528 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			528 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								#version 450
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								#include "compiled.inc"
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								#include "std/gbuffer.glsl"
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								#ifdef _Clusters
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								#include "std/clusters.glsl"
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								#endif
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								#ifdef _Irr
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								#include "std/shirr.glsl"
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								#endif
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								#ifdef _SSS
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								#include "std/sss.glsl"
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								#endif
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								#ifdef _SSRS
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								#include "std/ssrs.glsl"
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								#endif
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								uniform sampler2D gbufferD;
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								uniform sampler2D gbuffer0;
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								uniform sampler2D gbuffer1;
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								#ifdef _gbuffer2
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									uniform sampler2D gbuffer2;
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								#endif
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								#ifdef _EmissionShaded
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									uniform sampler2D gbufferEmission;
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								#endif
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								#ifdef _VoxelGI
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								uniform sampler2D voxels_diffuse;
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								uniform sampler2D voxels_specular;
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								#endif
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								#ifdef _VoxelAOvar
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								uniform sampler2D voxels_ao;
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								#endif
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								#ifdef _VoxelShadow
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								uniform sampler3D voxels;
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								uniform sampler3D voxelsSDF;
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								uniform float clipmaps[10 * voxelgiClipmapCount];
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								#endif
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								uniform float envmapStrength;
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								#ifdef _Irr
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								uniform vec4 shirr[7];
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								#endif
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								#ifdef _Brdf
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								uniform sampler2D senvmapBrdf;
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								#endif
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								#ifdef _Rad
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								uniform sampler2D senvmapRadiance;
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								uniform int envmapNumMipmaps;
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								#endif
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								#ifdef _EnvCol
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								uniform vec3 backgroundCol;
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								#endif
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								#ifdef _SSAO
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								uniform sampler2D ssaotex;
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								#endif
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								#ifdef _SSS
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								uniform vec2 lightPlane;
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								#endif
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								#ifdef _SSRS
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								//!uniform mat4 VP;
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								uniform mat4 invVP;
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								#endif
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								#ifdef _LightIES
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								//!uniform sampler2D texIES;
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								#endif
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								#ifdef _SMSizeUniform
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								//!uniform vec2 smSizeUniform;
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								#endif
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								#ifdef _LTC
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								//!uniform vec3 lightArea0;
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								//!uniform vec3 lightArea1;
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								//!uniform vec3 lightArea2;
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								//!uniform vec3 lightArea3;
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								//!uniform sampler2D sltcMat;
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								//!uniform sampler2D sltcMag;
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								#ifdef _ShadowMap
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									#ifdef _SinglePoint
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									//!uniform sampler2DShadow shadowMapSpot[1];
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									//!uniform sampler2D shadowMapSpotTransparent[1];
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									//!uniform mat4 LWVPSpot[1];
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									#endif
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									#ifdef _Clusters
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									//!uniform sampler2DShadow shadowMapSpot[4];
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									//!uniform sampler2D shadowMapSpotTransparent[4];
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									//!uniform mat4 LWVPSpotArray[4];
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									#endif
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								#endif
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								#endif
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								uniform vec2 cameraProj;
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								uniform vec3 eye;
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								uniform vec3 eyeLook;
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								#ifdef _Clusters
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								uniform vec4 lightsArray[maxLights * 3];
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									#ifdef _Spot
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									uniform vec4 lightsArraySpot[maxLights * 2];
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									#endif
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								uniform sampler2D clustersData;
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								uniform vec2 cameraPlane;
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								#endif
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								#ifdef _ShadowMap
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								#ifdef _SinglePoint
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									#ifdef _Spot
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									//!uniform sampler2DShadow shadowMapSpot[1];
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									//!uniform sampler2D shadowMapSpotTransparent[1];
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									//!uniform mat4 LWVPSpot[1];
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									#else
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									//!uniform samplerCubeShadow shadowMapPoint[1];
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									//!uniform samplerCube shadowMapPointTransparent[1];
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									//!uniform vec2 lightProj;
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									#endif
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								#endif
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								#ifdef _Clusters
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									#ifdef _ShadowMapAtlas
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										#ifdef _SingleAtlas
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										uniform sampler2DShadow shadowMapAtlas;
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										uniform sampler2D shadowMapAtlasTransparent;
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										#endif
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									#endif
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									#ifdef _ShadowMapAtlas
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										#ifndef _SingleAtlas
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										//!uniform sampler2DShadow shadowMapAtlasPoint;
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										//!uniform sampler2D shadowMapAtlasPointTransparent;
