731 lines
20 KiB
GLSL
731 lines
20 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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#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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// 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 outColor;
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#ifndef _NoShadows
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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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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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return PCF(lPosH.xy, lPosH.z - shadowsBias);
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// return VSM(lPosH.xy, lPosH.z);
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// Basic
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// float distanceFromLight = texture(shadowMap, lPosH.xy).r * 2.0 - 1.0;
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// return float(distanceFromLight > lPosH.z - shadowsBias);
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}
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#endif
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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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vec2 LightingFuncGGX_FV(float dotLH, float roughness) {
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float alpha = roughness*roughness;
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// F
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float F_a, F_b;
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float dotLH5 = pow(1.0 - dotLH, 5.0);
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F_a = 1.0;
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F_b = dotLH5;
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// V
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float vis;
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float k = alpha / 2.0;
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float k2 = k * k;
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float invK2 = 1.0 - k2;
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//vis = rcp(dotLH * dotLH * invK2 + k2);
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vis = inversesqrt(dotLH * dotLH * invK2 + k2);
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return vec2(F_a * vis, F_b * vis);
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}
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float LightingFuncGGX_D(float dotNH, float roughness) {
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float alpha = roughness * roughness;
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float alphaSqr = alpha * alpha;
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float pi = 3.14159;
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float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
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float D = alphaSqr / (pi * denom * denom);
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return D;
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}
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// John Hable - Optimizing GGX Shaders
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// http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
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float LightingFuncGGX_OPT3(float dotNL, float dotLH, float dotNH, float roughness, float F0) {
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// vec3 H = normalize(V + L);
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// float dotNL = clamp(dot(N, L), 0.0, 1.0);
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// float dotLH = clamp(dot(L, H), 0.0, 1.0);
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// float dotNH = clamp(dot(N, H), 0.0, 1.0);
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float D = LightingFuncGGX_D(dotNH, roughness);
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vec2 FV_helper = LightingFuncGGX_FV(dotLH, roughness);
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float FV = F0 * FV_helper.x + (1.0 - F0) * FV_helper.y;
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float specular = dotNL * D * FV;
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return specular;
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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 burley(vec3 albedo, float roughness, float NoV, float NoL, float VoH) {
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float FD90 = 0.5 + 2 * VoH * VoH * roughness;
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float FdV = 1 + (FD90 - 1) * pow( 1 - NoV, 5 );
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float FdL = 1 + (FD90 - 1) * pow( 1 - NoL, 5 );
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return albedo * ( (1.0 / 3.1415926535) * FdV * FdL );
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}
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vec3 orenNayar(vec3 albedo, float roughness, float NoV, float NoL, float VoH ) {
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float pi = 3.1415926535;
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float a = roughness * roughness;
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float s = a;// / ( 1.29 + 0.5 * a );
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float s2 = s * s;
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float VoL = 2.0 * VoH * VoH - 1.0; // double angle identity
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float Cosri = VoL - NoV * NoL;
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float C1 = 1.0 - 0.5 * s2 / (s2 + 0.33);
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float test = 1.0;
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if (Cosri >= 0.0) test = (1.0 / ( max( NoL, NoV ) ));
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float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * test;
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return albedo / pi * ( C1 + C2 ) * ( 1.0 + roughness * 0.5 );
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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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//return burley(albedo, roughness, nv, nl, vh);
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//return orenNayar(albedo, roughness, lv, nl, nv);
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}
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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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#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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// Linearly Transformed Cosines
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/*
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vec3 mul(mat3 m, vec3 v) {
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return m * v;
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}
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mat3 mul(mat3 m1, mat3 m2) {
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return m1 * m2;
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}
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mat3 transpose2(mat3 v) {
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mat3 tmp;
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tmp[0] = vec3(v[0].x, v[1].x, v[2].x);
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tmp[1] = vec3(v[0].y, v[1].y, v[2].y);
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tmp[2] = vec3(v[0].z, v[1].z, v[2].z);
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return tmp;
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}
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float IntegrateEdge(vec3 v1, vec3 v2) {
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float cosTheta = dot(v1, v2);
