266 lines
6.7 KiB
GLSL
266 lines
6.7 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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#include "../std/brdf.glsl"
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#include "../std/math.glsl"
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#ifdef _LampIES
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#include "../std/ies.glsl"
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#endif
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#ifdef _VoxelGIDirect
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#include "../std/conetrace.glsl"
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#endif
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#ifdef _PolyLight
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#include "../std/ltc.glsl"
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#endif
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#ifndef _NoShadows
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#ifdef _PCSS
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#include "../std/shadows_pcss.glsl"
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#else
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#include "../std/shadows.glsl"
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#endif
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#endif
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#ifdef _DFRS
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#include "../std/sdf.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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#include "../std/gbuffer.glsl"
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#ifdef _VoxelGIDirect
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//!uniform sampler3D voxels;
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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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// TODO: separate shaders
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#ifndef _NoShadows
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//!uniform sampler2D shadowMap;
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//!uniform samplerCube shadowMapCube;
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#ifdef _PCSS
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//!uniform sampler2D snoise;
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//!uniform float lampSizeUV;
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#endif
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#endif
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#ifdef _DFRS
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//!uniform sampler3D sdftex;
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#endif
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#ifdef _LampIES
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//!uniform sampler2D texIES;
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#endif
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uniform mat4 invVP;
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uniform mat4 LWVP;
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uniform vec3 lightColor;
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uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform vec2 lightPlane;
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uniform int lightType;
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uniform int lightShadow;
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uniform float shadowsBias;
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uniform vec2 spotlightData;
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#ifdef _PolyLight
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uniform vec3 lampArea0;
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uniform vec3 lampArea1;
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uniform vec3 lampArea2;
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uniform vec3 lampArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#endif
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uniform vec3 eye;
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#ifdef _SSRS
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//!uniform mat4 VP;
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#endif
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#ifdef _LampColTex
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uniform sampler2D texlampcolor;
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#endif
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in vec4 wvpposition;
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out vec4 fragColor;
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#ifndef _NoShadows
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float shadowTest(const vec3 lPos) {
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#ifdef _Clampstc
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// Filtering out of bounds, remove
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// const vec2 border = vec2(1.0 / shadowmapSize[0], 1.0 / shadowmapSize[1]) * 2.0;
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// lPos.xy = clamp(lPos.xy, border[0], 1.0 - border[1]);
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if (lPos.x < 0.0) return 1.0;
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if (lPos.y < 0.0) return 1.0;
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if (lPos.x > 1.0) return 1.0;
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if (lPos.y > 1.0) return 1.0;
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#endif
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#ifdef _PCSS
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return PCSS(lPos.xy, lPos.z - shadowsBias);
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#else
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return PCF(lPos.xy, lPos.z - shadowsBias);
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#endif
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}
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float shadowTestCube(const vec3 lp, const vec3 l) {
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return PCFCube(lp, -l, shadowsBias, lightPlane);
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}
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#endif
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void main() {
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vec2 texCoord = wvpposition.xy / wvpposition.w;
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texCoord = texCoord * 0.5 + 0.5;
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
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#endif
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vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, occlusion
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vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb,
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// #ifdef _InvY // D3D
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// float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; // 0 - 1 => -1 - 1
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// #else
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// TODO: store_depth
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float depth = (1.0 - g0.a) * 2.0 - 1.0;
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// #endif
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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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vec3 p = getPos2(invVP, depth, texCoord);
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vec2 metrough = unpackFloat(g0.b);
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vec3 v = normalize(eye - p);
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float dotNV = dot(n, v);
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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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vec3 lp = lightPos - p;
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vec3 l = normalize(lp);
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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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float visibility = 1.0;
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#ifndef _NoShadows
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// TODO: merge..
