1005 lines
32 KiB
GLSL
1005 lines
32 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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#include "../compiled.glsl"
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#ifdef _BaseTex
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uniform sampler2D sbase;
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#endif
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#ifndef _NoShadows
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uniform sampler2D shadowMap;
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#ifdef _PCSS
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uniform sampler2D snoise;
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uniform float lampSizeUV;
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uniform float lampNear;
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#endif
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#endif
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uniform float shirr[27];
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#ifdef _Rad
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uniform sampler2D senvmapRadiance;
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uniform sampler2D senvmapBrdf;
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uniform int envmapNumMipmaps;
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#endif
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// uniform sampler2D sltcMat;
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// uniform sampler2D sltcMag;
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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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uniform float envmapStrength;
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uniform bool receiveShadow;
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uniform vec3 lightPos;
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uniform vec3 lightDir;
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uniform int lightType;
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uniform vec3 lightColor;
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uniform float lightStrength;
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uniform float spotlightCutoff;
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uniform float spotlightExponent;
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uniform float shadowsBias;
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uniform vec3 eye;
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#ifdef _VoxelGI
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uniform sampler3D voxels;
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const float voxelGridWorldSize = 150.0;
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const int voxelDimensions = 512;
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const float maxDist = 30.0;
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const float alphaTreshold = 0.95;
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const int numCones = 6;
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vec3 coneDirections[6] = vec3[](
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vec3(0, 1, 0),
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vec3(0, 0.5, 0.866025),
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vec3(0.823639, 0.5, 0.267617),
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vec3(0.509037, 0.5, -0.700629),
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vec3(-0.509037, 0.5, -0.700629),
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vec3(-0.823639, 0.5, 0.267617));
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float coneWeights[6] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
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#endif
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// LTC
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// uniform vec3 light;
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// //// const float roughness = 0.25;
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// const vec3 dcolor = vec3(1.0, 1.0, 1.0);
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// const vec3 scolor = vec3(1.0, 1.0, 1.0);
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// const float intensity = 4.0; // 0-10
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// const float width = 4.0;
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// const float height = 4.0;
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// const vec2 resolution = vec2(800.0, 600.0);
