Full BSDF
This commit is contained in:
@ -8,9 +8,6 @@
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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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@ -23,12 +20,12 @@ 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 _Anisotropy
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uniform sampler2D gbuffer3;
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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 _ClearCoat
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uniform sampler2D gbufferCoatNormal;
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#endif
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#ifdef _VoxelGI
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uniform sampler2D voxels_diffuse;
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@ -95,7 +92,7 @@ uniform mat4 invVP;
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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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//!uniform mat4 LWVPSpotArray[1];
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#endif
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#ifdef _Clusters
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//!uniform sampler2DShadow shadowMapSpot[4];
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@ -140,7 +137,7 @@ uniform vec2 cameraPlane;
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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 LWVPSpot[1];
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//!uniform mat4 LWVPSpotArray[1];
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#else
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//!uniform samplerCubeShadow shadowMapPoint[1];
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#ifdef _ShadowMapTransparent
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@ -203,6 +200,7 @@ uniform vec3 sunCol;
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uniform sampler2D shadowMapAtlasSunTransparent;
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#endif
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#endif
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//!uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades];
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#else
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uniform sampler2DShadow shadowMap;
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#ifdef _ShadowMapTransparent
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@ -239,6 +237,9 @@ uniform float time;
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#endif
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#include "std/light.glsl"
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#ifdef _SSS
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#include "std/sss.glsl"
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#endif
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in vec2 texCoord;
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in vec3 viewRay;
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@ -262,8 +263,26 @@ void main() {
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matid = min(matid, uint(MAX_MATERIALS - 1));
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
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vec4 matp0 = vec4(0.0), matp1 = vec4(0.0), matp2 = vec4(0.0), matp3 = vec4(0.0);
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vec4 matp4 = vec4(0.0), matp5 = vec4(0.0), matp6 = vec4(0.0), matp7 = vec4(0.0);
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// TODO: coatIOR=1.5, ior=1.45, thinWall=1.0 move to python make files
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matp1.z = 1.5;
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matp3.x = 1.45;
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matp3.y = 1.0;
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if (matid >= 3u) {
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7);
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}
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#ifdef _ClearCoat
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vec3 coatTintCol = vec3(matp1.w, matp2.x, matp2.y);
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#endif
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#ifdef _Sheen
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vec3 sheenTintCol = vec3(matp5.z, matp5.w, matp6.x);
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#endif
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#ifdef _SSS
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vec3 sssColorVal = vec3(matp4.w, matp5.x, matp5.y);
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vec3 sssRadiusBase = vec3(matp4.x, matp4.y, matp4.z);
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float sssRadiusScalar = max(max(matp4.x, matp4.y), matp4.z) * matp7.x;
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#endif
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#endif
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vec2 occspec = unpackFloat2(g1.a);
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@ -271,7 +290,10 @@ void main() {
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vec3 basecolor = min(g1.rgb, vec3(2.0));
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vec3 albedo = surfaceAlbedo(basecolor, metallic);
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vec3 f0 = surfaceF0(basecolor, metallic);
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#ifdef _ExtBRDF
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f0 = mix(f0, basecolor, vec3(matp6.y, matp6.z, matp6.w));
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#endif
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#ifdef _VRStereo
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bool isLeftEye = texCoord.x < 0.5;
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vec3 eyePos = isLeftEye ? eyeLeft : eyeRight;
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@ -290,13 +312,24 @@ void main() {
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#endif
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float dotNV = max(dot(n, v), 0.0);
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#ifdef _ClearCoat
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vec4 gCoat = textureLod(gbufferCoatNormal, texCoord, 0.0);
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vec3 nCoat;
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nCoat.z = 1.0 - abs(gCoat.x) - abs(gCoat.y);
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nCoat.xy = nCoat.z >= 0.0 ? gCoat.xy : octahedronWrap(gCoat.xy);
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nCoat = normalize(nCoat);
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#endif
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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 _Anisotropy
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vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
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vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
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#ifdef _gbuffer2
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vec3 wTangent = decodeTangent(g2.a, n);
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#else
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vec3 wTangent = vec3(0.0);
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#endif
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#endif
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@ -311,6 +344,44 @@ void main() {
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vec3 F = f0;
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#endif
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#ifdef _ExtBRDF
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float iblSheenWeight = 1.0;
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float iblCoatWeight = 1.0;
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float iblLayerWeight = 1.0;
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vec3 coatTintAbsorb = vec3(1.0);
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#ifdef _Sheen
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float sheenAlb = sheenIBLAlbedo(matp0.z, matp0.w, dotNV);
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iblSheenWeight = max(1.0 - sheenAlb *
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max(max(sheenTintCol.r, sheenTintCol.g), sheenTintCol.b), 0.0);
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#endif
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#ifdef _ClearCoat
