423 lines
9.5 KiB
GLSL
423 lines
9.5 KiB
GLSL
#version 450
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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#include "std/light.glsl"
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#ifdef _Clusters
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#include "std/clusters.glsl"
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#endif
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#ifdef _Irr
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#include "std/shirr.glsl"
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#endif
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#ifdef _VoxelAOvar
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#include "std/conetrace.glsl"
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#endif
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#ifdef _SSS
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#include "std/sss.glsl"
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#endif
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#ifdef _SSRS
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#include "std/ssrs.glsl"
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#endif
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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#ifdef _VoxelAOvar
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uniform sampler3D voxels;
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#endif
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#ifdef _VoxelGITemporal
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uniform sampler3D voxelsLast;
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uniform float voxelBlend;
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#endif
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#ifdef _VoxelGICam
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uniform vec3 eyeSnap;
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#endif
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uniform float envmapStrength;
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#ifdef _Irr
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uniform vec4 shirr[7];
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#endif
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#ifdef _Brdf
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uniform sampler2D senvmapBrdf;
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#endif
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#ifdef _Rad
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uniform sampler2D senvmapRadiance;
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uniform int envmapNumMipmaps;
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#endif
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#ifdef _EnvCol
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uniform vec3 backgroundCol;
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#endif
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#ifdef _SSAO
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uniform sampler2D ssaotex;
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#endif
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#ifdef _SSS
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uniform vec2 lightPlane;
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#endif
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#ifdef _SSRS
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//!uniform mat4 VP;
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uniform mat4 invVP;
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#endif
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#ifdef _LightIES
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//!uniform sampler2D texIES;
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#endif
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#ifdef _SMSizeUniform
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//!uniform vec2 smSizeUniform;
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#endif
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#ifdef _LTC
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//!uniform vec3 lightArea0;
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//!uniform vec3 lightArea1;
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//!uniform vec3 lightArea2;
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//!uniform vec3 lightArea3;
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//!uniform sampler2D sltcMat;
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//!uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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//!uniform sampler2DShadow shadowMapSpot[1];
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//!uniform mat4 LWVPSpot0;
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#endif
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#ifdef _Clusters
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//!uniform sampler2DShadow shadowMapSpot[4];
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//!uniform mat4 LWVPSpot0;
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//!uniform mat4 LWVPSpot1;
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//!uniform mat4 LWVPSpot2;
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//!uniform mat4 LWVPSpot3;
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#endif
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#endif
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#endif
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uniform vec2 cameraProj;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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#ifdef _Clusters
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uniform vec4 lightsArray[maxLights * 2];
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#ifdef _Spot
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uniform vec4 lightsArraySpot[maxLights];
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#endif
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uniform sampler2D clustersData;
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uniform vec2 cameraPlane;
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#endif
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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#ifdef _Spot
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//!uniform sampler2DShadow shadowMapSpot[1];
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//!uniform mat4 LWVPSpot0;
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#else
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//!uniform samplerCubeShadow shadowMapPoint[1];
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//!uniform vec2 lightProj;
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#endif
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#endif
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#ifdef _Clusters
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//!uniform samplerCubeShadow shadowMapPoint[4];
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//!uniform vec2 lightProj;
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#ifdef _Spot
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//!uniform sampler2DShadow shadowMapSpot[4];
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//!uniform mat4 LWVPSpot0;
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//!uniform mat4 LWVPSpot1;
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//!uniform mat4 LWVPSpot2;
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//!uniform mat4 LWVPSpot3;
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#endif
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#endif
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#endif
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#ifdef _Sun
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uniform vec3 sunDir;
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uniform vec3 sunCol;
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#ifdef _ShadowMap
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uniform sampler2DShadow shadowMap;
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uniform float shadowsBias;
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#ifdef _CSM
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//!uniform vec4 casData[shadowmapCascades * 4 + 4];
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#else
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uniform mat4 LWVP;
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#endif
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#endif // _ShadowMap
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#endif
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#ifdef _SinglePoint // Fast path for single light
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uniform vec3 pointPos;
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uniform vec3 pointCol;
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#ifdef _ShadowMap
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uniform float pointBias;
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#endif
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#ifdef _Spot
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uniform vec3 spotDir;
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uniform vec2 spotData;
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#endif
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#endif
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#ifdef _LightClouds
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uniform sampler2D texClouds;
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uniform float time;
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#endif
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in vec2 texCoord;
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in vec3 viewRay;
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out vec4 fragColor;
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void main() {
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vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, metallic/roughness, matid
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vec3 n;
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n.z = 1.0 - abs(g0.x) - abs(g0.y);
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n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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n = normalize(n);
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float roughness = g0.b;
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float metallic;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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vec2 occspec = unpackFloat2(g1.a);
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vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
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vec3 f0 = surfaceF0(g1.rgb, metallic);
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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vec3 v = normalize(eye - p);
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float dotNV = max(dot(n, v), 0.0);
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#ifdef _MicroShadowing
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occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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#endif
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#ifdef _Brdf
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vec2 envBRDF = textureLod(senvmapBrdf, vec2(roughness, 1.0 - dotNV), 0.0).xy;
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#endif
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// Envmap
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#ifdef _Irr
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vec3 envl = shIrradiance(n, shirr);
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#ifdef _EnvTex
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envl /= PI;
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#endif
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#else
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vec3 envl = vec3(1.0);
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#endif
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#ifdef _Rad
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vec3 reflectionWorld = reflect(-v, n);
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float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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#endif
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#ifdef _EnvLDR
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envl.rgb = pow(envl.rgb, vec3(2.2));
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#ifdef _Rad
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prefilteredColor = pow(prefilteredColor, vec3(2.2));
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#endif
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#endif
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envl.rgb *= albedo;