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// const int sampleCount = 0;
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// const int NUM_SAMPLES = 8;
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// const float LUT_SIZE = 64.0;
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// const float LUT_SCALE = (LUT_SIZE - 1.0)/LUT_SIZE;
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// const float LUT_BIAS = 0.5/LUT_SIZE;
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// //// vec2 mys[NUM_SAMPLES];
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// vec3 L0 = vec3(0.0);
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// vec3 L1 = vec3(0.0);
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// vec3 L2 = vec3(0.0);
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// vec3 L3 = vec3(0.0);
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// vec3 L4 = vec3(0.0);
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in vec3 position;
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#ifdef _Tex
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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 eyeDir;
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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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out vec4 fragColor;
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#ifndef _NoShadows
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#ifndef _PCSS
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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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float texture2DCompare(vec2 uv, float compare){
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float depth = texture(shadowMap, uv).r * 2.0 - 1.0;
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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 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) / shadowmapSize;
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// result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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vec2 off = vec2(-1, -1) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(-1, 0) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(-1, 1) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(0, -1) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(0, 0) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(0, 1) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(1, -1) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(1, 0) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, uv + off, compare);
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off = vec2(1, 1) / shadowmapSize;
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result += texture2DShadowLerp(shadowmapSize, 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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#else // _PCSS
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const int NUM_SAMPLES = 17;
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const float radiusStep = 1.0 / float(NUM_SAMPLES);
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const float angleStep = PI2 * float(pcssRings) / float(NUM_SAMPLES);
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vec2 poissonDisk0; vec2 poissonDisk1; vec2 poissonDisk2;
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vec2 poissonDisk3; vec2 poissonDisk4; vec2 poissonDisk5;
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vec2 poissonDisk6; vec2 poissonDisk7; vec2 poissonDisk8;
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vec2 poissonDisk9; vec2 poissonDisk10; vec2 poissonDisk11;
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vec2 poissonDisk12; vec2 poissonDisk13; vec2 poissonDisk14;
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vec2 poissonDisk15; vec2 poissonDisk16;
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void initPoissonSamples(const in vec2 randomSeed) {
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float angle = texture(snoise, randomSeed).r * PI2;
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float radius = radiusStep;
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// for (int i = 0; i < NUM_SAMPLES; i++) {
