Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
231 lines
5.4 KiB
GLSL
231 lines
5.4 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute highp vec2 vertex; // attrib:0
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/* clang-format on */
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attribute highp vec2 uv; // attrib:4
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varying 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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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the vertex section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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#ifdef USE_SOURCE_PANORAMA
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uniform sampler2D source_panorama; //texunit:0
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#else
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uniform samplerCube source_cube; //texunit:0
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#endif
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/* clang-format on */
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uniform int face_id;
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uniform float roughness;
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varying highp vec2 uv_interp;
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uniform sampler2D radical_inverse_vdc_cache; // texunit:1
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#define M_PI 3.14159265359
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#ifdef LOW_QUALITY
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#define SAMPLE_COUNT 64
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#else
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#define SAMPLE_COUNT 512
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#endif
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#ifdef USE_SOURCE_PANORAMA
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
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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 texture2DLod(pano, st, 0.0);
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}
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#endif
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vec3 texelCoordToVec(vec2 uv, int faceID) {
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mat3 faceUvVectors[6];
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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;
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for (int i = 0; i < 6; i++) {
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if (i == faceID) {
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result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2];
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break;
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}
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}
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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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float radical_inverse_VdC(int i) {
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return texture2D(radical_inverse_vdc_cache, vec2(float(i) / 512.0, 0.0)).x;
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}
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vec2 Hammersley(int i, int N) {
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return vec2(float(i) / float(N), radical_inverse_VdC(i));
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}
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uniform bool z_flip;
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void main() {
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vec3 color = vec3(0.0);
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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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#ifdef USE_DIRECT_WRITE
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#ifdef USE_SOURCE_PANORAMA
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gl_FragColor = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
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#else
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gl_FragColor = vec4(textureCube(source_cube, N).rgb, 1.0);
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#endif //USE_SOURCE_PANORAMA
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#else
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vec4 sum = vec4(0.0);
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for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) {
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vec2 xi = Hammersley(sample_num, 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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vec3 val = texturePanorama(source_panorama, L).rgb;
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#else
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vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
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#endif
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//mix using Linear, to approximate high end back-end
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val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
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sum.rgb += val * NdotL;
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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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vec3 a = vec3(0.055);
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sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308))));
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gl_FragColor = vec4(sum.rgb, 1.0);
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#endif
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}
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