253 lines
6.5 KiB
GLSL
253 lines
6.5 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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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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#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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uniform float envmapStrength;
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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 vec3 eye;
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in vec4 wvpposition;
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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 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[2] outColor;
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vec3 shIrradiance(vec3 nor, float scale) {
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const float c1 = 0.429043;
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const float c2 = 0.511664;
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const float c3 = 0.743125;
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const float c4 = 0.886227;
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const float c5 = 0.247708;
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vec3 cl00, cl1m1, cl10, cl11, cl2m2, cl2m1, cl20, cl21, cl22;
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cl00 = vec3(shirr[0], shirr[1], shirr[2]);
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cl1m1 = vec3(shirr[3], shirr[4], shirr[5]);
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cl10 = vec3(shirr[6], shirr[7], shirr[8]);
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cl11 = vec3(shirr[9], shirr[10], shirr[11]);
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cl2m2 = vec3(shirr[12], shirr[13], shirr[14]);
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cl2m1 = vec3(shirr[15], shirr[16], shirr[17]);
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cl20 = vec3(shirr[18], shirr[19], shirr[20]);
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cl21 = vec3(shirr[21], shirr[22], shirr[23]);
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cl22 = vec3(shirr[24], shirr[25], shirr[26]);
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return (
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c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) +
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c3 * cl20 * nor.x * nor.x +
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c4 * cl00 -
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c5 * cl20 +
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2.0 * c1 * cl2m2 * nor.y * (-nor.z) +
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2.0 * c1 * cl21 * nor.y * nor.x +
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2.0 * c1 * cl2m1 * (-nor.z) * nor.x +
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2.0 * c2 * cl11 * nor.y +
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2.0 * c2 * cl1m1 * (-nor.z) +
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2.0 * c2 * cl10 * nor.x
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) * scale;
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}
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vec2 envMapEquirect(vec3 normal) {
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float phi = acos(normal.z);
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float theta = atan(-normal.y, normal.x) + PI;
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return vec2(theta / PI2, phi / PI);
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}
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#ifdef _Rad
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float getMipLevelFromRoughness(float roughness) {
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// First mipmap level = roughness 0, last = roughness = 1
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return roughness * envmapNumMipmaps;
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}
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#endif
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vec3 surfaceAlbedo(vec3 baseColor, float metalness) {
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return mix(baseColor, vec3(0.0), metalness);
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}
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vec3 surfaceF0(vec3 baseColor, float metalness) {
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return mix(vec3(0.04), baseColor, metalness);
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}
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vec3 f_schlick(vec3 f0, float vh) {
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return f0 + (1.0-f0)*exp2((-5.55473 * vh - 6.98316)*vh);
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}
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float v_smithschlick(float nl, float nv, float a) {
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return 1.0 / ( (nl*(1.0-a)+a) * (nv*(1.0-a)+a) );
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}
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float d_ggx(float nh, float a) {
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float a2 = a*a;
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float denom = pow(nh*nh * (a2-1.0) + 1.0, 2.0);
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return a2 * (1.0 / 3.1415926535) / denom;
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}
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vec3 specularBRDF(vec3 f0, float roughness, float nl, float nh, float nv, float vh, float lh) {
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float a = roughness * roughness;
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return d_ggx(nh, a) * clamp(v_smithschlick(nl, nv, a), 0.0, 1.0) * f_schlick(f0, vh) / 4.0;
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//return vec3(LightingFuncGGX_OPT3(nl, lh, nh, roughness, f0[0]));
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}
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vec3 lambert(vec3 albedo, float nl) {
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return albedo * max(0.0, nl);
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}
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vec3 diffuseBRDF(vec3 albedo, float roughness, float nv, float nl, float vh, float lv) {
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return lambert(albedo, nl);
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}
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void main() {
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#ifdef _NorTex
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vec3 n = (texture(snormal, texCoord).rgb * 2.0 - 1.0);
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n = normalize(TBN * normalize(n));
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#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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// Move out
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vec3 l;
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if (lightType == 0) { // Sun
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l = lightDir;
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}
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else { // Point, spot
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l = normalize(lightPos - position.xyz);
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}
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float dotNL = max(dot(n, l), 0.0);
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vec3 baseColor = matColor.rgb;
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#ifdef _BaseTex
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vec4 texel = texture(sbase, texCoord);
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#ifdef _AlphaTest
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if(texel.a < 0.4)
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discard;
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#endif
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texel.rgb = pow(texel.rgb, vec3(2.2));
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baseColor *= texel.rgb;
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#endif
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vec3 v = normalize(eyeDir);
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vec3 h = normalize(v + l);
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float dotNV = max(dot(n, v), 0.0);
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float dotNH = max(dot(n, h), 0.0);
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float dotVH = max(dot(v, h), 0.0);
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float dotLV = max(dot(l, v), 0.0);
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float dotLH = max(dot(l, h), 0.0);
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#ifdef _MetTex
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float metalness = texture(smetal, texCoord).r;
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#endif
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vec3 albedo = surfaceAlbedo(baseColor, metalness);
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vec3 f0 = surfaceF0(baseColor, metalness);
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#ifdef _RoughTex
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float roughness = texture(srough, texCoord).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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// Direct
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vec3 direct = diffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH, dotLV) + specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH, dotLH);
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if (lightType == 2) { // Spot
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float spotEffect = dot(lightDir, l);
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if (spotEffect < spotlightCutoff) {
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spotEffect = smoothstep(spotlightCutoff - spotlightExponent, spotlightCutoff, spotEffect);
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direct *= spotEffect;
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}
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}
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direct = direct * lightColor * lightStrength;
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// Indirect
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vec3 indirectDiffuse = shIrradiance(n, 2.2) / PI;
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#ifdef _EnvLDR
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indirectDiffuse = pow(indirectDiffuse, vec3(2.2));
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#endif
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indirectDiffuse *= albedo;
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vec3 indirect = indirectDiffuse;
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#ifdef _Rad
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vec3 reflectionWorld = reflect(-v, n);
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float lod = getMipLevelFromRoughness(roughness);// + 1.0;
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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#ifdef _EnvLDR
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prefilteredColor = pow(prefilteredColor, vec3(2.2));
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#endif
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vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;
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vec3 indirectSpecular = prefilteredColor * (f0 * envBRDF.x + envBRDF.y);
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indirect += indirectSpecular;
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#endif
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indirect = indirect * envmapStrength;// * lightColor * lightStrength;
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vec4 premultipliedReflect = vec4(vec3(direct + indirect * occlusion), matColor.a);
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// vec4 premultipliedReflect = vec4(1.0, 0.0, 0.0, 0.01);
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// vec4 premultipliedReflect = baseColor;
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float fragZ = wvpposition.z / wvpposition.w;
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float a = min(1.0, premultipliedReflect.a) * 8.0 + 0.01;
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float b = -fragZ * 0.95 + 1.0;
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float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
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// accum = premultipliedReflect * w;
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// revealage = premultipliedReflect.a;
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// RT0 = vec4(C * w, a)
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// RT1 = vec4(vec3(a * w), 1)
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outColor[0] = vec4(premultipliedReflect.rgb * w, premultipliedReflect.a);
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outColor[1] = vec4(premultipliedReflect.a * w, 0.0, 0.0, 1.0);
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}
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