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poissonDisk0 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk1 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk2 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk3 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk4 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk5 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk6 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk7 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk8 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk9 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk10 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk11 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk12 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk13 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk14 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk15 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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poissonDisk16 = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
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radius += radiusStep; angle += angleStep;
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// }
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}
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float findBlocker(const in vec2 uv, const in float zReceiver) {
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// This uses similar triangles to compute what area of the shadow map we should search
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float searchRadius = lampSizeUV * (zReceiver - lampNear) / zReceiver;
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float blockerDepthSum = 0.0;
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int numBlockers = 0;
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// for (int i = 0; i < NUM_SAMPLES; i++) {
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float shadowMapDepth = texture(shadowMap, uv + poissonDisk0 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk1 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk2 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk3 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk4 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk5 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk6 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk7 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk8 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk9 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk10 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk11 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk12 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk13 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk14 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk15 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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shadowMapDepth = texture(shadowMap, uv + poissonDisk16 * searchRadius).r * 2.0 - 1.0;
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if (shadowMapDepth < zReceiver) { blockerDepthSum += shadowMapDepth; numBlockers++; }
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// }
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if (numBlockers == 0) return -1.0;
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return blockerDepthSum / float(numBlockers);
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}
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float filterPCF(vec2 uv, float zReceiver, float filterRadius) {
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float sum = 0.0;
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// for (int i = 0; i < NUM_SAMPLES; i++) {
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float depth = texture(shadowMap, uv + poissonDisk0 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk1 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk2 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk3 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk4 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk5 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk6 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk7 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk8 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk9 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk10 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk11 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk12 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk13 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk14 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk15 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + poissonDisk16 * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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// }
