Repe [T3DU] Update - 31f26d171bba0355ce2a77031e3aad4c64dbc7e9
This commit is contained in:
@ -28,15 +28,14 @@
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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#ifdef _Spot
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#ifndef _LTC
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uniform sampler2DShadow shadowMapSpot[1];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[1];
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#endif
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uniform mat4 LWVPSpotArray[1];
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#if defined(_Spot) || defined(_LTC)
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uniform sampler2DShadow shadowMapSpot[1];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[1];
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#endif
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#else
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uniform mat4 LWVPSpotArray[1];
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#endif
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#ifndef _Spot
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uniform samplerCubeShadow shadowMapPoint[1];
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#ifdef _ShadowMapTransparent
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uniform samplerCube shadowMapPointTransparent[1];
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@ -45,41 +44,35 @@
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#endif
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#endif
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#ifdef _Clusters
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#ifdef _SingleAtlas
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//!uniform sampler2DShadow shadowMapAtlas;
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapAtlasTransparent;
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#endif
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#endif
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#ifndef _SinglePoint
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uniform vec2 lightProj;
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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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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasPointTransparent;
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#endif
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[4];
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#ifdef _ShadowMapTransparent
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uniform samplerCube shadowMapPointTransparent[4];
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#endif
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#endif
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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 sampler2DShadow shadowMapAtlasPoint;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasSpotTransparent;
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uniform sampler2D shadowMapAtlasPointTransparent;
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#endif
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[4];
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#ifdef _ShadowMapTransparent
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uniform samplerCube shadowMapPointTransparent[4];
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#endif
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#endif
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#if defined(_Spot) || defined(_LTC)
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSpot;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasSpotTransparent;
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#endif
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#endif
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#else
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uniform sampler2DShadow shadowMapSpot[4];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[4];
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#endif
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uniform sampler2DShadow shadowMapSpot[4];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[4];
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#endif
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#endif
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uniform mat4 LWVPSpotArray[maxLightsCluster];
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#endif
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@ -93,15 +86,6 @@ 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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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[1];
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#endif
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uniform mat4 LWVPSpotArray[1];
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#endif
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#endif
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#endif
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vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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@ -143,37 +127,41 @@ vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV
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#ifdef _VoxelPass
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vec3 direct = vec3(dotNL);
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#else
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#ifdef _LTC
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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#else
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vec3 standard;
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#ifdef _Anisotropy
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vec3 direct;
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if (abs(anisotropy) > 0.001 && dot(tangent, tangent) > 0.001) {
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vec3 bitangent = normalize(cross(n, tangent));
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direct = lambertDiffuseBRDF(albedo, dotNL) +
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standard = lambertDiffuseBRDF(albedo, dotNL) +
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anisotropicBRDF(f0, rough, anisotropy, anisoRot,
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tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
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} else {
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direct = lambertDiffuseBRDF(albedo, dotNL) +
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standard = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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}
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#else
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vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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standard = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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#endif
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#ifdef _Spot
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if (isSpot) {
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standard *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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}
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#endif
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vec3 area = vec3(0.0);
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#ifdef _LTC
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI)) * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(vec3(1.0, 0.0, t.y), vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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area = albedo * ltcdiff + ltcspec * spec * 0.05;
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#endif
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vec3 direct = standard + area;
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// before attenuate/shadow so everything is properly shadowed in one pass
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#ifdef _ExtBRDF
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float layerWeight;
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@ -195,26 +183,31 @@ vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV
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direct *= attenuate(dist);
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direct *= min(lightCol, vec3(100.0));
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#ifdef _LTC
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#ifdef _LightIES
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direct *= iesAttenuation(-l);
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#endif
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vec3 visibility = vec3(1.0);
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#ifdef _ShadowMap
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if (receiveShadow) {
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if (receiveShadow) {
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#if defined(_Spot) || defined(_LTC)
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10.0, 1.0);
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visibility = shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#ifdef _Clusters
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSpotArray[index];
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direct *= shadowTest(
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10.0, 1.0);
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSpotArray[index];
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visibility = shadowTest(
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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@ -233,147 +226,48 @@ vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV
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, transparent
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#endif
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);
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#else
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if (index == 0) direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[1],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[2],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[3],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#endif
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}
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#endif
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l_out = l;
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return direct;
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#endif
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#ifdef _Spot
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if (isSpot) {
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direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#ifdef _Clusters
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSpotArray[index];
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direct *= shadowTest(
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#else
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if (index == 0) visibility = shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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shadowMapSpotTransparent[0],
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#endif
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#else
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#ifndef _SingleAtlas
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shadowMapAtlasSpot
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#else
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shadowMapAtlas
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#endif
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#endif
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, lPos.xyz / lPos.w, bias
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 1) visibility = shadowTest(shadowMapSpot[1],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[1],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 2) visibility = shadowTest(shadowMapSpot[2],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[2],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 3) visibility = shadowTest(shadowMapSpot[3],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[3],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#else
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if (index == 0) direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[1],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[2],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[3],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#endif
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}
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#endif
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l_out = l;
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return direct;
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}
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#endif
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#ifdef _LightIES
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direct *= iesAttenuation(-l);
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#endif
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#ifdef _ShadowMap
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if (receiveShadow) {
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#endif
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#else
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#ifdef _SinglePoint
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#ifndef _Spot
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direct *= PCFCube(shadowMapPoint[0],
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visibility = PCFCube(shadowMapPoint[0],
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#ifdef _ShadowMapTransparent
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shadowMapPointTransparent[0],
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#endif
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@ -383,10 +277,9 @@ vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV
|
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#endif
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);
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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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direct *= PCFFakeCube(
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visibility = PCFFakeCube(
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
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@ -406,49 +299,50 @@ vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV
|
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#endif
|
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);
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#else
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if (index == 0) direct *= PCFCube(shadowMapPoint[0],
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#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
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#endif
|
||||
ld, -l, bias, lightProj, n
|
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#ifdef _ShadowMapTransparent
|
||||
, transparent
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#endif
|
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);
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else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
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#ifdef _ShadowMapTransparent
|
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shadowMapPointTransparent[1],
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#endif
|
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ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
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, transparent
|
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#endif
|
||||
);
|
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else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
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#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
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else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
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#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
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#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
if (index == 0) visibility = PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
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#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) visibility = PCFCube(shadowMapPoint[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[1],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) visibility = PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) visibility = PCFCube(shadowMapPoint[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
l_out = l;
|
||||
return direct;
|
||||
return direct * visibility;
|
||||
}
|
||||
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
|
||||
Reference in New Issue
Block a user