4226d56ca9
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
278 lines
6.9 KiB
GLSL
278 lines
6.9 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec2 vertex;
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/* clang-format on */
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layout(location = 4) in highp vec2 uv;
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out highp vec2 uv_interp;
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void main() {
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uv_interp = uv;
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gl_Position = vec4(vertex, 0, 1);
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}
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/* clang-format off */
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[fragment]
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precision highp float;
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/* clang-format on */
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precision highp int;
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#ifdef USE_SOURCE_PANORAMA
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uniform sampler2D source_panorama; //texunit:0
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#endif
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#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
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uniform sampler2DArray source_dual_paraboloid_array; //texunit:0
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uniform int source_array_index;
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#endif
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#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
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uniform samplerCube source_cube; //texunit:0
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#endif
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uniform int face_id;
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uniform float roughness;
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in highp vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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#define M_PI 3.14159265359
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vec3 texelCoordToVec(vec2 uv, int faceID) {
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mat3 faceUvVectors[6];
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/*
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// -x
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faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
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faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
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// +x
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faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
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faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
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// -y
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faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
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faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
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// +y
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faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
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faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
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// -z
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faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
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faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
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// +z
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faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
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*/
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// -x
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faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
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faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
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// +x
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faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
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faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
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// -y
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faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
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faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
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// +y
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faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
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faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
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// -z
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faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
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faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
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// +z
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faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
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// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
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vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
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return normalize(result);
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}
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vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
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float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
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// Compute distribution direction
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float Phi = 2.0 * M_PI * Xi.x;
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float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
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float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
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// Convert to spherical direction
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vec3 H;
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H.x = SinTheta * cos(Phi);
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H.y = SinTheta * sin(Phi);
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H.z = CosTheta;
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vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 TangentX = normalize(cross(UpVector, N));
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vec3 TangentY = cross(N, TangentX);
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// Tangent to world space
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return TangentX * H.x + TangentY * H.y + N * H.z;
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}
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// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float GGX(float NdotV, float a) {
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float k = a / 2.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float G_Smith(float a, float nDotV, float nDotL) {
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return GGX(nDotL, a * a) * GGX(nDotV, a * a);
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}
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float radicalInverse_VdC(uint bits) {
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N) {
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return vec2(float(i) / float(N), radicalInverse_VdC(i));
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}
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#ifdef LOW_QUALITY
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#define SAMPLE_COUNT 64u
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#else
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#define SAMPLE_COUNT 512u
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#endif
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uniform bool z_flip;
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#ifdef USE_SOURCE_PANORAMA
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vec4 texturePanorama(vec3 normal, sampler2D pano) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return textureLod(pano, st, 0.0);
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}
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#endif
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#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
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vec4 textureDualParaboloidArray(vec3 normal) {
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vec3 norm = normalize(normal);
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norm.xy /= 1.0 + abs(norm.z);
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norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
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if (norm.z < 0.0) {
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norm.y = 0.5 - norm.y + 0.5;
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}
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return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index)), 0.0);
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}
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#endif
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void main() {
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#ifdef USE_DUAL_PARABOLOID
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vec3 N = vec3(uv_interp * 2.0 - 1.0, 0.0);
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N.z = 0.5 - 0.5 * ((N.x * N.x) + (N.y * N.y));
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N = normalize(N);
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if (z_flip) {
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N.y = -N.y; //y is flipped to improve blending between both sides
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N.z = -N.z;
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}
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#else
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vec2 uv = (uv_interp * 2.0) - 1.0;
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vec3 N = texelCoordToVec(uv, face_id);
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#endif
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//vec4 color = color_interp;
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#ifdef USE_DIRECT_WRITE
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#ifdef USE_SOURCE_PANORAMA
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frag_color = vec4(texturePanorama(N, source_panorama).rgb, 1.0);
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#endif
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#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
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frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0);
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#endif
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#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
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N.y = -N.y;
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frag_color = vec4(texture(N, source_cube).rgb, 1.0);
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#endif
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#else
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
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vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(xi, roughness, N);
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vec3 V = N;
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vec3 L = (2.0 * dot(V, H) * H - V);
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float ndotl = clamp(dot(N, L), 0.0, 1.0);
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if (ndotl > 0.0) {
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#ifdef USE_SOURCE_PANORAMA
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sum.rgb += texturePanorama(L, source_panorama).rgb * ndotl;
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#endif
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#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
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sum.rgb += textureDualParaboloidArray(L).rgb * ndotl;
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#endif
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#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
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L.y = -L.y;
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sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
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#endif
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sum.a += ndotl;
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}
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}
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sum /= sum.a;
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frag_color = vec4(sum.rgb, 1.0);
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#endif
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}
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