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// for (int i = 0; i < NUM_SAMPLES; i++) {
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depth = texture(shadowMap, uv + -poissonDisk0.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk1.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk2.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk3.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk4.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk5.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk6.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk7.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk8.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk9.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk10.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk11.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk12.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk13.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk14.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk15.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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depth = texture(shadowMap, uv + -poissonDisk16.yx * filterRadius).r * 2.0 - 1.0;
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if (zReceiver <= depth) sum += 1.0;
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// }
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return sum / (2.0 * float(NUM_SAMPLES));
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}
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float PCSS(vec2 uv, float zReceiver) {
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initPoissonSamples(uv);
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float avgBlockerDepth = findBlocker(uv, zReceiver);
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if (avgBlockerDepth == -1.0) return 1.0;
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float penumbraRatio = (zReceiver - avgBlockerDepth) / avgBlockerDepth;
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float filterRadius = penumbraRatio * lampSizeUV * lampNear / zReceiver;
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return filterPCF(uv, zReceiver, filterRadius);
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}
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#endif
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float shadowTest(vec4 lPos) {
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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 = (lPosH.y + 1.0) / 2.0;
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#ifdef _PCSS
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return PCSS(lPosH.xy, lPosH.z - shadowsBias);
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#else
|
|
return PCF(lPosH.xy, lPosH.z - shadowsBias);
|
|
#endif
|
|
// return VSM(lPosH.xy, lPosH.z);
|
|
// float distanceFromLight = texture(shadowMap, lPosH.xy).r * 2.0 - 1.0;
|
|
// return float(distanceFromLight > lPosH.z - shadowsBias);
|
|
}
|
|
#endif
|
|
|
|
vec3 shIrradiance(vec3 nor, float scale) {
|
|
const float c1 = 0.429043;
|
|
const float c2 = 0.511664;
|
|
const float c3 = 0.743125;
|
|
const float c4 = 0.886227;
|
|
const float c5 = 0.247708;
|
|
vec3 cl00, cl1m1, cl10, cl11, cl2m2, cl2m1, cl20, cl21, cl22;
|
|
cl00 = vec3(shirr[0], shirr[1], shirr[2]);
|
|
cl1m1 = vec3(shirr[3], shirr[4], shirr[5]);
|
|
cl10 = vec3(shirr[6], shirr[7], shirr[8]);
|
|
cl11 = vec3(shirr[9], shirr[10], shirr[11]);
|
|
cl2m2 = vec3(shirr[12], shirr[13], shirr[14]);
|
|
cl2m1 = vec3(shirr[15], shirr[16], shirr[17]);
|
|
cl20 = vec3(shirr[18], shirr[19], shirr[20]);
|
|
cl21 = vec3(shirr[21], shirr[22], shirr[23]);
|
|
cl22 = vec3(shirr[24], shirr[25], shirr[26]);
|
|
return (
|
|
c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) +
|
|
c3 * cl20 * nor.x * nor.x +
|
|
c4 * cl00 -
|
|
c5 * cl20 +
|
|
2.0 * c1 * cl2m2 * nor.y * (-nor.z) +
|
|
2.0 * c1 * cl21 * nor.y * nor.x +
|
|
2.0 * c1 * cl2m1 * (-nor.z) * nor.x +
|
|
2.0 * c2 * cl11 * nor.y +
|
|
2.0 * c2 * cl1m1 * (-nor.z) +
|
|
2.0 * c2 * cl10 * nor.x
|
|
) * scale;
|
|
}
|
|
|
|
vec2 envMapEquirect(vec3 normal) {
|
|
float phi = acos(normal.z);
|
|
float theta = atan(-normal.y, normal.x) + PI;
|
|
return vec2(theta / PI2, phi / PI);
|
|
}
|
|
|
|
|
|
vec2 LightingFuncGGX_FV(float dotLH, float roughness) {
|
|
float alpha = roughness*roughness;
|
|
|
|
// F
|
|
float F_a, F_b;
|
|
float dotLH5 = pow(1.0 - dotLH, 5.0);
|
|
F_a = 1.0;
|
|
F_b = dotLH5;
|
|
|
|
// V
|
|
float vis;
|
|
float k = alpha / 2.0;
|
|
float k2 = k * k;