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										#endif
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										//!uniform vec4 pointLightDataArray[4];
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									#else
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										//!uniform samplerCubeShadow shadowMapPoint[4];
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										//!uniform samplerCube shadowMapPointTransparent[4];
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									#endif
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									//!uniform vec2 lightProj;
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									#ifdef _Spot
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										#ifdef _ShadowMapAtlas
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										#ifndef _SingleAtlas
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										//!uniform sampler2DShadow shadowMapAtlasSpot;
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										//!uniform sampler2D shadowMapAtlasSpotTransparent;
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										#endif
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										#else
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										//!uniform sampler2DShadow shadowMapSpot[4];
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										//!uniform sampler2D shadowMapSpotTransparent[4];
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										#endif
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									//!uniform mat4 LWVPSpotArray[maxLightsCluster];
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									#endif
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								#endif
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								#endif
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								#ifdef _Sun
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								uniform vec3 sunDir;
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								uniform vec3 sunCol;
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									#ifdef _ShadowMap
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									#ifdef _ShadowMapAtlas
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									#ifndef _SingleAtlas
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									uniform sampler2DShadow shadowMapAtlasSun;
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									uniform sampler2D shadowMapAtlasSunTransparent;
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									#endif
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									#else
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									uniform sampler2DShadow shadowMap;
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									uniform sampler2D shadowMapTransparent;
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									#endif
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									uniform float shadowsBias;
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									#ifdef _CSM
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									//!uniform vec4 casData[shadowmapCascades * 4 + 4];
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									#else
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									uniform mat4 LWVP;
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									#endif
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									#endif // _ShadowMap
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								#endif
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								#ifdef _SinglePoint // Fast path for single light
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								uniform vec3 pointPos;
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								uniform vec3 pointCol;
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									#ifdef _ShadowMap
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									uniform float pointBias;
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									#endif
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									#ifdef _Spot
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									uniform vec3 spotDir;
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									uniform vec3 spotRight;
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									uniform vec4 spotData;
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									#endif
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								#endif
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								#ifdef _LightClouds
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								uniform sampler2D texClouds;
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								uniform float time;
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								#endif
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								#include "std/light.glsl"
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								in vec2 texCoord;
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								in vec3 viewRay;
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								out vec4 fragColor;
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								void main() {
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									vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
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									vec3 n;
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									n.z = 1.0 - abs(g0.x) - abs(g0.y);
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									n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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									n = normalize(n);
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									float roughness = g0.b;
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									float metallic;
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									uint matid;
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									unpackFloatInt16(g0.a, metallic, matid);
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									vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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									vec2 occspec = unpackFloat2(g1.a);
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									vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
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									vec3 f0 = surfaceF0(g1.rgb, metallic);
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									float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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									vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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									vec3 v = normalize(eye - p);
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									float dotNV = max(dot(n, v), 0.0);
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								#ifdef _gbuffer2
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									vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
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								#endif
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								#ifdef _MicroShadowing
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									occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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								#endif
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								#ifdef _Brdf
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									vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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								#endif
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									// Envmap
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								#ifdef _Irr
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									vec3 envl = shIrradiance(n, shirr);
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									#ifdef _gbuffer2
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										if (g2.b < 0.5) {
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											envl = envl;
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										} else {
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											envl = vec3(0.0);
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										}
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									#endif
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									#ifdef _EnvTex
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										envl /= PI;
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									#endif
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								#else
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									vec3 envl = vec3(0.0);
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								#endif
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								#ifdef _Rad
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									vec3 reflectionWorld = reflect(-v, n);
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									float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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									vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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								#endif
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								#ifdef _EnvLDR
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									envl.rgb = pow(envl.rgb, vec3(2.2));
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									#ifdef _Rad
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										prefilteredColor = pow(prefilteredColor, vec3(2.2));
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									#endif
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								#endif
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									envl.rgb *= albedo;
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						||
| 
								 | 
							