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if (lightShadow == 1) {
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vec4 lampPos = LWVP * vec4(p, 1.0);
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if (lampPos.w > 0.0) visibility = shadowTest(lampPos.xyz / lampPos.w);
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}
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else if (lightShadow == 2) { // Cube
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visibility = shadowTestCube(lp, l);
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}
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#endif
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#ifdef _VoxelGIShadow // #else
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if (dotNL > 0.0) visibility = max(0, 1.0 - traceShadow(p / voxelgiDimensions, l, 0.1, length(lp)));
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#endif
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#ifdef _DFRS
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visibility = dfrs(p, l, lightPos);
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#endif
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// Per-light
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#ifndef _NoLampFalloff
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visibility *= attenuate(distance(p, lightPos));
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#endif
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#ifdef _LampIES
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visibility *= iesAttenuation(-l);
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#endif
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if (lightType == 2) { // Spot
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float spotEffect = dot(lightDir, l);
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// x - cutoff, y - cutoff - exponent
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if (spotEffect < spotlightData.x) {
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visibility *= smoothstep(spotlightData.y, spotlightData.x, spotEffect);
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}
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}
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#ifdef _PolyLight
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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 = texture(sltcMat, tuv);
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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, lampArea0, lampArea1, lampArea2, lampArea3);
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ltcspec *= texture(sltcMag, tuv).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lampArea0, lampArea1, lampArea2, lampArea3);
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#ifdef _Cycles
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float facdif = min((1.0 - metrough.x) * 3.0, 1.0);
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float facspec = min(metrough.x * 3.0, 1.0);
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fragColor.rgb = albedo * ltcdiff * facdif + ltcspec * facspec;
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#else
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fragColor.rgb = albedo * ltcdiff + ltcspec;
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#endif
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}
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else {
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#endif
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#ifdef _Cycles
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// Diff/glossy
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float facdif = min((1.0 - metrough.x) * 3.0, 1.0);
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float facspec = min(metrough.x * 3.0, 1.0);
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float rough = pow(metrough.y, 0.5);
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fragColor.rgb = orenNayarDiffuseBRDF(albedo, rough, dotNV, dotNL, dotVH) * max(1.0 - metrough.y, 0.88) * facdif + specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * 3.5 * facspec;
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// Metallic
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// fragColor.rgb = orenNayarDiffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH);
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#else
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fragColor.rgb = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, metrough.y, dotNL, dotNH, dotNV, dotVH);
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#endif
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#ifdef _PolyLight
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}
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#endif
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// Aniso spec
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// #ifdef _Aniso
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// float shinyParallel = metrough.y;
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// float shinyPerpendicular = 0.08;
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// vec3 fiberDirection = vec3(0.0, 1.0, 8.0);
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// fragColor.rgb = diffuseBRDF(albedo, metrough.y, dotNV, dotNL, dotVH, dotLV) + wardSpecular(n, h, dotNL, dotNV, dotNH, fiberDirection, shinyParallel, shinyPerpendicular);
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// #endif
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fragColor.rgb *= lightColor;
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#ifdef _LampColTex
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// fragColor.rgb *= texture(texlampcolor, envMapEquirect(l)).rgb;
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fragColor.rgb *= pow(texture(texlampcolor, l.xy).rgb, vec3(2.2));
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#endif
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#ifdef _SSS
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if (floor(g1.a) == 2) {
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if (lightShadow == 1) fragColor.rgb += fragColor.rgb * SSSSTransmittance(1.0, 0.005, p, n, l, shadowMap, LWVP);
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else fragColor.rgb += fragColor.rgb * SSSSTransmittanceCube(1.0, 0.005, p, n, l, shadowMapCube, LWVP);
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}
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#endif
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#ifdef _SSRS
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float tvis = traceShadowSS(-l, p, gbuffer0, 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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visibility *= tvis;
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#endif
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fragColor.rgb *= visibility;
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#ifdef _VoxelGIRefract
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fragColor.rgb = mix(traceRefraction(p / voxelgiDimensions, n, -v, metrough.y), fragColor.rgb, g1.a);
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#endif
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}
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