|
|
float invK2 = 1.0 - k2;
|
|
//vis = rcp(dotLH * dotLH * invK2 + k2);
|
|
vis = inversesqrt(dotLH * dotLH * invK2 + k2);
|
|
|
|
return vec2(F_a * vis, F_b * vis);
|
|
}
|
|
|
|
float LightingFuncGGX_D(float dotNH, float roughness) {
|
|
float alpha = roughness * roughness;
|
|
float alphaSqr = alpha * alpha;
|
|
float pi = 3.14159;
|
|
float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
|
|
|
|
float D = alphaSqr / (pi * denom * denom);
|
|
return D;
|
|
}
|
|
|
|
// John Hable - Optimizing GGX Shaders
|
|
// http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
|
|
float LightingFuncGGX_OPT3(float dotNL, float dotLH, float dotNH, float roughness, float F0) {
|
|
// vec3 H = normalize(V + L);
|
|
// float dotNL = clamp(dot(N, L), 0.0, 1.0);
|
|
// float dotLH = clamp(dot(L, H), 0.0, 1.0);
|
|
// float dotNH = clamp(dot(N, H), 0.0, 1.0);
|
|
|
|
float D = LightingFuncGGX_D(dotNH, roughness);
|
|
vec2 FV_helper = LightingFuncGGX_FV(dotLH, roughness);
|
|
float FV = F0 * FV_helper.x + (1.0 - F0) * FV_helper.y;
|
|
float specular = dotNL * D * FV;
|
|
|
|
return specular;
|
|
}
|
|
|
|
vec3 f_schlick(vec3 f0, float vh) {
|
|
return f0 + (1.0-f0)*exp2((-5.55473 * vh - 6.98316)*vh);
|
|
}
|
|
|
|
float v_smithschlick(float nl, float nv, float a) {
|
|
return 1.0 / ( (nl*(1.0-a)+a) * (nv*(1.0-a)+a) );
|
|
}
|
|
|
|
float d_ggx(float nh, float a) {
|
|
float a2 = a*a;
|
|
float denom = pow(nh*nh * (a2-1.0) + 1.0, 2.0);
|
|
return a2 * (1.0 / 3.1415926535) / denom;
|
|
}
|
|
|
|
vec3 specularBRDF(vec3 f0, float roughness, float nl, float nh, float nv, float vh) {
|
|
float a = roughness * roughness;
|
|
return d_ggx(nh, a) * clamp(v_smithschlick(nl, nv, a), 0.0, 1.0) * f_schlick(f0, vh) / 4.0;
|
|
//return vec3(LightingFuncGGX_OPT3(nl, lh, nh, roughness, f0[0]));
|
|
}
|
|
|
|
#ifdef _OrenNayar
|
|
vec3 orenNayarDiffuseBRDF(vec3 albedo, float roughness, float nv, float nl, float vh) {
|
|
float a = roughness * roughness;
|
|
float s = a;
|
|
float s2 = s * s;
|
|
float vl = 2.0 * vh * vh - 1.0; // Double angle identity
|
|
float Cosri = vl - nv * nl;
|
|
float C1 = 1.0 - 0.5 * s2 / (s2 + 0.33);
|
|
float test = 1.0;
|
|
if (Cosri >= 0.0) test = (1.0 / (max(nl, nv)));
|
|
float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * test;
|
|
return albedo * max(0.0, nl) * (C1 + C2) * (1.0 + roughness * 0.5);
|
|
}
|
|
#else
|
|
vec3 lambertDiffuseBRDF(vec3 albedo, float nl) {
|
|
return albedo * max(0.0, nl);
|
|
}
|
|
#endif
|
|
|
|
vec3 surfaceAlbedo(vec3 baseColor, float metalness) {
|
|
return mix(baseColor, vec3(0.0), metalness);
|
|
}
|
|
|
|
vec3 surfaceF0(vec3 baseColor, float metalness) {
|
|
return mix(vec3(0.04), baseColor, metalness);
|
|
}
|
|
|
|
#ifdef _Rad
|
|
float getMipLevelFromRoughness(float roughness) {
|
|
// First mipmap level = roughness 0, last = roughness = 1
|
|
return roughness * envmapNumMipmaps;
|
|
}
|
|
#endif
|
|
|
|
|
|
// Linearly Transformed Cosines
|
|
/*
|
|
vec3 mul(mat3 m, vec3 v) {
|
|
return m * v;
|
|
}
|
|
mat3 mul(mat3 m1, mat3 m2) {
|
|
return m1 * m2;
|
|
}
|
|
mat3 transpose2(mat3 v) {
|
|
mat3 tmp;
|
|
tmp[0] = vec3(v[0].x, v[1].x, v[2].x);
|
|
tmp[1] = vec3(v[0].y, v[1].y, v[2].y);
|
|
tmp[2] = vec3(v[0].z, v[1].z, v[2].z);
|
|
|
|
return tmp;
|
|
}
|
|
float IntegrateEdge(vec3 v1, vec3 v2) {
|
|
float cosTheta = dot(v1, v2);
|
|
cosTheta = clamp(cosTheta, -0.9999, 0.9999);
|
|
float theta = acos(cosTheta);
|
|
float res = cross(v1, v2).z * theta / sin(theta);
|
|
return res;
|
|
}
|
|
int ClipQuadToHorizon() { //inout vec3 L[5], out int n) {
|
|
// detect clipping config
|
|
int config = 0;
|
|
if (L0.z > 0.0) config += 1;
|
|
if (L1.z > 0.0) config += 2;
|
|
if (L2.z > 0.0) config += 4;
|
|
if (L3.z > 0.0) config += 8;
|
|
|
|
// clip
|
|
int n = 0;
|
|
if (config == 0) {
|
|
// clip all
|
|
}
|
|
else if (config == 1) { // V1 clip V2 V3 V4
|
|
n = 3;
|
|
L1 = -L1.z * L0 + L0.z * L1;
|
|
L2 = -L3.z * L0 + L0.z * L3;
|
|
}
|
|
else if (config == 2) { // V2 clip V1 V3 V4
|
|
n = 3;
|
|
L0 = -L0.z * L1 + L1.z * L0;
|
|
L2 = -L2.z * L1 + L1.z * L2;
|
|
}
|
|
else if (config == 3) { // V1 V2 clip V3 V4
|
|
n = 4;
|
|
L2 = -L2.z * L1 + L1.z * L2;
|
|
L3 = -L3.z * L0 + L0.z * L3;
|
|
}
|
|
else if (config == 4) { // V3 clip V1 V2 V4
|
|
n = 3;
|
|
L0 = -L3.z * L2 + L2.z * L3;
|
|
L1 = -L1.z * L2 + L2.z * L1;
|
|
}
|
|
else if (config == 5) { // V1 V3 clip V2 V4) impossible
|
|
n = 0;
|
|
}
|
|
else if (config == 6) { // V2 V3 clip V1 V4
|
|
n = 4;
|
|
L0 = -L0.z * L1 + L1.z * L0;
|
|
L3 = -L3.z * L2 + L2.z * L3;
|
|
}
|
|
else if (config == 7) { // V1 V2 V3 clip V4
|
|
n = 5;
|
|
