339 lines
9.1 KiB
GLSL
339 lines
9.1 KiB
GLSL
#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.1415926535
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#define TwoPI (2.0 * PI)
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#ifdef _NMTex
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#define _AMTex
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#endif
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#ifdef _AMTex
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uniform sampler2D salbedo;
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#endif
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uniform sampler2D shadowMap;
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uniform sampler2D senvmapRadiance;
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uniform sampler2D senvmapIrradiance;
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uniform sampler2D senvmapBrdf;
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uniform sampler2D gimap;
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#ifdef _NMTex
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uniform sampler2D snormal;
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#endif
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#ifdef _OMTex
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uniform sampler2D som;
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#endif
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#ifdef _RMTex
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uniform sampler2D srm;
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#else
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uniform float roughness;
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#endif
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#ifdef _MMTex
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uniform sampler2D smm;
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#else
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uniform float metalness;
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#endif
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uniform bool lighting;
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uniform bool receiveShadow;
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in vec3 position;
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#ifdef _AMTex
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in vec2 texCoord;
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#endif
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in vec4 lPos;
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in vec4 matColor;
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in vec3 lightDir;
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in vec3 eyeDir;
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#ifdef _NMTex
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in mat3 TBN;
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#else
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in vec3 normal;
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#endif
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// float linstep(float low, float high, float v) {
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// return clamp((v - low) / (high - low), 0.0, 1.0);
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// }
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// float VSM(vec2 uv, float compare) {
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// vec2 moments = texture(shadowMap, uv).xy;
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// float p = smoothstep(compare - 0.02, compare, moments.x);
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// float variance = max(moments.y - moments.x * moments.x, -0.001);
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// float d = compare - moments.x;
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// float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
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// return clamp(max(p, p_max), 0.0, 1.0);
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// }
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// Just for testing, unrealiable on low precisions
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
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}
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float texture2DCompare(vec2 uv, float compare){
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float depth = (texture(shadowMap, uv).r - 0.5) * 2.0;
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return step(compare, depth);
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}
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float texture2DShadowLerp(vec2 size, vec2 uv, float compare){
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vec2 texelSize = vec2(1.0) / size;
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vec2 f = fract(uv * size + 0.5);
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vec2 centroidUV = floor(uv * size + 0.5) / size;
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float lb = texture2DCompare(centroidUV + texelSize * vec2(0.0, 0.0), compare);
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float lt = texture2DCompare(centroidUV + texelSize * vec2(0.0, 1.0), compare);
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float rb = texture2DCompare(centroidUV + texelSize * vec2(1.0, 0.0), compare);
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float rt = texture2DCompare(centroidUV + texelSize * vec2(1.0, 1.0), compare);
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float a = mix(lb, lt, f.y);
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float b = mix(rb, rt, f.y);
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float c = mix(a, b, f.x);
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return c;
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}
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float PCF(vec2 size, vec2 uv, float compare){
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float result = 0.0;
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for (int x = -1; x <= 1; x++){
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for(int y = -1; y <= 1; y++){
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vec2 off = vec2(x, y) / size;
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result += texture2DShadowLerp(size, uv + off, compare);
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}
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}
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return result / 9.0;
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}
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float shadowTest(vec4 lPos, float dotNL) {
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vec4 lPosH = lPos / lPos.w;
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lPosH.x = (lPosH.x + 1.0) / 2.0;
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lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
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return PCF(vec2(2048.0, 2048.0), lPosH.st, lPosH.z - 0.005);
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// return VSM(lPosH.st, lPosH.z);
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// shadow2DSampler
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// return texture(shadowMap, vec3(lPosH.st, (lPosH.z - 0.005) / lPosH.w));
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// Basic
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// float distanceFromLight = texture(shadowMap, lPosH.st).r;
