819 lines
18 KiB
GLSL
819 lines
18 KiB
GLSL
[vertex]
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/*
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from VisualServer:
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ARRAY_VERTEX=0,
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ARRAY_NORMAL=1,
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ARRAY_TANGENT=2,
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ARRAY_COLOR=3,
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ARRAY_TEX_UV=4,
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ARRAY_TEX_UV2=5,
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ARRAY_BONES=6,
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ARRAY_WEIGHTS=7,
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ARRAY_INDEX=8,
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*/
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//hack to use uv if no uv present so it works with lightmap
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/* INPUT ATTRIBS */
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=1) in vec3 normal_attrib;
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layout(location=2) in vec4 tangent_attrib;
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layout(location=3) in vec4 color_attrib;
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layout(location=4) in vec2 uv_attrib;
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layout(location=5) in vec2 uv2_attrib;
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uniform float normal_mult;
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#ifdef USE_SKELETON
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layout(location=6) mediump ivec4 bone_indices; // attrib:6
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layout(location=7) mediump vec4 bone_weights; // attrib:7
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uniform highp sampler2D skeleton_matrices;
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#endif
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#ifdef USE_ATTRIBUTE_INSTANCING
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layout(location=8) in highp vec4 instance_xform0;
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layout(location=9) in highp vec4 instance_xform1;
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layout(location=10) in highp vec4 instance_xform2;
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layout(location=11) in lowp vec4 instance_color;
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#endif
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layout(std140) uniform SceneData { //ubo:0
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highp mat4 projection_matrix;
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highp mat4 camera_inverse_matrix;
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highp mat4 camera_matrix;
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highp vec4 time;
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highp vec4 ambient_light_color;
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highp vec4 bg_color;
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float ambient_energy;
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float bg_energy;
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float shadow_z_offset;
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float shadow_z_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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};
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uniform highp mat4 world_transform;
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#ifdef USE_FORWARD_LIGHTING
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layout(std140) uniform LightData { //ubo:3
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highp vec4 light_pos_inv_radius;
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mediump vec4 light_direction_attenuation;
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mediump vec4 light_color_energy;
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mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
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mediump vec4 light_clamp;
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mediump vec4 shadow_split_offsets;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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};
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#endif
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/* Varyings */
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out highp vec3 vertex_interp;
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out vec3 normal_interp;
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#if defined(ENABLE_COLOR_INTERP)
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out vec4 color_interp;
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#endif
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#if defined(ENABLE_UV_INTERP)
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out vec2 uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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out vec2 uv2_interp;
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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out vec3 tangent_interp;
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out vec3 binormal_interp;
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#endif
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#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
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varying vec4 position_interp;
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#endif
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VERTEX_SHADER_GLOBALS
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData { //ubo:1
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MATERIAL_UNIFORMS
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};
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#endif
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#ifdef RENDER_SHADOW_DUAL_PARABOLOID
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out highp float dp_clip;
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#endif
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void main() {
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highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
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highp mat4 modelview = camera_inverse_matrix * world_transform;
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vec3 normal = normal_attrib * normal_mult;
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#if defined(ENABLE_TANGENT_INTERP)
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vec3 tangent = tangent_attrib.xyz;
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tangent*=normal_mult;
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float binormalf = tangent_attrib.a;
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#endif
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#ifdef USE_SKELETON
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{
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//skeleton transform
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highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
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m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
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m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
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m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
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vertex = vertex_in * m;
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normal = (vec4(normal,0.0) * m).xyz;
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#if defined(ENABLE_TANGENT_INTERP)
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tangent = (vec4(tangent,0.0) * m).xyz;
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#endif
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}
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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vertex = modelview * vertex;
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normal = normalize((modelview * vec4(normal,0.0)).xyz);
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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# if !defined(SKIP_TRANSFORM_USED)