L4 = -L3.z * L0 + L0.z * L3;
|
|
L3 = -L3.z * L2 + L2.z * L3;
|
|
}
|
|
else if (config == 8) { // V4 clip V1 V2 V3
|
|
n = 3;
|
|
L0 = -L0.z * L3 + L3.z * L0;
|
|
L1 = -L2.z * L3 + L3.z * L2;
|
|
L2 = L3;
|
|
}
|
|
else if (config == 9) { // V1 V4 clip V2 V3
|
|
n = 4;
|
|
L1 = -L1.z * L0 + L0.z * L1;
|
|
L2 = -L2.z * L3 + L3.z * L2;
|
|
}
|
|
else if (config == 10) { // V2 V4 clip V1 V3) impossible
|
|
n = 0;
|
|
}
|
|
else if (config == 11) { // V1 V2 V4 clip V3
|
|
n = 5;
|
|
L4 = L3;
|
|
L3 = -L2.z * L3 + L3.z * L2;
|
|
L2 = -L2.z * L1 + L1.z * L2;
|
|
}
|
|
else if (config == 12) { // V3 V4 clip V1 V2
|
|
n = 4;
|
|
L1 = -L1.z * L2 + L2.z * L1;
|
|
L0 = -L0.z * L3 + L3.z * L0;
|
|
}
|
|
else if (config == 13) { // V1 V3 V4 clip V2
|
|
n = 5;
|
|
L4 = L3;
|
|
L3 = L2;
|
|
L2 = -L1.z * L2 + L2.z * L1;
|
|
L1 = -L1.z * L0 + L0.z * L1;
|
|
}
|
|
else if (config == 14) { // V2 V3 V4 clip V1
|
|
n = 5;
|
|
L4 = -L0.z * L3 + L3.z * L0;
|
|
L0 = -L0.z * L1 + L1.z * L0;
|
|
}
|
|
else if (config == 15) { // V1 V2 V3 V4
|
|
n = 4;
|
|
}
|
|
|
|
if (n == 3)
|
|
L3 = L0;
|
|
if (n == 4)
|
|
L4 = L0;
|
|
return n;
|
|
}
|
|
vec3 LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points0, vec3 points1, vec3 points2, vec3 points3, bool twoSided) {
|
|
// construct orthonormal basis around N
|
|
vec3 T1, T2;
|
|
T1 = normalize(V - N*dot(V, N));
|
|
T2 = cross(N, T1);
|
|
|
|
// rotate area light in (T1, T2, R) basis
|
|
Minv = mul(Minv, transpose2(mat3(T1, T2, N)));
|
|
|
|
// polygon (allocate 5 vertices for clipping)
|
|
// vec3 L[5];
|
|
L0 = mul(Minv, points0 - P);
|
|
L1 = mul(Minv, points1 - P);
|
|
L2 = mul(Minv, points2 - P);
|
|
L3 = mul(Minv, points3 - P);
|
|
|
|
int n = ClipQuadToHorizon(); //L, n);
|
|
|
|
if (n == 0) {
|
|
return vec3(0, 0, 0);
|
|
}
|
|
|
|
// project onto sphere
|
|
L0 = normalize(L0);
|
|
L1 = normalize(L1);
|
|
L2 = normalize(L2);
|
|
L3 = normalize(L3);
|
|
L4 = normalize(L4);
|
|
|
|
// integrate
|
|
float sum = 0.0;
|
|
|
|
sum += IntegrateEdge(L0, L1);
|
|
sum += IntegrateEdge(L1, L2);
|
|
sum += IntegrateEdge(L2, L3);
|
|
|
|
if (n >= 4) {
|
|
sum += IntegrateEdge(L3, L4);
|
|
}
|
|
if (n == 5) {
|
|
sum += IntegrateEdge(L4, L0);
|
|
}
|
|
|
|
sum = twoSided ? abs(sum) : max(0.0, -sum);
|
|
|
|
vec3 Lo_i = vec3(sum, sum, sum);
|
|
|
|
return Lo_i;
|
|
}*/
|
|
|
|
#ifdef _Toon
|
|
float stepmix(float edge0, float edge1, float E, float x) {
|
|
float T = clamp(0.5 * (x - edge0 + E) / E, 0.0, 1.0);
|
|
return mix(edge0, edge1, T);
|
|
}
|
|
#endif
|
|
|
|
#ifdef _VoxelGI
|
|
vec4 sampleVoxels(vec3 worldPosition, float lod) {
|
|
vec3 offset = vec3(1.0 / voxelDimensions, 1.0 / voxelDimensions, 0);
|
|
vec3 texco = worldPosition / (voxelGridWorldSize * 0.5);
|
|
texco = texco * 0.5 + 0.5 + offset;
|
|
return textureLod(voxels, texco, lod);
|
|
}
|
|
// See https://github.com/Cigg/Voxel-Cone-Tracing
|
|
vec4 coneTrace(vec3 posWorld, vec3 direction, vec3 norWorld, float tanHalfAngle, out float occlusion) {
|
|
const float voxelWorldSize = voxelGridWorldSize / voxelDimensions;
|
|
float dist = voxelWorldSize; // Start one voxel away to avoid self occlusion
|
|
vec3 startPos = posWorld + norWorld * voxelWorldSize;
|
|
|
|
vec3 color = vec3(0.0);
|
|
float alpha = 0.0;
|
|
occlusion = 0.0;
|
|
while (dist < maxDist && alpha < alphaTreshold) {
|
|
// Smallest sample diameter possible is the voxel size
|
|
float diameter = max(voxelWorldSize, 2.0 * tanHalfAngle * dist);
|
|
float lodLevel = log2(diameter / voxelWorldSize);
|
|
vec4 voxelColor = sampleVoxels(startPos + dist * direction, lodLevel);
|
|
// Front-to-back compositing
|
|
float a = (1.0 - alpha);
|
|
color += a * voxelColor.rgb;
|
|
alpha += a * voxelColor.a;
|
|
occlusion += (a * voxelColor.a) / (1.0 + 0.03 * diameter);
|
|
dist += diameter * 0.5; // * 2.0
|
|
}
|
|
return vec4(color, alpha);
|
|
}
|
|
vec4 indirectLight(vec3 posWorld, mat3 tanToWorld, vec3 norWorld, out float occlusion) {
|
|
vec4 color = vec4(0);
|
|
occlusion = 0.0;
|
|
|
|
for (int i = 0; i < numCones; i++) {
|
|
float coneOcclusion;
|
|
const float tanangle = tan(30):
|
|
color += coneWeights[i] * coneTrace(posWorld, tanToWorld * coneDirections[i], norWorld, tanangle, coneOcclusion);
|
|
occlusion += coneWeights[i] * coneOcclusion;
|
|
}
|
|
occlusion = 1.0 - occlusion;
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
void main() {
|
|
|
|
#ifdef _NorTex
|
|
vec3 n = (texture(snormal, texCoord).rgb * 2.0 - 1.0);
|
|
n = normalize(TBN * normalize(n));
|
|
|
|
// vec3 nn = normalize(normal);
|
|
// vec3 dp1 = dFdx( position );
|
|
// vec3 dp2 = dFdy( position );
|
|
// vec2 duv1 = dFdx( texCoord );
