
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return Projection;
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}
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