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#ifdef _Rad // Indirect specular
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envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5 * occspec.y;
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#else
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#ifdef _EnvCol
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envl.rgb += backgroundCol * surfaceF0(g1.rgb, metallic); // f0
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#endif
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#endif
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envl.rgb *= envmapStrength * occspec.x;
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#ifdef _VoxelAOvar
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#ifdef _VoxelGICam
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vec3 voxpos = (p - eyeSnap) / voxelgiHalfExtents;
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#else
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vec3 voxpos = p / voxelgiHalfExtents;
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#endif
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#ifndef _VoxelAONoTrace
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#ifdef _VoxelGITemporal
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envl.rgb *= 1.0 - (traceAO(voxpos, n, voxels) * voxelBlend +
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traceAO(voxpos, n, voxelsLast) * (1.0 - voxelBlend));
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#else
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envl.rgb *= 1.0 - traceAO(voxpos, n, voxels);
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#endif
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#endif
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#endif
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fragColor.rgb = envl;
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#ifdef _SSAO
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// #ifdef _RTGI
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// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb;
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// #else
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fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
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// #endif
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#endif
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#ifdef _Emission
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if (matid == 1) {
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fragColor.rgb += g1.rgb; // materialid
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albedo = vec3(0.0);
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}
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#endif
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// Show voxels
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// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
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// vec3 direction = vec3(0.0, 0.0, -1.0);
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// vec4 color = vec4(0.0f);
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// for(uint step = 0; step < 400 && color.a < 0.99f; ++step) {
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// vec3 point = origin + 0.005 * step * direction;
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// color += (1.0f - color.a) * textureLod(voxels, point * 0.5 + 0.5, 0);
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// }
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// fragColor.rgb += color.rgb;
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// Show SSAO
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// fragColor.rgb = texture(ssaotex, texCoord).rrr;
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#ifdef _Sun
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vec3 sh = normalize(v + sunDir);
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float sdotNH = dot(n, sh);
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float sdotVH = dot(v, sh);
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float sdotNL = dot(n, sunDir);
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float svisibility = 1.0;
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#ifdef _ShadowMap
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#ifdef _CSM
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svisibility = shadowTestCascade(shadowMap, eye, p + n * shadowsBias * 10, shadowsBias);
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#else
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
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if (lPos.w > 0.0) svisibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias);
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#endif
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#endif
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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svisibility *= 1.0 - traceShadow(voxels, voxpos, sunDir);
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#endif
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#endif
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#ifdef _SSRS
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// vec2 coords = getProjectedCoord(hitCoord);
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// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
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// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
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svisibility *= traceShadowSS(sunDir, p, gbufferD, invVP, eye);
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#endif
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#ifdef _LightClouds
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svisibility *= textureLod(texClouds, vec2(p.xy / 100.0 + time / 80.0), 0.0).r * dot(n, vec3(0,0,1));
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#endif
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#ifdef _MicroShadowing
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svisibility *= sdotNL + 2.0 * occspec.x * occspec.x - 1.0;
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#endif
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fragColor.rgb += sdirect * svisibility * sunCol;
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// #ifdef _Hair // Aniso
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// if (matid == 2) {
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// const float shinyParallel = roughness;
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// const float shinyPerpendicular = 0.1;
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// const vec3 v = vec3(0.99146, 0.11664, 0.05832);
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// vec3 T = abs(dot(n, v)) > 0.99999 ? cross(n, vec3(0.0, 1.0, 0.0)) : cross(n, v);
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// fragColor.rgb = orenNayarDiffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec;
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// }
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// #endif
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#ifdef _SSS
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if (matid == 2) {
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#ifdef _CSM
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int casi, casindex;
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mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
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#endif
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fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVP, p, n, sunDir, lightPlane.y, shadowMap);
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}
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#endif
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#endif // _Sun
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#ifdef _SinglePoint
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fragColor.rgb += sampleLight(
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p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
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#ifdef _ShadowMap
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, 0, pointBias, true
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#endif
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#ifdef _Spot
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, true, spotData.x, spotData.y, spotDir
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#endif
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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, voxels, voxpos
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#endif
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#endif
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#ifdef _MicroShadowing
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, occspec.x
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#endif
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#ifdef _SSRS
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, gbufferD, invVP, eye
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#endif
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);
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#ifdef _Spot
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#ifdef _SSS
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if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot0, p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);
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#endif
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#endif
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#endif
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#ifdef _Clusters
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float viewz = linearize(depth * 0.5 + 0.5, cameraProj);
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int clusterI = getClusterI(texCoord, viewz, cameraPlane);
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int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
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#ifdef HLSL
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viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
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#endif
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#ifdef _Spot
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int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
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int numPoints = numLights - numSpots;
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#endif
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for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
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int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
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fragColor.rgb += sampleLight(
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p,
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n,
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v,
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dotNV,
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lightsArray[li * 2].xyz, // lp
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lightsArray[li * 2 + 1].xyz, // lightCol
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albedo,
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roughness,
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occspec.y,
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f0
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#ifdef _ShadowMap
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, li, lightsArray[li * 2].w, true // bias
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#endif
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#ifdef _Spot
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, li > numPoints - 1
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, lightsArray[li * 2 + 1].w // cutoff
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, lightsArraySpot[li].w // cutoff - exponent
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, lightsArraySpot[li].xyz // spotDir
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#endif
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#ifdef _MicroShadowing
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, occspec.x
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#endif
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#ifdef _SSRS
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, gbufferD, invVP, eye
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#endif
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);
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}
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#endif // _Clusters
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fragColor.a = 1.0; // Mark as opaque
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}
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