Merge pull request #27898 from clayjohn/metallic_radiance
Added radiance when using clear color
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commit
aa3c5f59f2
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@ -2469,6 +2469,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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if (p_env) {
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state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
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state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, p_env->bg_color);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
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@ -2476,6 +2477,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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} else {
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state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, state.default_bg);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
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@ -2578,7 +2580,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false);
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}
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@ -2829,6 +2830,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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}
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state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
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state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -2868,6 +2870,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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if (probe_interior) {
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env_radiance_tex = 0; //do not use radiance texture on interiors
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state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
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state.default_bg = Color(0, 0, 0, 1); //black as default background for interior
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}
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// render opaque things first
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@ -104,6 +104,7 @@ public:
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GLuint immediate_buffer;
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Color default_ambient;
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Color default_bg;
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// ResolveShaderGLES3 resolve_shader;
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// ScreenSpaceReflectionShaderGLES3 ssr_shader;
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@ -914,6 +914,7 @@ uniform mat4 radiance_inverse_xform;
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#endif
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uniform vec4 bg_color;
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uniform float bg_energy;
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uniform float ambient_sky_contribution;
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@ -1561,7 +1562,6 @@ FRAGMENT_SHADER_CODE
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ref_vec.z *= -1.0;
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specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
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{
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vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
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vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
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@ -1572,6 +1572,7 @@ FRAGMENT_SHADER_CODE
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#else
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ambient_light = ambient_color.rgb;
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specular_light = bg_color.rgb * bg_energy;
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#endif
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@ -1631,6 +1632,19 @@ FRAGMENT_SHADER_CODE
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#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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//TODO: this curve is not really designed for gammaspace, should be adjusted
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#ifdef USE_LIGHTMAP
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//ambient light will come entirely from lightmap is lightmap is used
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ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
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@ -2080,17 +2094,6 @@ FRAGMENT_SHADER_CODE
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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//TODO: this curve is not really designed for gammaspace, should be adjusted
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#endif
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}
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@ -1802,6 +1802,7 @@ FRAGMENT_SHADER_CODE
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ambient_light = vec3(0.0, 0.0, 0.0);
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#else
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ambient_light = ambient_light_color.rgb;
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env_reflection_light = bg_color.rgb * bg_energy;
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#endif //AMBIENT_LIGHT_DISABLED
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#endif
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@ -1813,6 +1814,39 @@ FRAGMENT_SHADER_CODE
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specular_blob_intensity *= specular * 2.0;
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#endif
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#ifdef USE_FORWARD_LIGHTING
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highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < reflection_count; i++) {
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reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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}
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if (reflection_accum.a > 0.0) {
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specular_light += reflection_accum.rgb / reflection_accum.a;
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} else {
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specular_light += env_reflection_light;
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}
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#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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// Environment brdf approximation (Lazarov 2013)
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// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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env_reflection_light *= env.x * f0 + env.y;
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#if defined(USE_LIGHT_DIRECTIONAL)
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vec3 light_attenuation = vec3(1.0);
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@ -2004,25 +2038,6 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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#ifdef USE_FORWARD_LIGHTING
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highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < reflection_count; i++) {
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reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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}
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if (reflection_accum.a > 0.0) {
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specular_light += reflection_accum.rgb / reflection_accum.a;
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} else {
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specular_light += env_reflection_light;
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}
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#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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#ifdef USE_VERTEX_LIGHTING
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diffuse_light *= albedo;
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@ -2063,18 +2078,6 @@ FRAGMENT_SHADER_CODE
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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// Environment brdf approximation (Lazarov 2013)
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// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#endif
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}
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