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float dotNVCoat = max(dot(nCoat, v), 0.0);
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float coatF = coatIBLFresnel(matp1.x, matp1.z, dotNVCoat);
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iblCoatWeight = max(1.0 - coatF, 0.0);
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coatTintAbsorb = mix(vec3(1.0), clamp(coatTintCol, 0.0, 1.0),
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clamp(1.0 / max(dotNVCoat, 0.3) * 0.2, 0.0, 1.0));
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#endif
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iblLayerWeight = iblSheenWeight * iblCoatWeight;
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brdf_sheenWeight = iblSheenWeight;
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brdf_coatWeight = iblCoatWeight;
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brdf_coatTintAbsorb = coatTintAbsorb;
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#ifdef _Sheen
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brdf_sheenAlbedo = sheenAlb;
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#endif
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#ifdef _ClearCoat
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brdf_coatF0 = (matp1.z - 1.0) / (matp1.z + 1.0);
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brdf_coatF0 = brdf_coatF0 * brdf_coatF0;
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#endif
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#ifdef _Transmission
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brdf_transmissionF0 = (matp3.x - 1.0) / (matp3.x + 1.0);
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brdf_transmissionF0 = brdf_transmissionF0 * brdf_transmissionF0;
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#endif
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#endif // _ExtBRDF
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#ifndef _VoxelAOvar
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#ifndef _VoxelGI
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// Envmap
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@ -318,9 +389,7 @@ void main() {
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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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if (g2.b >= 0.5) {
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envl = vec3(0.0);
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}
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#endif
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@ -333,16 +402,21 @@ void main() {
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#endif
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#ifdef _Rad
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#ifdef _Anisotropy
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vec3 reflectionWorld = anisotropicIBLDirection(n, v, wTangent,
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matp0.x, roughness);
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#else
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vec3 reflectionWorld = reflect(-v, n);
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#endif
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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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prefilteredColor = min(prefilteredColor, vec3(20.0));
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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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envl.rgb = srgbToLinear(envl.rgb);
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#ifdef _Rad
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prefilteredColor = pow(prefilteredColor, vec3(2.2));
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prefilteredColor = srgbToLinear(prefilteredColor);
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#endif
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#endif
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@ -360,6 +434,68 @@ void main() {
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#endif
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#endif
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#ifdef _ExtBRDF
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envl.rgb *= iblLayerWeight;
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#ifdef _Transmission
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float transF = transmissionIBLFresnel(matp3.x, dotNV);
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float transmittance = 1.0 - transF;
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#ifdef _Rad
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if (matp2.z > 0.0 && transmittance > 0.0) {
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vec3 refrDir;
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if (matp3.y > 0.5) {
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refrDir = reflect(-v, n);
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} else {
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refrDir = transmissionIBLDirection(n, v, matp3.x);
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}
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float transLod = getMipFromRoughness(matp2.w, envmapNumMipmaps);
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vec3 transColor = textureLod(senvmapRadiance,
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envMapEquirect(refrDir), transLod).rgb;
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transColor = min(transColor, vec3(20.0));
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#ifdef _EnvLDR
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transColor = srgbToLinear(transColor);
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#endif
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envl.rgb += albedo * matp2.z * transmittance * transColor * dotNV
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* iblLayerWeight;
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}
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#endif
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#endif
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#ifdef _ClearCoat
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envl.rgb *= coatTintAbsorb;
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#ifdef _Rad
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if (coatF > 0.0) {
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float coatLod = getMipFromRoughness(matp1.y, envmapNumMipmaps);
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vec3 coatRefl = reflect(-v, nCoat);
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vec3 coatColor = textureLod(senvmapRadiance,
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envMapEquirect(coatRefl), coatLod).rgb;
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coatColor = min(coatColor, vec3(20.0));
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#ifdef _EnvLDR
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coatColor = srgbToLinear(coatColor);
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#endif
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envl.rgb += coatColor * coatF * iblSheenWeight;
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}
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#endif
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#endif
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#ifdef _Sheen
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#ifdef _Rad
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if (sheenAlb > 0.0) {
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float sheenLod = getMipFromRoughness(matp0.w, envmapNumMipmaps);
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vec3 sheenRefl = reflect(-v, n);
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vec3 sheenColor = textureLod(senvmapRadiance,
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envMapEquirect(sheenRefl), sheenLod).rgb;
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sheenColor = min(sheenColor, vec3(20.0));
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#ifdef _EnvLDR
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sheenColor = srgbToLinear(sheenColor);
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#endif
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envl.rgb += sheenColor * sheenTintCol * sheenAlb;
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}
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#endif
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#endif