|
|
// vec2 duv2 = dFdy( texCoord );
|
|
// vec3 dp2perp = cross( dp2, nn );
|
|
// vec3 dp1perp = cross( nn, dp1 );
|
|
// vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
|
|
// vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
|
|
// float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
|
|
// mat3 TBN = mat3(T * invmax, B * invmax, nn);
|
|
// vec3 n = normalize(TBN * nn);
|
|
#else
|
|
vec3 n = normalize(normal);
|
|
#endif
|
|
#ifdef _NorStr
|
|
n *= normalStrength;
|
|
#endif
|
|
|
|
// Move out
|
|
vec3 l;
|
|
if (lightType == 0) { // Sun
|
|
l = lightDir;
|
|
}
|
|
else { // Point, spot
|
|
l = normalize(lightPos - position.xyz);
|
|
}
|
|
float dotNL = dot(n, l);
|
|
|
|
float visibility = 1.0;
|
|
#ifndef _NoShadows
|
|
if (receiveShadow) {
|
|
if (lPos.w > 0.0) {
|
|
visibility = shadowTest(lPos);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
vec3 baseColor = matColor.rgb;
|
|
#ifdef _BaseTex
|
|
vec4 texel = texture(sbase, texCoord);
|
|
#ifdef _AlphaTest
|
|
if (texel.a < 0.4)
|
|
discard;
|
|
#endif
|
|
texel.rgb = pow(texel.rgb, vec3(2.2));
|
|
baseColor *= texel.rgb;
|
|
#endif
|
|
|
|
vec3 v = normalize(eyeDir);
|
|
vec3 h = normalize(v + l);
|
|
|
|
float dotNV = dot(n, v);
|
|
float dotNH = dot(n, h);
|
|
float dotVH = dot(v, h);
|
|
float dotLV = dot(l, v);
|
|
float dotLH = dot(l, h);
|
|
|
|
#ifdef _MetTex
|
|
float metalness = texture(smetal, texCoord).r;
|
|
#endif
|
|
vec3 albedo = surfaceAlbedo(baseColor, metalness);
|
|
vec3 f0 = surfaceF0(baseColor, metalness);
|
|
|
|
#ifdef _RoughTex
|
|
float roughness = texture(srough, texCoord).r;
|
|
#endif
|
|
#ifdef _RoughStr
|
|
roughness *= roughnessStrength;
|
|
#endif
|
|
|
|
|
|
|
|
// #ifdef _Toon
|
|
// vec3 v = normalize(eyeDir);
|
|
// vec3 h = normalize(v + l);
|
|
|
|
// const vec3 ambientMaterial = baseColor * vec3(0.35, 0.35, 0.35) + vec3(0.15);
|
|
// const vec3 diffuseMaterial = baseColor;
|
|
// const vec3 specularMaterial = vec3(0.45, 0.35, 0.35);
|
|
// const float shininess = 0.5;
|
|
|
|
// float df = max(0.0, dotNL);
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// float sf = max(0.0, dot(n, h));
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// sf = pow(sf, shininess);
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|
|
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// const float A = 0.1;
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// const float B = 0.3;
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// const float C = 0.6;
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// const float D = 1.0;
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// float E = fwidth(df);
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// bool f = false;
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// if (df > A - E) if (df < A + E) {
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// f = true;
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// df = stepmix(A, B, E, df);
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// }
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|
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// /*else*/if (!f) if (df > B - E) if(df < B + E) {
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// f = true;
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// df = stepmix(B, C, E, df);
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// }
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|
|
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// /*else*/if (!f) if (df > C - E) if (df < C + E) {
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// f = true;
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// df = stepmix(C, D, E, df);
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|
// }
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// /*else*/if (!f) if (df < A) {
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|
// df = 0.0;
|
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// }
|
|
// else if (df < B) {
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// df = B;
|
|
// }
|
|
// else if (df < C) {
|
|
// df = C;
|
|
// }
|
|
// else df = D;
|
|
|
|
// E = fwidth(sf);
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|
// if (sf > 0.5 - E && sf < 0.5 + E) {
|
|
// sf = smoothstep(0.5 - E, 0.5 + E, sf);
|
|
// }
|
|
// else {
|
|
// sf = step(0.5, sf);
|
|
// }
|
|
|
|
// fragColor.rgb = ambientMaterial + (df * diffuseMaterial + sf * specularMaterial) * visibility;
|
|
// float edgeDetection = (dot(v, n) < 0.1) ? 0.0 : 1.0;
|
|
// fragColor.rgb *= edgeDetection;
|
|
|
|