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tangent=normalize((modelview * vec4(tangent,0.0)).xyz);
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# endif
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vec3 binormal = normalize( cross(normal,tangent) * binormalf );
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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color_interp = color_attrib;
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#endif
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#if defined(ENABLE_UV_INTERP)
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uv_interp = uv_attrib;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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uv2_interp = uv2_attrib;
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#endif
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{
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VERTEX_SHADER_CODE
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}
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vertex_interp = vertex.xyz;
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normal_interp = normal;
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#if defined(ENABLE_TANGENT_INTERP)
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tangent_interp = tangent;
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binormal_interp = binormal;
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#endif
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#ifdef RENDER_SHADOW
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#ifdef RENDER_SHADOW_DUAL_PARABOLOID
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vertex_interp.z*= shadow_dual_paraboloid_render_side;
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normal_interp.z*= shadow_dual_paraboloid_render_side;
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dp_clip=vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
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//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
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highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset;
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highp float distance = length(vtx);
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vtx = normalize(vtx);
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vtx.xy/=1.0-vtx.z;
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vtx.z=(distance/shadow_dual_paraboloid_render_zfar);
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vtx.z=vtx.z * 2.0 - 1.0;
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vertex.xyz=vtx;
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vertex.w=1.0;
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#else
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float z_ofs = shadow_z_offset;
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z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
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vertex_interp.z-=z_ofs;
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#endif //RENDER_SHADOW_DUAL_PARABOLOID
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#endif //RENDER_SHADOW
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#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_SHADOW_DUAL_PARABOLOID)
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gl_Position = projection_matrix * vec4(vertex_interp,1.0);
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#else
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gl_Position = vertex;
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#endif
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}
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[fragment]
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#define M_PI 3.14159265359
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/* Varyings */
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#if defined(ENABLE_COLOR_INTERP)
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in vec4 color_interp;
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#endif
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#if defined(ENABLE_UV_INTERP)
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in vec2 uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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in vec2 uv2_interp;
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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in vec3 tangent_interp;
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in vec3 binormal_interp;
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#endif
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in highp vec3 vertex_interp;
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in vec3 normal_interp;
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/* PBR CHANNELS */
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//used on forward mainly
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uniform bool no_ambient_light;
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#ifdef USE_RADIANCE_CUBEMAP
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uniform sampler2D brdf_texture; //texunit:-1
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uniform samplerCube radiance_cube; //texunit:-2
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layout(std140) uniform Radiance { //ubo:2
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mat4 radiance_inverse_xform;
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vec3 radiance_box_min;
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vec3 radiance_box_max;
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float radiance_ambient_contribution;
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};
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#endif
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/* Material Uniforms */
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FRAGMENT_SHADER_GLOBALS
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
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};
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#endif
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layout(std140) uniform SceneData {
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highp mat4 projection_matrix;
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highp mat4 camera_inverse_matrix;
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highp mat4 camera_matrix;
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highp vec4 time;
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highp vec4 ambient_light_color;
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highp vec4 bg_color;
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float ambient_energy;
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float bg_energy;
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float shadow_z_offset;
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float shadow_z_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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};
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#ifdef USE_FORWARD_LIGHTING
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layout(std140) uniform LightData {
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highp vec4 light_pos_inv_radius;
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mediump vec4 light_direction_attenuation;
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mediump vec4 light_color_energy;
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mediump vec4 light_params; //cone attenuation, specular, shadow darkening, shadow enabled
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mediump vec4 light_clamp;
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mediump vec4 shadow_split_offsets;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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};
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#endif
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uniform highp sampler2DShadow directional_shadow; //texunit:-4
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uniform highp sampler2DShadow shadow_atlas; //texunit:-3
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#ifdef USE_MULTIPLE_RENDER_TARGETS
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layout(location=0) out vec4 diffuse_buffer;
