284 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			284 lines
		
	
	
		
			6.5 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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								#include "std/math.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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								uniform sampler2D gbufferD;
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								uniform sampler2D gbuffer0;
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								uniform sampler2D gbuffer1;
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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 _SMSizeUniform
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								//!uniform vec2 smSizeUniform;
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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 mat4 LWVPSpot[1];
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									#else
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									//!uniform samplerCubeShadow shadowMapPoint[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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										#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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										#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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									#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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										#endif
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										#else
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										//!uniform sampler2DShadow shadowMapSpot[4];
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										#endif
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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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								#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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									#endif
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									#else
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									uniform sampler2DShadow shadowMap;
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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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								uniform float pointBias;
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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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								#include "std/light_mobile.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 _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 _EnvTex
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									envl /= PI;
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									#endif
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								#else
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									vec3 envl = vec3(1.0);
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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 _Rad // Indirect specular
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									envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5 * occspec.y;
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								#else
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									#ifdef _EnvCol
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									envl.rgb += backgroundCol * surfaceF0(g1.rgb, metallic); // f0
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									#endif
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								#endif
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									envl.rgb *= envmapStrength * occspec.x;
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									fragColor.rgb = envl;
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								#ifdef _Sun
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									vec3 sh = normalize(v + sunDir);
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									float sdotNH = max(0.0, dot(n, sh));
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									float sdotVH = max(0.0, dot(v, sh));
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									float sdotNL = max(0.0, dot(n, sunDir));
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									float svisibility = 1.0;
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									vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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									               specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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									#ifdef _ShadowMap
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										#ifdef _CSM
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											svisibility = shadowTestCascade(
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												#ifdef _ShadowMapAtlas
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													#ifndef _SingleAtlas
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													shadowMapAtlasSun
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													#else
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													shadowMapAtlas
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													#endif
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												#else
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												shadowMap
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												#endif
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												, eye, p + n * shadowsBias * 10, shadowsBias
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											);
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										#else
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											vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
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											if (lPos.w > 0.0) svisibility = shadowTest(
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												#ifdef _ShadowMapAtlas
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													#ifndef _SingleAtlas
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													shadowMapAtlasSun
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													#else
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													shadowMapAtlas
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													#endif
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												#else
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												shadowMap
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												#endif
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												, lPos.xyz / lPos.w, shadowsBias
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											);
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										#endif
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									#endif
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									fragColor.rgb += sdirect * svisibility * sunCol;
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								#endif
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								#ifdef _SinglePoint
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									fragColor.rgb += sampleLight(
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										p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
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										#ifdef _ShadowMap
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											, 0, pointBias, true
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										#endif
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										#ifdef _Spot
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										, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight  // TODO: Test!
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										#endif
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									);
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								#endif
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								#ifdef _Clusters
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									float viewz = linearize(depth * 0.5 + 0.5, cameraProj);
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									int clusterI = getClusterI(texCoord, viewz, cameraPlane);
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									int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
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									#ifdef HLSL
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									viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
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									#endif
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									#ifdef _Spot
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									int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
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									int numPoints = numLights - numSpots;
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									#endif
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									for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
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										int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
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										fragColor.rgb += sampleLight(
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											p,
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											n,
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											v,
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											dotNV,
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											lightsArray[li * 3].xyz, // lp
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											lightsArray[li * 3 + 1].xyz, // lightCol
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											albedo,
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											roughness,
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						||
| 
								 | 
							
											occspec.y,
							 | 
						||
| 
								 | 
							
											f0
							 | 
						||
| 
								 | 
							
											#ifdef _ShadowMap
							 | 
						||
| 
								 | 
							
												// light index, shadow bias, cast_shadows
							 | 
						||
| 
								 | 
							
												, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
											#ifdef _Spot
							 | 
						||
| 
								 | 
							
											, lightsArray[li * 3 + 2].y != 0.0
							 | 
						||
| 
								 | 
							
											, lightsArray[li * 3 + 2].y // spot size (cutoff)
							 | 
						||
| 
								 | 
							
											, lightsArraySpot[li].w // spot blend (exponent)
							 | 
						||
| 
								 | 
							
											, lightsArraySpot[li].xyz // spotDir
							 | 
						||
| 
								 | 
							
											, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
							 | 
						||
| 
								 | 
							
											, lightsArraySpot[li * 2 + 1].xyz // right
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
										);
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								#endif // _Clusters
							 | 
						||
| 
								 | 
							
								}
							 |