// // const int levels = 4;
|
|
// // const float scaleFactor = 1.0 / levels;
|
|
|
|
// // float diffuse = max(0, dotNL);
|
|
// // const float material_kd = 0.8;
|
|
// // const float material_ks = 0.3;
|
|
// // vec3 diffuseColor = vec3(0.40, 0.60, 0.70);
|
|
// // diffuseColor = diffuseColor * material_kd * floor(diffuse * levels) * scaleFactor;
|
|
// // float specular = 0.0;
|
|
// // if(dotNL > 0.0) {
|
|
// // specular = material_ks * pow( max(0, dot( h, n)), shininess);
|
|
// // }
|
|
// // // Limit specular
|
|
// // float specMask = (pow(dot(h, n), shininess) > 0.4) ? 1.0 : 0.0;
|
|
|
|
// // float edgeDetection = (dot(v, n) > 0.3) ? 1.0 : 0.0;
|
|
// // fragColor.rgb = edgeDetection * ((diffuseColor + specular * specMask) * visibility + ambientMaterial);
|
|
// #endif
|
|
|
|
|
|
// LTC
|
|
// const float rectSizeX = 2.5;
|
|
// const float rectSizeY = 1.2;
|
|
// vec3 ex = vec3(1, 0, 0)*rectSizeX;
|
|
// vec3 ey = vec3(0, 0, 1)*rectSizeY;
|
|
// vec3 p1 = light - ex + ey;
|
|
// vec3 p2 = light + ex + ey;
|
|
// vec3 p3 = light + ex - ey;
|
|
// vec3 p4 = light - ex - ey;
|
|
// float theta = acos(dotNV);
|
|
// vec2 tuv = vec2(roughness, theta/(0.5*PI));
|
|
// tuv = tuv*LUT_SCALE + LUT_BIAS;
|
|
|
|
// vec4 t = texture(sltcMat, tuv);
|
|
// mat3 Minv = mat3(
|
|
// vec3( 1, t.y, 0),
|
|
// vec3( 0, 0, t.z),
|
|
// vec3(t.w, 0, t.x)
|
|
// );
|
|
|
|
// vec3 ltcspec = LTC_Evaluate(n, v, position, Minv, p1, p2, p3, p4, true);
|
|
// ltcspec *= texture(sltcMag, tuv).a;
|
|
// vec3 ltcdiff = LTC_Evaluate(n, v, position, mat3(1), p1, p2, p3, p4, true);
|
|
// vec3 ltccol = ltcspec + ltcdiff * albedo;
|
|
// ltccol /= 2.0*PI;
|
|
|
|
|
|
// Direct
|
|
#ifdef _OrenNayar
|
|
vec3 direct = orenNayarDiffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH) + specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH);
|
|
#else
|
|
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH);
|
|
#endif
|
|
|
|
if (lightType == 2) { // Spot
|
|
float spotEffect = dot(lightDir, l);
|
|
if (spotEffect < spotlightCutoff) {
|
|
spotEffect = smoothstep(spotlightCutoff - spotlightExponent, spotlightCutoff, spotEffect);
|
|
direct *= spotEffect;
|
|
}
|
|
}
|
|
|
|
direct = direct * lightColor * lightStrength;
|
|
|
|
|
|
|
|
|
|
#ifdef _VoxelGI
|
|
vec3 tangent = normalize(cross(n, vec3(0.0, 1.0, 0.0)));
|
|
if (length(tangent) == 0.0) {
|
|
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
|
|
}
|
|
vec3 bitangent = normalize(cross(n, tangent));
|
|
mat3 tanToWorld = inverse(transpose(mat3(tangent, bitangent, n)));
|
|
|
|
float diffOcclusion = 0.0;
|
|
vec3 indirectDiffuse = indirectLight(tanToWorld, n, diffOcclusion).rgb * 4.0;
|
|
indirectDiffuse *= albedo;
|
|
diffOcclusion = min(1.0, 1.5 * diffOcclusion);
|
|
|
|
vec3 reflectWorld = reflect(-v, n);
|
|
float specularOcclusion;
|
|
float lodOffset = 0.0;//getMipLevelFromRoughness(roughness);
|
|
vec3 indirectSpecular = coneTrace(reflectWorld, n, 0.07 + lodOffset, specularOcclusion).rgb;
|
|
if (roughness > 0.0) { // Temp..
|
|
vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;
|
|
indirectSpecular *= (f0 * envBRDF.x + envBRDF.y);
|
|
}
|
|
|
|
vec3 indirect = indirectDiffuse * diffOcclusion + indirectSpecular;
|
|
|
|
#else
|
|
|
|
// Indirect
|
|
vec3 indirectDiffuse = shIrradiance(n, 2.2) / PI;
|
|
#ifdef _EnvLDR
|
|
indirectDiffuse = pow(indirectDiffuse, vec3(2.2));
|
|
#endif
|
|
indirectDiffuse *= albedo;
|
|
vec3 indirect = indirectDiffuse;
|
|
|
|
#ifdef _Rad
|
|
vec3 reflectionWorld = reflect(-v, n);
|
|
float lod = getMipLevelFromRoughness(roughness);// + 1.0;
|
|
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
|
#ifdef _EnvLDR
|
|
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
|
#endif
|
|
vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;
|
|
vec3 indirectSpecular = prefilteredColor * (f0 * envBRDF.x + envBRDF.y);
|
|
indirect += indirectSpecular;
|
|
#endif
|
|
indirect = indirect * envmapStrength;// * lightColor * lightStrength;
|
|
|
|
#endif
|
|
|
|
fragColor = vec4(vec3(direct * visibility + indirect), 1.0);
|
|
|
|
|
|
#ifdef _OccTex
|
|
vec3 occ = texture(socclusion, texCoord).rgb;
|
|
fragColor.rgb *= occ;
|
|
#else
|
|
fragColor.rgb *= occlusion;
|
|
#endif
|
|
|
|
|
|
// LTC
|
|
// fragColor.rgb = ltccol * 10.0 * visibility + indirect / 14.0;
|
|
|
|
|
|
#ifdef _LDR
|
|
// gl_FragColor = vec4(pow(fragColor.rgb, vec3(1.0 / 2.2)), fragColor.a);
|
|
fragColor = vec4(pow(fragColor.rgb, vec3(1.0 / 2.2)), fragColor.a);
|
|
// #else
|
|
// gl_FragColor = vec4(fragColor.rgb, fragColor.a);
|
|
//fragColor = vec4(fragColor.rgb, fragColor.a);
|
|
#endif
|
|
}
|