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// float bias = 0.0;
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// return float(distanceFromLight > lPosH.z - bias);
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}
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vec2 envMapEquirect(vec3 normal) {
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float phi = acos(normal.z);
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float theta = atan(-normal.y, normal.x) + PI;
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return vec2(theta / TwoPI, phi / PI);
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}
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vec2 LightingFuncGGX_FV(float dotLH, float roughness) {
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float alpha = roughness*roughness;
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// F
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float F_a, F_b;
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float dotLH5 = pow(1.0 - dotLH, 5.0);
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F_a = 1.0;
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F_b = dotLH5;
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// V
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float vis;
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float k = alpha / 2.0;
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float k2 = k * k;
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float invK2 = 1.0 - k2;
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//vis = rcp(dotLH * dotLH * invK2 + k2);
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vis = inversesqrt(dotLH * dotLH * invK2 + k2);
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return vec2(F_a * vis, F_b * vis);
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}
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float LightingFuncGGX_D(float dotNH, float roughness) {
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float alpha = roughness * roughness;
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float alphaSqr = alpha * alpha;
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float pi = 3.14159;
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float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
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float D = alphaSqr / (pi * denom * denom);
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return D;
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}
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// John Hable - Optimizing GGX Shaders
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// http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
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float LightingFuncGGX_OPT3(float dotNL, float dotLH, float dotNH, float roughness, float F0) {
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// vec3 H = normalize(V + L);
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// float dotNL = clamp(dot(N, L), 0.0, 1.0);
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// float dotLH = clamp(dot(L, H), 0.0, 1.0);
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// float dotNH = clamp(dot(N, H), 0.0, 1.0);
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float D = LightingFuncGGX_D(dotNH, roughness);
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vec2 FV_helper = LightingFuncGGX_FV(dotLH, roughness);
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float FV = F0 * FV_helper.x + (1.0 - F0) * FV_helper.y;
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float specular = dotNL * D * FV;
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return specular;
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}
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vec3 f_schlick(vec3 f0, float vh) {
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return f0 + (1.0-f0)*exp2((-5.55473 * vh - 6.98316)*vh);
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}
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float v_smithschlick(float nl, float nv, float a) {
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return 1.0 / ( (nl*(1.0-a)+a) * (nv*(1.0-a)+a) );
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}
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float d_ggx(float nh, float a) {
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float a2 = a*a;
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float denom = pow(nh*nh * (a2-1.0) + 1.0, 2.0);
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return a2 * (1.0 / 3.1415926535) / denom;
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}
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vec3 specularBRDF(vec3 f0, float roughness, float nl, float nh, float nv, float vh, float lh) {
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float a = roughness * roughness;
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return d_ggx(nh, a) * clamp(v_smithschlick(nl, nv, a), 0.0, 1.0) * f_schlick(f0, vh) / 4.0;
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//return vec3(LightingFuncGGX_OPT3(nl, lh, nh, roughness, f0[0]));
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}
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vec3 lambert(vec3 albedo, float nl) {
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return albedo * max(0.0, nl);
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}
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vec3 burley(vec3 albedo, float roughness, float NoV, float NoL, float VoH) {
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float FD90 = 0.5 + 2 * VoH * VoH * roughness;
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float FdV = 1 + (FD90 - 1) * pow( 1 - NoV, 5 );
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float FdL = 1 + (FD90 - 1) * pow( 1 - NoL, 5 );
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return albedo * ( (1.0 / 3.1415926535) * FdV * FdL );
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}
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vec3 orenNayar(vec3 albedo, float roughness, float NoV, float NoL, float VoH ) {
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float pi = 3.1415926535;
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float a = roughness * roughness;
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float s = a;// / ( 1.29 + 0.5 * a );
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float s2 = s * s;
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float VoL = 2.0 * VoH * VoH - 1.0; // double angle identity
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float Cosri = VoL - NoV * NoL;
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float C1 = 1.0 - 0.5 * s2 / (s2 + 0.33);
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float test = 1.0;
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if (Cosri >= 0.0) test = (1.0 / ( max( NoL, NoV ) ));
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float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * test;
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return albedo / pi * ( C1 + C2 ) * ( 1.0 + roughness * 0.5 );
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}
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vec3 diffuseBRDF(vec3 albedo, float roughness, float nv, float nl, float vh, float lv) {
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return lambert(albedo, nl);
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//return burley(albedo, roughness, nv, nl, vh);
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//return orenNayar(albedo, roughness, lv, nl, nv);