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cosTheta = clamp(cosTheta, -0.9999, 0.9999);
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float theta = acos(cosTheta);
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float res = cross(v1, v2).z * theta / sin(theta);
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return res;
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}
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int ClipQuadToHorizon() { //inout vec3 L[5], out int n) {
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// detect clipping config
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int config = 0;
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if (L0.z > 0.0) config += 1;
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if (L1.z > 0.0) config += 2;
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if (L2.z > 0.0) config += 4;
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if (L3.z > 0.0) config += 8;
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// clip
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int n = 0;
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if (config == 0) {
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// clip all
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}
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else if (config == 1) { // V1 clip V2 V3 V4
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n = 3;
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L1 = -L1.z * L0 + L0.z * L1;
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L2 = -L3.z * L0 + L0.z * L3;
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}
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else if (config == 2) { // V2 clip V1 V3 V4
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n = 3;
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L0 = -L0.z * L1 + L1.z * L0;
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L2 = -L2.z * L1 + L1.z * L2;
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}
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else if (config == 3) { // V1 V2 clip V3 V4
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n = 4;
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L2 = -L2.z * L1 + L1.z * L2;
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L3 = -L3.z * L0 + L0.z * L3;
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}
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else if (config == 4) { // V3 clip V1 V2 V4
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n = 3;
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L0 = -L3.z * L2 + L2.z * L3;
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L1 = -L1.z * L2 + L2.z * L1;
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}
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else if (config == 5) { // V1 V3 clip V2 V4) impossible
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n = 0;
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}
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else if (config == 6) { // V2 V3 clip V1 V4
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n = 4;
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L0 = -L0.z * L1 + L1.z * L0;
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L3 = -L3.z * L2 + L2.z * L3;
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}
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else if (config == 7) { // V1 V2 V3 clip V4
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n = 5;
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L4 = -L3.z * L0 + L0.z * L3;
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L3 = -L3.z * L2 + L2.z * L3;
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}
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else if (config == 8) { // V4 clip V1 V2 V3
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n = 3;
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L0 = -L0.z * L3 + L3.z * L0;
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L1 = -L2.z * L3 + L3.z * L2;
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L2 = L3;
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}
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else if (config == 9) { // V1 V4 clip V2 V3
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n = 4;
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L1 = -L1.z * L0 + L0.z * L1;
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L2 = -L2.z * L3 + L3.z * L2;
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}
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else if (config == 10) { // V2 V4 clip V1 V3) impossible
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n = 0;
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}
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else if (config == 11) { // V1 V2 V4 clip V3
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n = 5;
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L4 = L3;
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L3 = -L2.z * L3 + L3.z * L2;
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L2 = -L2.z * L1 + L1.z * L2;
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}
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else if (config == 12) { // V3 V4 clip V1 V2
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n = 4;
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L1 = -L1.z * L2 + L2.z * L1;
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L0 = -L0.z * L3 + L3.z * L0;
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}
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else if (config == 13) { // V1 V3 V4 clip V2
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n = 5;
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L4 = L3;
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L3 = L2;
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L2 = -L1.z * L2 + L2.z * L1;
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L1 = -L1.z * L0 + L0.z * L1;
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}
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else if (config == 14) { // V2 V3 V4 clip V1
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n = 5;
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L4 = -L0.z * L3 + L3.z * L0;
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L0 = -L0.z * L1 + L1.z * L0;
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}
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else if (config == 15) { // V1 V2 V3 V4
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n = 4;
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}
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if (n == 3)
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L3 = L0;
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if (n == 4)
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L4 = L0;
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return n;
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}
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vec3 LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points0, vec3 points1, vec3 points2, vec3 points3, bool twoSided) {
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// construct orthonormal basis around N
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vec3 T1, T2;
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T1 = normalize(V - N*dot(V, N));
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T2 = cross(N, T1);
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// rotate area light in (T1, T2, R) basis
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Minv = mul(Minv, transpose2(mat3(T1, T2, N)));
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// polygon (allocate 5 vertices for clipping)
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// vec3 L[5];
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L0 = mul(Minv, points0 - P);
