275 lines
9.4 KiB
GLSL
275 lines
9.4 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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// #ifdef _HeightTex
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// #define _NorTex
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// #endif
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// #ifdef _NorTex
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// #define _Tex
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// #endif
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uniform float mask;
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#ifdef _BaseTex
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uniform sampler2D sbase;
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#endif
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#ifdef _NorTex
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uniform sampler2D snormal;
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#endif
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#ifdef _NorStr
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uniform float normalStrength;
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#endif
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#ifdef _OccTex
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uniform sampler2D socclusion;
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#else
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uniform float occlusion;
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#endif
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#ifdef _RoughTex
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uniform sampler2D srough;
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#else
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uniform float roughness;
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#endif
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#ifdef _RoughStr
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uniform float roughnessStrength;
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#endif
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#ifdef _MetTex
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uniform sampler2D smetal;
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#else
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uniform float metalness;
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#endif
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// #ifdef _HeightTex
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// uniform sampler2D sheight;
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// uniform float heightStrength;
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// #endif
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#ifdef _Probes
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uniform int probeID;
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uniform float probeBlending;
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uniform float probeStrength;
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uniform vec3 probeVolumeCenter;
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uniform vec3 probeVolumeSize;
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#endif
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in vec4 matColor;
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#ifdef _Tex
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in vec2 texCoord;
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#endif
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#ifdef _NorTex
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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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// #ifdef _HeightTex
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// in vec3 tanLightDir;
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// in vec3 tanEyeDir;
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// #endif
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#ifdef _Probes
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in vec4 wpos;
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#endif
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#ifdef _Veloc
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in vec4 wvppos;
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in vec4 prevwvppos;
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#endif
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#ifdef _Veloc
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out vec4[3] fragColor;
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#else
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out vec4[2] fragColor;
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#endif
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float packFloat(float f1, float f2) {
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float index = floor(f1 * 1000.0); // Temporary
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float alpha = clamp(f2, 0.0, 1.0 - 0.001);
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return index + alpha;
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}
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vec2 octahedronWrap(vec2 v) {
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return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
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}
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#ifdef _Probes
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float distanceBox(vec3 point, vec3 center, vec3 halfExtents) {
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vec3 d = abs(point - center) - halfExtents;
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return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
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}
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#endif
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// #ifdef _HeightTex
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// float parallaxHeight;
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// const float minLayers = 20;
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// const float maxLayers = 30;
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// vec2 parallaxMapping(vec3 V, vec2 T) {
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// float parallaxScale = -0.06 * heightStrength;
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// // PM
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// // float initialHeight = texture(sheight, texCoord).r;
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// // vec2 texCoordOffset = 0.03 * V.xy / V.z * initialHeight;
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// // vec2 texCoordOffset = 0.03 * V.xy * initialHeight;
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// // return texCoord + texCoordOffset;
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// // POM
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// float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), V)));
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// float layerHeight = 1.0 / numLayers;
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// float curLayerHeight = 0;
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// vec2 dtex = parallaxScale * V.xy / V.z / numLayers;
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// vec2 currentTextureCoords = T;
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// float heightFromTexture = texture(sheight, currentTextureCoords).r;
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// // while (heightFromTexture > curLayerHeight) {
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// // curLayerHeight += layerHeight;
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// // currentTextureCoords -= dtex;
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// // heightFromTexture = texture(sheight, currentTextureCoords).r;
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// // Waiting for loops
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// if (heightFromTexture > curLayerHeight) { curLayerHeight += layerHeight; currentTextureCoords -= dtex; heightFromTexture = texture(sheight, currentTextureCoords).r; }
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// // }
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// vec2 texStep = dtex;
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// vec2 prevTCoords = currentTextureCoords + texStep;
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// // Heights for linear interpolation
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// float nextH = heightFromTexture - curLayerHeight;
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// float prevH = texture(sheight, prevTCoords).r - curLayerHeight + layerHeight;
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// float weight = nextH / (nextH - prevH);
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// // Interpolation of texture coordinates
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// vec2 finalTexCoords = prevTCoords * weight + currentTextureCoords * (1.0 - weight);