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layout(location=1) out vec4 specular_buffer;
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layout(location=2) out vec4 normal_mr_buffer;
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#else
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layout(location=0) out vec4 frag_color;
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#endif
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// GGX Specular
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// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
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float G1V(float dotNV, float k)
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{
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return 1.0 / (dotNV * (1.0 - k) + k);
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}
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float specularGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
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{
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float alpha = roughness * roughness;
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vec3 H = normalize(V + L);
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float dotNL = max(dot(N,L), 0.0 );
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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 dotLH = max(dot(L,H), 0.0 );
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// D
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float alphaSqr = alpha * alpha;
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float pi = M_PI;
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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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// F
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float dotLH5 = pow(1.0 - dotLH, 5.0);
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float F = F0 + (1.0 - F0) * (dotLH5);
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// V
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float k = alpha / 2.0f;
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float vis = G1V(dotNL, k) * G1V(dotNV, k);
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return dotNL * D * F * vis;
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}
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void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 diffuse_color, vec3 specular_color, float roughness, float attenuation, inout vec3 diffuse, inout vec3 specular) {
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diffuse += max(0.0,dot(normal,light_vec)) * diffuse_color * attenuation;
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//specular += specular_ggx( roughness, max(0.0,dot(normal,eye_vec)) ) * specular_color * attenuation;
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float s = roughness > 0.0 ? specularGGX(normal,eye_vec,light_vec,roughness,1.0) : 0.0;
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specular += s * specular_color * attenuation;
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}
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float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) {
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return textureProj(shadow,vec4(pos,depth,1.0));
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}
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#ifdef RENDER_SHADOW_DUAL_PARABOLOID
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in highp float dp_clip;
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#endif
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void main() {
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#ifdef RENDER_SHADOW_DUAL_PARABOLOID
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if (dp_clip>0.0)
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discard;
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#endif
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//lay out everything, whathever is unused is optimized away anyway
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highp vec3 vertex = vertex_interp;
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vec3 albedo = vec3(0.8,0.8,0.8);
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vec3 specular = vec3(0.2,0.2,0.2);
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float roughness = 1.0;
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float alpha = 1.0;
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#ifdef METERIAL_DOUBLESIDED
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float side=float(gl_FrontFacing)*2.0-1.0;
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#else
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float side=1.0;
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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vec3 binormal = normalize(binormal_interp)*side;
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vec3 tangent = normalize(tangent_interp)*side;
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#endif
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vec3 normal = normalize(normal_interp)*side;
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#if defined(ENABLE_UV_INTERP)
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vec2 uv = uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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vec2 uv2 = uv2_interp;
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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vec4 color = color_interp;
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#endif
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#if defined(ENABLE_NORMALMAP)
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vec3 normalmap = vec3(0.0);
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#endif
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float normaldepth=1.0;
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#if defined(ENABLE_DISCARD)
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bool discard_=false;
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#endif
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{
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FRAGMENT_SHADER_CODE
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}
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#if defined(ENABLE_NORMALMAP)
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normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side;
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#endif
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#if defined(ENABLE_DISCARD)
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if (discard_) {
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//easy to eliminate dead code
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discard;
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}
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#endif
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#ifdef ENABLE_CLIP_ALPHA
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if (diffuse.a<0.99) {
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//used for doublepass and shadowmapping
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discard;
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}
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#endif
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/////////////////////// LIGHTING //////////////////////////////
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vec3 specular_light = vec3(0.0,0.0,0.0);
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vec3 ambient_light;
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vec3 diffuse_light = vec3(0.0,0.0,0.0);
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vec3 eye_vec = -normalize( vertex_interp );
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#ifdef USE_RADIANCE_CUBEMAP
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if (no_ambient_light) {
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ambient_light=vec3(0.0,0.0,0.0);
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} else {
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{
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float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
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vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