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L1 = mul(Minv, points1 - P);
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L2 = mul(Minv, points2 - P);
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L3 = mul(Minv, points3 - P);
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int n = ClipQuadToHorizon(); //L, n);
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if (n == 0) {
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return vec3(0, 0, 0);
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}
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// project onto sphere
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L0 = normalize(L0);
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L1 = normalize(L1);
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L2 = normalize(L2);
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L3 = normalize(L3);
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L4 = normalize(L4);
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// integrate
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float sum = 0.0;
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sum += IntegrateEdge(L0, L1);
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sum += IntegrateEdge(L1, L2);
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sum += IntegrateEdge(L2, L3);
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if (n >= 4) {
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sum += IntegrateEdge(L3, L4);
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}
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if (n == 5) {
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sum += IntegrateEdge(L4, L0);
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}
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sum = twoSided ? abs(sum) : max(0.0, -sum);
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vec3 Lo_i = vec3(sum, sum, sum);
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return Lo_i;
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}*/
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#ifdef _Toon
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float stepmix(float edge0, float edge1, float E, float x) {
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float T = clamp(0.5 * (x - edge0 + E) / E, 0.0, 1.0);
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return mix(edge0, edge1, T);
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}
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#endif
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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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// vec3 nn = normalize(normal);
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// vec3 dp1 = dFdx( position );
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// vec3 dp2 = dFdy( position );
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// vec2 duv1 = dFdx( texCoord );
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// vec2 duv2 = dFdy( texCoord );
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// vec3 dp2perp = cross( dp2, nn );
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// vec3 dp1perp = cross( nn, dp1 );
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// vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
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// vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
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// float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
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// mat3 TBN = mat3(T * invmax, B * invmax, nn);
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// vec3 n = normalize(TBN * nn);
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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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float visibility = 1.0;
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#ifndef _NoShadows
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if (receiveShadow) {
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if (lPos.w > 0.0) {
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visibility = shadowTest(lPos);
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}
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}
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#endif
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vec3 baseColor = matColor.rgb;
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#ifdef _BaseTex
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vec4 texel = texture(sbase, 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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|
|
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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
|
|
|
|
|
|
|
|
// #ifdef _Toon
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|
// vec3 v = normalize(eyeDir);
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|
// vec3 h = normalize(v + l);
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|
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// const vec3 ambientMaterial = baseColor * vec3(0.35, 0.35, 0.35) + vec3(0.15);
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// const vec3 diffuseMaterial = baseColor;
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// const vec3 specularMaterial = vec3(0.45, 0.35, 0.35);
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// const float shininess = 0.5;
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|
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// 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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|
|
|
// 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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|
// /*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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|
// }
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|
// else if (df < B) {
|
|
// df = B;
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|
// }
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|
// else if (df < C) {
|
|
// df = C;
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|
// }
|
|
// 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);
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|
// }
|
|
// else {
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|
// sf = step(0.5, sf);
|
|
// }
|
|
|
|
// outColor.rgb = ambientMaterial + (df * diffuseMaterial + sf * specularMaterial) * visibility;
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|
// float edgeDetection = (dot(v, n) < 0.1) ? 0.0 : 1.0;
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|
// outColor.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;
|
|
// // outColor.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
|
|
vec3 direct = diffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH, dotLV) + specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH, dotLH);
|
|
|
|
if (lightType == 2) { // Spot
|
|
float spotEffect = dot(lightDir, l);
|
|
if (spotEffect < spotlightCutoff) {
|
|
spotEffect = smoothstep(spotlightCutoff - spotlightExponent, spotlightCutoff, spotEffect);
|
|
direct *= spotEffect;
|
|
}
|
|
}
|
|
|
|
direct = direct * lightColor * lightStrength;
|
|
|
|
// 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;
|
|
outColor = vec4(vec3(direct * visibility + indirect), 1.0);
|
|
|
|
#ifdef _OccTex
|
|
vec3 occ = texture(socclusion, texCoord).rgb;
|
|
outColor.rgb *= occ;
|
|
#else
|
|
outColor.rgb *= occlusion;
|
|
#endif
|
|
// LTC
|
|
// outColor.rgb = ltccol * 10.0 * visibility + indirect / 14.0;
|
|
|
|
#ifdef _LDR
|
|
// gl_FragColor = vec4(pow(outColor.rgb, vec3(1.0 / 2.2)), outColor.a);
|
|
outColor = vec4(pow(outColor.rgb, vec3(1.0 / 2.2)), outColor.a);
|
|
// #else
|
|
// gl_FragColor = vec4(outColor.rgb, outColor.a);
|
|
//outColor = vec4(outColor.rgb, outColor.a);
|
|
#endif
|
|
}
|