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}
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vec3 surfaceAlbedo(vec3 baseColor, float metalness) {
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return mix(baseColor, vec3(0.0), metalness);
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}
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vec3 surfaceF0(vec3 baseColor, float metalness) {
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return mix(vec3(0.04), baseColor, metalness);
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}
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float getMipLevelFromRoughness(float roughness) {
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// First mipmap level = roughness 0, last = roughness = 1
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// 6 mipmaps + base
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return roughness * 7.0;
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}
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void main() {
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#ifdef _NMTex
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vec3 n = (texture(snormal, texCoord).rgb * 2.0 - 1.0);
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n = normalize(TBN * normalize(n));
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// vec3 nn = normalize(normal);
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// vec3 dp1 = dFdx( position );
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// vec3 dp2 = dFdy( position );
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// vec2 duv1 = dFdx( texCoord );
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// vec2 duv2 = dFdy( texCoord );
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// vec3 dp2perp = cross( dp2, nn );
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// vec3 dp1perp = cross( nn, dp1 );
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// vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
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// vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
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// float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
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// mat3 TBN = mat3(T * invmax, B * invmax, nn);
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// vec3 n = normalize(TBN * nn);
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#else
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vec3 n = normalize(normal);
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#endif
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vec3 l = normalize(lightDir);
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float dotNL = max(dot(n, l), 0.0);
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float visibility = 1.0;
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if (receiveShadow) {
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if (lPos.w > 0.0) {
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visibility = shadowTest(lPos, dotNL);
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visibility = 1.0;
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}
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}
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#ifdef _AMTex
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vec4 texel = texture(salbedo, texCoord);
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#ifdef _AlphaTest
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if(texel.a < 0.4)
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discard;
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#endif
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vec3 baseColor = texel.rgb;
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#else
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vec3 baseColor = matColor.rgb;
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#endif
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baseColor = pow(baseColor.rgb, vec3(2.2));
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vec4 outColor;
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if (lighting) {
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vec3 v = normalize(eyeDir);
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vec3 h = normalize(v + l);
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float dotNV = max(dot(n, v), 0.0);
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float dotNH = max(dot(n, h), 0.0);
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float dotVH = max(dot(v, h), 0.0);
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float dotLV = max(dot(l, v), 0.0);
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float dotLH = max(dot(l, h), 0.0);
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#ifdef _MMTex
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float metalness = texture(smm, texCoord).r;
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#endif
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vec3 albedo = surfaceAlbedo(baseColor, metalness);
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vec3 f0 = surfaceF0(baseColor, metalness);
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#ifdef _RMTex
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float roughness = texture(srm, texCoord).r;
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#endif
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// Direct
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vec3 direct = diffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH, dotLV) + specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH, dotLH);
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// Indirect
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vec3 indirectDiffuse = texture(senvmapIrradiance, envMapEquirect(n)).rgb;
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indirectDiffuse = pow(indirectDiffuse, vec3(2.2)) * albedo;
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vec3 reflectionWorld = reflect(-v, n);
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float lod = getMipLevelFromRoughness(roughness);// + 1.0;
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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prefilteredColor = pow(prefilteredColor, vec3(2.2));
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vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;
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vec3 indirectSpecular = prefilteredColor * (f0 * envBRDF.x + envBRDF.y);
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vec3 indirect = indirectDiffuse + indirectSpecular;
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outColor = vec4(vec3(direct * visibility + indirect), 1.0);
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#ifdef _OMTex
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vec3 occlusion = texture(som, texCoord).rgb;
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outColor.rgb *= occlusion;
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#endif
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}
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else {
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outColor = vec4(baseColor * visibility, 1.0);
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}
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gl_FragColor = vec4(pow(outColor.rgb, vec3(1.0 / 2.2)), outColor.a);
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}
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