								#ifdef _Brdf
							 | 
						||
| 
								 | 
							
									envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _Rad // Indirect specular
							 | 
						||
| 
								 | 
							
									envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
									#ifdef _EnvCol
							 | 
						||
| 
								 | 
							
									envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									envl.rgb *= envmapStrength * occspec.x;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _VoxelGI
							 | 
						||
| 
								 | 
							
									vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0);
							 | 
						||
| 
								 | 
							
									fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;
							 | 
						||
| 
								 | 
							
									if(roughness < 1.0 && occspec.y > 0.0)
							 | 
						||
| 
								 | 
							
										fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _VoxelAOvar
							 | 
						||
| 
								 | 
							
									envl.rgb *= textureLod(voxels_ao, texCoord, 0.0).r;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifndef _VoxelGI
							 | 
						||
| 
								 | 
							
									fragColor.rgb = envl;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
									// Show voxels
							 | 
						||
| 
								 | 
							
									// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
							 | 
						||
| 
								 | 
							
									// vec3 direction = vec3(0.0, 0.0, -1.0);
							 | 
						||
| 
								 | 
							
									// vec4 color = vec4(0.0f);
							 | 
						||
| 
								 | 
							
									// for(uint step = 0; step < 400 && color.a < 0.99f; ++step) {
							 | 
						||
| 
								 | 
							
									// 	vec3 point = origin + 0.005 * step * direction;
							 | 
						||
| 
								 | 
							
									// 	color += (1.0f - color.a) * textureLod(voxels, point * 0.5 + 0.5, 0);
							 | 
						||
| 
								 | 
							
									// }
							 | 
						||
| 
								 | 
							
									// fragColor.rgb += color.rgb;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// Show SSAO
							 | 
						||
| 
								 | 
							
									// fragColor.rgb = texture(ssaotex, texCoord).rrr;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _SSAO
							 | 
						||
| 
								 | 
							
									// #ifdef _RTGI
							 | 
						||
| 
								 | 
							
									// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb;
							 | 
						||
| 
								 | 
							
									// #else
							 | 
						||
| 
								 | 
							
									fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
							 | 
						||
| 
								 | 
							
									// #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _EmissionShadeless
							 | 
						||
| 
								 | 
							
									if (matid == 1) { // pure emissive material, color stored in basecol
							 | 
						||
| 
								 | 
							
										fragColor.rgb += g1.rgb;
							 | 
						||
| 
								 | 
							
										fragColor.a = 1.0; // Mark as opaque
							 | 
						||
| 
								 | 
							
										return;
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifdef _EmissionShaded
							 | 
						||
| 
								 | 
							
									#ifdef _EmissionShadeless
							 | 
						||
| 
								 | 
							
									else {
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
										vec3 emission = textureLod(gbufferEmission, texCoord, 0.0).rgb;
							 | 
						||
| 
								 | 
							
										fragColor.rgb += emission;
							 | 
						||
| 
								 | 
							
									#ifdef _EmissionShadeless
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _Sun
							 | 
						||
| 
								 | 
							
									vec3 sh = normalize(v + sunDir);
							 | 
						||
| 
								 | 
							
									float sdotNH = max(0.0, dot(n, sh));
							 | 
						||
| 
								 | 
							
									float sdotVH = max(0.0, dot(v, sh));
							 | 
						||
| 
								 | 
							
									float sdotNL = max(0.0, dot(n, sunDir));
							 | 
						||
| 
								 | 
							
									vec3 svisibility = vec3(1.0);
							 | 
						||
| 
								 | 
							
									vec3 sdirect =  lambertDiffuseBRDF(albedo, sdotNL) +
							 | 
						||
| 
								 | 
							
									               specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _ShadowMap
							 | 
						||
| 
								 | 
							
										#ifdef _CSM
							 | 
						||
| 
								 | 
							
											svisibility = shadowTestCascade(
							 | 
						||
| 
								 | 
							
												#ifdef _ShadowMapAtlas
							 | 
						||
| 
								 | 
							
													#ifndef _SingleAtlas
							 | 
						||
| 
								 | 
							
													shadowMapAtlasSun, shadowMapAtlasSunTransparent
							 | 
						||
| 
								 | 
							
													#else
							 | 
						||
| 
								 | 
							
													shadowMapAtlas, shadowMapAtlasTransparent
							 | 
						||
| 
								 | 
							
													#endif
							 | 
						||
| 
								 | 
							
												#else
							 | 
						||
| 
								 | 
							
												shadowMap, shadowMapTransparent
							 | 
						||
| 
								 | 
							
												#endif
							 | 
						||
| 
								 | 
							
												, eye, p + n * shadowsBias * 10, shadowsBias, false
							 | 
						||
| 
								 | 
							