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// // Interpolation of depth values
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// parallaxHeight = curLayerHeight + prevH * weight + nextH * (1.0 - weight);
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// return finalTexCoords;
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// }
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// float parallaxShadow(vec3 L, vec2 initialTexCoord, float initialHeight) {
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// float parallaxScale = -0.06 * heightStrength;
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// float shadowMultiplier = 1.0;
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// // Calculate lighting only for surface oriented to the light source
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// if (dot(vec3(0, 0, 1), L) > 0) {
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// shadowMultiplier = 0;
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// float numSamplesUnderSurface = 0;
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// float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), L)));
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// float layerHeight = initialHeight / numLayers;
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// vec2 texStep = parallaxScale * L.xy / L.z / numLayers;
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// float currentLayerHeight = initialHeight - layerHeight;
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// vec2 currentTextureCoords = initialTexCoord + texStep;
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// float heightFromTexture = texture(sheight, currentTextureCoords).r;
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// int stepIndex = 1;
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// // while(currentLayerHeight > 0) {
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// if (currentLayerHeight > 0) {
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// if(heightFromTexture < currentLayerHeight) {
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// numSamplesUnderSurface += 1;
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// float newShadowMultiplier = (currentLayerHeight - heightFromTexture) * (1.0 - stepIndex / numLayers);
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// shadowMultiplier = max(shadowMultiplier, newShadowMultiplier);
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// }
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// stepIndex += 1;
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// currentLayerHeight -= layerHeight;
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// currentTextureCoords += texStep;
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// heightFromTexture = texture(sheight, currentTextureCoords).r;
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// }
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// // ...
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// // Shadowing factor should be 1 if there were no points under the surface
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// if (numSamplesUnderSurface < 1) shadowMultiplier = 1;
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// else shadowMultiplier = 1.0 - shadowMultiplier;
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// }
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// return shadowMultiplier;
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// }
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// #endif
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void main() {
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#ifdef _Tex
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vec2 newCoord = texCoord;
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#endif
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// #ifdef _HeightTex
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// vec3 tanv = normalize(tanEyeDir);
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// vec3 tanl = normalize(tanLightDir);
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// newCoord = parallaxMapping(tanv, texCoord);
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// float shadowMultiplier = 1.0;//parallaxShadow(tanl, newCoord, parallaxHeight - 0.001);
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// #endif
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#ifdef _NorTex
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vec3 n = (texture(snormal, newCoord).rgb * 2.0 - 1.0);
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n = normalize(TBN * normalize(n));
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#else
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vec3 n = normalize(normal);
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#endif
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#ifdef _NorStr
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n *= normalStrength;
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#endif
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vec3 baseColor = matColor.rgb;
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#ifdef _BaseTex
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vec4 texel = texture(sbase, newCoord);
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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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texel.rgb = pow(texel.rgb, vec3(2.2)); // Variant 1
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baseColor *= texel.rgb;
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#endif
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// baseColor = pow(baseColor, vec3(2.2)); // Variant 2
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#ifdef _MetTex
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float metalness = texture(smetal, newCoord).r;
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#endif
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#ifdef _RoughTex
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float roughness = texture(srough, newCoord).r;
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#endif
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#ifdef _RoughStr
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roughness *= roughnessStrength;
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#endif
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#ifdef _OccTex
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float occ = texture(socclusion, newCoord).r;
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#else
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float occ = occlusion;
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#endif
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// #ifdef _HeightTex
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// occ *= shadowMultiplier;
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// #endif
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// Pack normal
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);
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#ifdef _Probes
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float mask_probe;
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if (probeID > 0) { // Non-global probe attached
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// Distance of vertex located inside probe to probe bounds
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float dist = distanceBox(wpos.xyz, probeVolumeCenter, probeVolumeSize);
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if (dist > 0) mask_probe = 0;
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else {
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// Blend local probe with global probe
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const float eps = 0.00001;
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float clampres = clamp(probeBlending + dist, 0.0, 1.0 - eps);
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mask_probe = probeID + clampres;
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}
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}
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fragColor[0] = vec4(n.xy, packFloat(metalness, roughness), mask_probe);
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#else
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fragColor[0] = vec4(n.xy, packFloat(metalness, roughness), mask);
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#endif
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fragColor[1] = vec4(baseColor.rgb, occ);
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#ifdef _Veloc
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vec2 posa = (wvppos.xy / wvppos.w) * 0.5 + 0.5;
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vec2 posb = (prevwvppos.xy / prevwvppos.w) * 0.5 + 0.5;
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fragColor[2].rg = vec2(posa - posb);
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#endif
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}
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