453 lines
12 KiB
GLSL
453 lines
12 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/math.glsl"
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#include "std/brdf.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 _ShadowMap
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#include "std/shadows.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 _VoxelGI
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#include "std/conetrace.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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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _LTC
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#include "std/ltc.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 _VoxelGI
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uniform sampler3D voxels;
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#endif
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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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#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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#ifdef _ShadowMap
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#ifdef _ShadowMapCube
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uniform vec2 lightProj;
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// uniform samplerCubeShadow shadowMap0; //arm_dev
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uniform samplerCube shadowMap0;
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// uniform samplerCube shadowMap1;
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// uniform samplerCube shadowMap2;
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// uniform samplerCube shadowMap3;
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#else
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uniform sampler2D shadowMap0;
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// uniform sampler2D shadowMap1;
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// uniform sampler2D shadowMap2;
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// uniform sampler2D shadowMap3;
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uniform mat4 LWVP0;
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// uniform mat4 LWVP1;
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// uniform mat4 LWVP2;
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// uniform mat4 LWVP3;
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#endif
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#ifdef _Spot
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uniform sampler2D shadowMapSpot0;
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// uniform sampler2D shadowMapSpot1;
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// uniform sampler2D shadowMapSpot2;
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// uniform sampler2D shadowMapSpot3;
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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 // _ShadowMap
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#endif // _Clusters
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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; // arm_dev
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uniform sampler2D 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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// #ifdef _SoftShadows
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// uniform sampler2D svisibility;
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// #else
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#endif // _ShadowMap
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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, depth
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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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vec2 metrough = unpackFloat(g0.b);
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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, metrough.x); // g1.rgb - basecolor
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vec3 f0 = surfaceF0(g1.rgb, metrough.x);
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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 _Brdf
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vec2 envBRDF = textureLod(senvmapBrdf, vec2(metrough.y, 1.0 - dotNV), 0.0).xy;
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#endif
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#ifdef _VoxelGI
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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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#ifdef _VoxelGITemporal
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vec4 indirectDiffuse = traceDiffuse(voxpos, n, voxels) * voxelBlend + traceDiffuse(voxpos, n, voxelsLast) * (1.0 - voxelBlend);
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#else
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vec4 indirectDiffuse = traceDiffuse(voxpos, n, voxels);
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#endif
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fragColor.rgb = indirectDiffuse.rgb * voxelgiDiff * g1.rgb;
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if (occspec.y > 0.0) {
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vec3 indirectSpecular = traceSpecular(voxels, voxpos, n, v, metrough.y);
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indirectSpecular *= f0 * envBRDF.x + envBRDF.y;
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fragColor.rgb += indirectSpecular * voxelgiSpec * occspec.y;
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}
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// if (!isInsideCube(voxpos)) fragColor = vec4(1.0); // Show bounds
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#endif
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// Envmap
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#ifdef _Irr
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vec3 envl = shIrradiance(n);
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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(metrough.y, 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, metrough.x); // 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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#ifdef _VoxelGITemporal
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envl.rgb *= 1.0 - (traceAO(voxpos, n, voxels) * voxelBlend + 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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#ifdef _VoxelGI
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fragColor.rgb += envl * voxelgiEnv;
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#else
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fragColor.rgb = envl;
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#endif
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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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// 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, metrough.y, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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// #ifdef _SoftShadows
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// svisibility = textureLod(svisibility, texCoord, 0.0).r;
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// #endif
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#ifdef _ShadowMap
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// if (lightShadow == 1) {
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#ifdef _CSM
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svisibility = shadowTestCascade(shadowMap, eye, p + n * shadowsBias * 10, shadowsBias, shadowmapSize * vec2(shadowmapCascades, 1.0));
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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, shadowmapSize);
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#endif
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// }
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#endif
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#ifdef _VoxelGIShadow // #else
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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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if (dotNL > 0.0) svisibility = max(0, 1.0 - traceShadow(voxels, voxpos, l, 0.1, 10.0, n));
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#endif
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#ifdef _SSRS
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float tvis = traceShadowSS(-sunDir, p, gbufferD, invVP, eye);
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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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// tvis *= screenEdgeFactor;
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svisibility *= tvis;
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#endif
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fragColor.rgb += sdirect * svisibility * sunCol;
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#endif
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// #ifdef _Hair // Aniso
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// if (textureLod(gbuffer2, texCoord, 0.0).a == 2) {
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// const float shinyParallel = metrough.y;
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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, metrough.y, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec;
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// }
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// else fragColor.rgb = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH) * spec;
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// #endif
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#ifdef _LightClouds
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visibility *= 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 _SSS
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if (textureLod(gbuffer2, texCoord, 0.0).a == 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, l, lightPlane.y, shadowMap);
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}
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#endif
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#ifdef _Clusters
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float depthl = linearize(depth * 0.5 + 0.5, cameraProj);
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#ifdef HLSL
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depthl += 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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int clusterI = getClusterI(texCoord, depthl, cameraPlane);
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int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
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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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// lightsArray[li * 2 ] - pos
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// lightsArray[li * 2 + 1] - color
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// lightsArraySpot[li] - (spot)dir
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vec3 lp = lightsArray[li * 2].xyz;
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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vec3 h = normalize(v + l);
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float dotNH = dot(n, h);
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float dotVH = dot(v, h);
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float dotNL = dot(n, l);
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vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH) * occspec.y;
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direct *= lightsArray[li * 2 + 1].xyz;
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float visibility = attenuate(distance(p, lp));
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#ifdef _Spot
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if (i > numPoints - 1) {
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float spotEffect = dot(lightsArraySpot[li].xyz, l); // lightDir
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// x - cutoff, y - cutoff - exponent
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if (spotEffect < lightsArray[li * 2 + 1].w) {
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visibility *= smoothstep(lightsArraySpot[li].w, lightsArray[li * 2 + 1].w, spotEffect);
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}
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}
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#endif
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#ifdef _LightIES
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visibility *= iesAttenuation(-l);
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#endif
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// #ifdef _LTC
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// if (lightType == 3) { // Area
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// float theta = acos(dotNV);
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// vec2 tuv = vec2(metrough.y, theta / (0.5 * PI));
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// tuv = tuv * LUT_SCALE + LUT_BIAS;
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// vec4 t = textureLod(sltcMat, tuv, 0.0);
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// mat3 invM = mat3(
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// vec3(1.0, 0.0, t.y),
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// vec3(0.0, t.z, 0.0),
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// vec3(t.w, 0.0, t.x));
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// float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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// ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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// float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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// fragColor.rgb = albedo * ltcdiff + ltcspec * spec;
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// }
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// #endif
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#ifdef _ShadowMap
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// if (lightShadow == 1) {
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float bias = lightsArray[li * 2].w;
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#ifdef _ShadowMapCube
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visibility *= PCFCube(shadowMap0, ld, -l, bias, lightProj, n);
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#else
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vec4 lPos = LWVP0 * vec4(p + n * bias * 10, 1.0);
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if (lPos.w > 0.0) {
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#ifdef _SMSizeUniform
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visibility *= shadowTest(shadowMap0, lPos.xyz / lPos.w, bias, smSizeUniform);
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#else
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visibility *= shadowTest(shadowMap0, lPos.xyz / lPos.w, bias, shadowmapSize);
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#endif
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}
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#endif
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// }
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#endif // _ShadowMap
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fragColor.rgb += direct * visibility;
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}
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#endif
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}
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