											);
							 | 
						||
| 
								 | 
							
										#else
							 | 
						||
| 
								 | 
							
											vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
							 | 
						||
| 
								 | 
							
											if (lPos.w > 0.0) {
							 | 
						||
| 
								 | 
							
												svisibility = shadowTest(
							 | 
						||
| 
								 | 
							
													#ifdef _ShadowMapAtlas
							 | 
						||
| 
								 | 
							
														#ifndef _SingleAtlas
							 | 
						||
| 
								 | 
							
														shadowMapAtlasSun, shadowMapAtlasSunTransparent
							 | 
						||
| 
								 | 
							
														#else
							 | 
						||
| 
								 | 
							
														shadowMapAtlas, shadowMapAtlasTransparent
							 | 
						||
| 
								 | 
							
														#endif
							 | 
						||
| 
								 | 
							
													#else
							 | 
						||
| 
								 | 
							
													shadowMap, shadowMapTransparent
							 | 
						||
| 
								 | 
							
													#endif
							 | 
						||
| 
								 | 
							
													, lPos.xyz / lPos.w, shadowsBias, false
							 | 
						||
| 
								 | 
							
												);
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _VoxelShadow
							 | 
						||
| 
								 | 
							
									svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
									
							 | 
						||
| 
								 | 
							
									#ifdef _SSRS
							 | 
						||
| 
								 | 
							
									// vec2 coords = getProjectedCoord(hitCoord);
							 | 
						||
| 
								 | 
							
									// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
							 | 
						||
| 
								 | 
							
									// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
							 | 
						||
| 
								 | 
							
									svisibility *= traceShadowSS(sunDir, p, gbufferD, invVP, eye);
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _LightClouds
							 | 
						||
| 
								 | 
							
									svisibility *= textureLod(texClouds, vec2(p.xy / 100.0 + time / 80.0), 0.0).r * dot(n, vec3(0,0,1));
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _MicroShadowing
							 | 
						||
| 
								 | 
							
									// See https://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf
							 | 
						||
| 
								 | 
							
									svisibility *= clamp(sdotNL + 2.0 * occspec.x * occspec.x - 1.0, 0.0, 1.0);
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									fragColor.rgb += sdirect * sunCol * svisibility;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//	#ifdef _Hair // Aniso
							 | 
						||
| 
								 | 
							
								// 	if (matid == 2) {
							 | 
						||
| 
								 | 
							
								// 		const float shinyParallel = roughness;
							 | 
						||
| 
								 | 
							
								// 		const float shinyPerpendicular = 0.1;
							 | 
						||
| 
								 | 
							
								// 		const vec3 v = vec3(0.99146, 0.11664, 0.05832);
							 | 
						||
| 
								 | 
							
								// 		vec3 T = abs(dot(n, v)) > 0.99999 ? cross(n, vec3(0.0, 1.0, 0.0)) : cross(n, v);
							 | 
						||
| 
								 | 
							
								// 		fragColor.rgb = orenNayarDiffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec;
							 | 
						||
| 
								 | 
							
								// 	}
							 | 
						||
| 
								 | 
							
								//	#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _SSS
							 | 
						||
| 
								 | 
							
									if (matid == 2) {
							 | 
						||
| 
								 | 
							
										#ifdef _CSM
							 | 
						||
| 
								 | 
							
										int casi, casindex;
							 | 
						||
| 
								 | 
							
										mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
										fragColor.rgb += fragColor.rgb * SSSSTransmittance(
							 | 
						||
| 
								 | 
							
											LWVP, p, n, sunDir, lightPlane.y,
							 | 
						||
| 
								 | 
							
											#ifdef _ShadowMapAtlas
							 | 
						||
| 
								 | 
							
												#ifndef _SingleAtlas
							 | 
						||
| 
								 | 
							
												shadowMapAtlasSun
							 | 
						||
| 
								 | 
							
												#else
							 | 
						||
| 
								 | 
							
												shadowMapAtlas
							 | 
						||
| 
								 | 
							
												#endif
							 | 
						||
| 
								 | 
							
											#else
							 | 
						||
| 
								 | 
							
											shadowMap
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
										);//TODO implement transparent shadowmaps into the SSSSTransmittance()
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif // _Sun
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _SinglePoint
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									fragColor.rgb += sampleLight(
							 | 
						||
| 
								 | 
							
										p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
							 | 
						||
| 
								 | 
							