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float lod = roughness * 5.0;
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vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
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r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
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vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
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specular_light=mix(albedo,radiance,specular);
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}
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|
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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=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
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ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
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}
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}
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#else
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if (no_ambient_light){
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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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}
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#endif
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#ifdef USE_FORWARD_DIRECTIONAL
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float light_attenuation=1.0;
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#ifdef LIGHT_DIRECTIONAL_SHADOW
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|
if (gl_FragCoord.w > shadow_split_offsets.w) {
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vec3 pssm_coord;
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|
#ifdef LIGHT_USE_PSSM_BLEND
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float pssm_blend;
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|
vec3 pssm_coord2;
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|
bool use_blend=true;
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vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz;
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|
float w_inv = 1.0/gl_FragCoord.w;
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#endif
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|
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|
#ifdef LIGHT_USE_PSSM4
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|
|
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|
if (gl_FragCoord.w > shadow_split_offsets.y) {
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|
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|
if (gl_FragCoord.w > shadow_split_offsets.x) {
|
|
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|
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
ambient_light=vec3(1.0,0.4,0.4);
|
|
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
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|
splane=(shadow_matrix2 * vec4(vertex,1.0));
|
|
pssm_coord2=splane.xyz/splane.w;
|
|
pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
|
|
#endif
|
|
|
|
} else {
|
|
|
|
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
ambient_light=vec3(0.4,1.0,0.4);
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
splane=(shadow_matrix3 * vec4(vertex,1.0));
|
|
pssm_coord2=splane.xyz/splane.w;
|
|
pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
|
|
#endif
|
|
|
|
}
|
|
} else {
|
|
|
|
|
|
if (gl_FragCoord.w > shadow_split_offsets.z) {
|
|
|
|
highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
ambient_light=vec3(0.4,0.4,1.0);
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
splane=(shadow_matrix4 * vec4(vertex,1.0));
|
|
pssm_coord2=splane.xyz/splane.w;
|
|
pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
|
|
#endif
|
|
|
|
} else {
|
|
highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
diffuse_light*=vec3(1.0,0.4,1.0);
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
use_blend=false;
|
|
|
|
#endif
|
|
|
|
}
|
|
}
|
|
|
|
#endif //LIGHT_USE_PSSM4
|
|
|
|
#ifdef LIGHT_USE_PSSM2
|
|
|
|
if (gl_FragCoord.w > shadow_split_offsets.x) {
|
|
|
|
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
|
|
splane=(shadow_matrix2 * vec4(vertex,1.0));
|
|
pssm_coord2=splane.xyz/splane.w;
|
|
pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
|
|
#endif
|
|
|
|
} else {
|
|
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
use_blend=false;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
#endif //LIGHT_USE_PSSM2
|
|
|
|
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
|
{ //regular orthogonal
|
|
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
|
|
pssm_coord=splane.xyz/splane.w;
|
|
}
|
|
#endif
|
|
|
|
|
|
//one one sample
|
|
light_attenuation=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp);
|
|
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
if (use_blend) {
|
|
float light_attenuation2=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp);
|
|
light_attenuation=mix(light_attenuation,light_attenuation2,pssm_blend);
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
#endif //LIGHT_DIRECTIONAL_SHADOW
|
|
|
|
light_compute(normal,-light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
|
|
|
|
|
|
#endif //USE_FORWARD_DIRECTIONAL
|
|
|
|
|
|
#ifdef USE_FORWARD_OMNI
|
|
|
|
vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
|
|
float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
|
|
float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
|
|
|
|
if (light_params.w>0.5) {
|
|
//there is a shadowmap
|
|
|
|
highp vec3 splane=(shadow_matrix1 * vec4(vertex,1.0)).xyz;
|
|
float shadow_len=length(splane);
|
|
splane=normalize(splane);
|
|
vec4 clamp_rect=light_clamp;
|
|
|
|
if (splane.z>=0.0) {
|
|
|
|
splane.z+=1.0;
|
|
|
|
clamp_rect.y+=clamp_rect.w;
|
|
|
|
} else {
|
|
|
|
splane.z=1.0 - splane.z;
|
|
|
|
//if (clamp_rect.z<clamp_rect.w) {
|
|
// clamp_rect.x+=clamp_rect.z;
|
|
//} else {
|
|
// clamp_rect.y+=clamp_rect.w;
|
|
//}
|
|
|
|
}
|
|
|
|
splane.xy/=splane.z;
|
|
splane.xy=splane.xy * 0.5 + 0.5;
|
|
splane.z = shadow_len * light_pos_inv_radius.w;
|
|
|
|
splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
|
|
|
|
light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect);
|
|
}
|
|
|
|
light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
|
|
|
|
|
|
#endif //USE_FORWARD_OMNI
|
|
|
|
#ifdef USE_FORWARD_SPOT
|
|
|
|
vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
|
|
float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
|
|
float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
|
|
vec3 spot_dir = light_direction_attenuation.xyz;
|
|
float spot_cutoff=light_params.y;
|
|
float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
|
|
float rim = (1.0 - scos) / (1.0 - spot_cutoff);
|
|
light_attenuation *= 1.0 - pow( rim, light_params.x);
|
|
|
|
if (light_params.w>0.5) {
|
|
//there is a shadowmap
|
|
|
|
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
|
|
splane.xyz/=splane.w;
|
|
// splane.xy=splane.xy*0.5+0.5;
|
|
|
|
//splane.xy=light_clamp.xy+splane.xy*light_clamp.zw;
|
|
light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,light_clamp);
|
|
|
|
}
|
|
|
|
light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
|
|
|
|
#endif //USE_FORWARD_SPOT
|
|
|
|
|
|
|
|
#if defined(USE_LIGHT_SHADER_CODE)
|
|
//light is written by the light shader
|
|
{
|
|
|
|
LIGHT_SHADER_CODE
|
|
|
|
}
|
|
#endif
|
|
|
|
#ifdef RENDER_SHADOW
|
|
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
|
|
#else
|
|
|
|
|
|
#ifdef USE_MULTIPLE_RENDER_TARGETS
|
|
|
|
//approximate ambient scale for SSAO, since we will lack full ambient
|
|
float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
|
|
float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b));
|
|
float total_ambient = max_ambient+max_diffuse;
|
|
float ambient_scale = (total_ambient>0.0) ? max_ambient/total_ambient : 0.0;
|
|
|
|
diffuse_buffer=vec4(diffuse_light+ambient_light,ambient_scale);
|
|
specular_buffer=vec4(specular_light,0.0);
|
|
normal_mr_buffer=vec4(normal.x,normal.y,max(specular.r,max(specular.g,specular.b)),roughness);
|
|
|
|
#else
|
|
|
|
|
|
#ifdef SHADELESS
|
|
frag_color=vec4(albedo,alpha);
|
|
#else
|
|
frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha);
|
|
#endif //SHADELESS
|
|
|
|
#endif //USE_MULTIPLE_RENDER_TARGETS
|
|
|
|
#endif //RENDER_SHADOW
|
|
|
|
|
|
}
|
|
|
|
|