d6567010bf
-Gizmos work again
588 lines
13 KiB
GLSL
588 lines
13 KiB
GLSL
[vertex]
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#define ENABLE_UV_INTERP
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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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};
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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 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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#ifdef USE_FORWARD_1_SHADOW_MAP
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out mediump vec4 forward_shadow_pos1;
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#endif
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#ifdef USE_FORWARD_2_SHADOW_MAP
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out mediump vec4 forward_shadow_pos2;
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#endif
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#ifdef USE_FORWARD_4_SHADOW_MAP
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out mediump vec4 forward_shadow_pos3;
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out mediump vec4 forward_shadow_pos4;
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#endif
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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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#ifdef USE_SHADOW_PASS
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uniform highp float shadow_z_offset;
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uniform highp float shadow_z_slope_scale;
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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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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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#ifdef USE_SHADOW_PASS
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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
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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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#if !defined(SKIP_TRANSFORM_USED)
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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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#define ENABLE_UV_INTERP
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//hack to use uv if no uv present so it works with lightmap
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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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};
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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,
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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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#ifdef USE_FORWARD_1_SHADOW_MAP
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in mediump vec4 forward_shadow_pos1;
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#endif
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#ifdef USE_FORWARD_2_SHADOW_MAP
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in mediump vec4 forward_shadow_pos2;
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#endif
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#ifdef USE_FORWARD_4_SHADOW_MAP
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in mediump vec4 forward_shadow_pos3;
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in mediump vec4 forward_shadow_pos4;
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#endif
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#endif
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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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void main() {
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//lay out everything, whathever is unused is optimized away anyway
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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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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_LIGHTING
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#ifdef USE_FORWARD_DIRECTIONAL
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light_compute(normal,light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,1.0,diffuse_light,specular_light);
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#endif
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#ifdef USE_FORWARD_OMNI
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vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
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float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
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float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
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light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
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#endif
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#ifdef USE_FORWARD_SPOT
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#endif
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#endif
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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{
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LIGHT_SHADER_CODE
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}
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#endif
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#ifdef USE_MULTIPLE_RENDER_TARGETS
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//approximate ambient scale for SSAO, since we will lack full ambient
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float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
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float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b));
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float total_ambient = max_ambient+max_diffuse;
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float ambient_scale = (total_ambient>0.0) ? max_ambient/total_ambient : 0.0;
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diffuse_buffer=vec4(diffuse_light+ambient_light,ambient_scale);
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specular_buffer=vec4(specular_light,0.0);
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normal_mr_buffer=vec4(normal.x,normal.y,max(specular.r,max(specular.g,specular.b)),roughness);
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#else
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#ifdef SHADELESS
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frag_color=vec4(albedo,alpha);
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#else
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frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha);
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#endif
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#endif
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}
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