										#ifdef _ShadowMap
							 | 
						||
| 
								 | 
							
											, 0, pointBias, true, false
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
										#ifdef _Spot
							 | 
						||
| 
								 | 
							
										, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
										#ifdef _VoxelShadow
							 | 
						||
| 
								 | 
							
											, voxels, voxelsSDF, clipmaps
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
										#ifdef _MicroShadowing
							 | 
						||
| 
								 | 
							
										, occspec.x
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
										#ifdef _SSRS
							 | 
						||
| 
								 | 
							
										, gbufferD, invVP, eye
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
									);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _Spot
							 | 
						||
| 
								 | 
							
									#ifdef _SSS
							 | 
						||
| 
								 | 
							
									if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifdef _Clusters
							 | 
						||
| 
								 | 
							
									float viewz = linearize(depth * 0.5 + 0.5, cameraProj);
							 | 
						||
| 
								 | 
							
									int clusterI = getClusterI(texCoord, viewz, cameraPlane);
							 | 
						||
| 
								 | 
							
									int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef HLSL
							 | 
						||
| 
								 | 
							
									viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _Spot
							 | 
						||
| 
								 | 
							
									int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
							 | 
						||
| 
								 | 
							
									int numPoints = numLights - numSpots;
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
							 | 
						||
| 
								 | 
							
										int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
							 | 
						||
| 
								 | 
							
										fragColor.rgb += sampleLight(
							 | 
						||
| 
								 | 
							
											p,
							 | 
						||
| 
								 | 
							
											n,
							 | 
						||
| 
								 | 
							
											v,
							 | 
						||
| 
								 | 
							
											dotNV,
							 | 
						||
| 
								 | 
							
											lightsArray[li * 3].xyz, // lp
							 | 
						||
| 
								 | 
							
											lightsArray[li * 3 + 1].xyz, // lightCol
							 | 
						||
| 
								 | 
							
											albedo,
							 | 
						||
| 
								 | 
							
											roughness,
							 | 
						||
| 
								 | 
							
											occspec.y,
							 | 
						||
| 
								 | 
							
											f0
							 | 
						||
| 
								 | 
							
											#ifdef _ShadowMap
							 | 
						||
| 
								 | 
							
												// light index, shadow bias, cast_shadows
							 | 
						||
| 
								 | 
							
												, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
											#ifdef _Spot
							 | 
						||
| 
								 | 
							
											, lightsArray[li * 3 + 2].y != 0.0
							 | 
						||
| 
								 | 
							
											, lightsArray[li * 3 + 2].y // spot size (cutoff)
							 | 
						||
| 
								 | 
							
											, lightsArraySpot[li * 2].w // spot blend (exponent)
							 | 
						||
| 
								 | 
							
											, lightsArraySpot[li * 2].xyz // spotDir
							 | 
						||
| 
								 | 
							
											, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
							 | 
						||
| 
								 | 
							
											, lightsArraySpot[li * 2 + 1].xyz // right
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
											#ifdef _VoxelShadow
							 | 
						||
| 
								 | 
							
											, voxels, voxelsSDF, clipmaps
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
											#ifdef _MicroShadowing
							 | 
						||
| 
								 | 
							
											, occspec.x
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
											#ifdef _SSRS
							 | 
						||
| 
								 | 
							
											, gbufferD, invVP, eye
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
										);
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								#endif // _Clusters
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/*
							 | 
						||
| 
								 | 
							
								#ifdef _VoxelRefract
							 | 
						||
| 
								 | 
							
								if(opac < 1.0) {
							 | 
						||
| 
								 | 
							
									vec3 refraction = traceRefraction(p, n, voxels, v, ior, roughness, eye) * voxelgiRefr;
							 | 
						||
| 
								 | 
							
									fragColor.rgb = mix(refraction, fragColor.rgb, opac);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								*/
							 | 
						||
| 
								 | 
							
									fragColor.a = 1.0; // Mark as opaque
							 | 
						||
| 
								 | 
							
								}
							 |