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#endif // _ExtBRDF
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envl.rgb *= envmapStrength * occspec.x;
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fragColor.rgb = envl;
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@ -368,11 +504,30 @@ void main() {
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#ifdef _VoxelGI
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fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
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if(roughness < 1.0 && occspec.y > 0.0)
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fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
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if(roughness < 1.0) {
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fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * F * voxelgiRefl * occspec.y;
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}
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#ifdef _Rad
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vec3 iblReflection = reflect(-v, n);
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float iblLod = getMipFromRoughness(roughness, envmapNumMipmaps);
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vec3 iblPrefiltered = textureLod(senvmapRadiance, envMapEquirect(iblReflection), iblLod).rgb;
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iblPrefiltered = min(iblPrefiltered, vec3(20.0));
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#ifdef _EnvLDR
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iblPrefiltered = srgbToLinear(iblPrefiltered);
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#endif
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#ifdef _ExtBRDF
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iblPrefiltered *= iblLayerWeight;
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iblPrefiltered *= coatTintAbsorb;
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#endif
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fragColor.rgb += iblPrefiltered * F * envmapStrength * occspec.x;
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#else
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#ifdef _EnvCol
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fragColor.rgb += backgroundCol * F * envmapStrength * occspec.x;
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#endif
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#endif
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#else
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#ifdef _VoxelAOvar
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fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
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fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb;
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#endif
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#endif
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@ -424,7 +579,7 @@ void main() {
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vec3 svisibility = vec3(1.0);
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#ifdef _Anisotropy
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vec3 sdirect;
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if (abs(matp0.x) > 0.001) {
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if (abs(matp0.x) > 0.001 && dot(wTangent, wTangent) > 0.001) {
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vec3 sbitangent = normalize(cross(n, wTangent));
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
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@ -438,36 +593,26 @@ void main() {
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#endif
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float sunSheenWeight = 1.0;
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float sunCoatWeight = 1.0;
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#ifdef _Sheen
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
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sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
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sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
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#endif
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float sunLayerWeight = sunSheenWeight * sunCoatWeight;
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sdirect *= sunLayerWeight;
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#ifdef _Subsurface
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sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
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#endif
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#ifdef _Transmission
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sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
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#endif
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#ifdef _ClearCoat
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sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
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sdirect += sunCoat * sunSheenWeight;
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#endif
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#ifdef _Sheen
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sdirect += sunSheen;
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#ifdef _ExtBRDF
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float sunLayerWeight;
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sdirect = applyExtBRDFLayers(sdirect, albedo, f0, roughness,
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sdotNL, dotNV, sdotNH, sdotVH, n, sunDir, v, sh
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, sheenTintCol
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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, sunLayerWeight);
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#endif
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#ifdef _ShadowMap
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSunArray[0];
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#endif
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#ifdef _CSM
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svisibility = shadowTestCascade(
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#ifdef _ShadowMapAtlas
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@ -552,23 +697,17 @@ void main() {
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fragColor.rgb += sdirect * sunCol * svisibility;
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// #ifdef _Hair // Aniso
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// if (matid == 2) {
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// const float shinyParallel = roughness;
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// const float shinyPerpendicular = 0.1;
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// const vec3 v = vec3(0.99146, 0.11664, 0.05832);
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// vec3 T = abs(dot(n, v)) > 0.99999 ? cross(n, vec3(0.0, 1.0, 0.0)) : cross(n, v);
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// fragColor.rgb = orenNayarDiffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec;
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// }
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// #endif
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#ifdef _SSS
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if (matid == 2) {
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#ifdef _ExtBRDF
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if (matid >= 3u && matp3.z > 0.0) {
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#ifdef _CSM
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int casi, casindex;
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mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
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#endif
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fragColor.rgb += fragColor.rgb * SSSSTransmittance(
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vec3 sssColor = sssColorVal;
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float sssRadius = sssRadiusScalar;
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float sssStrength = matp3.z;
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vec3 sssResult = SSSSTransmittance(
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LWVP, p, n, sunDir, lightPlane.y,
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#ifdef _ShadowMapAtlas
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||||
#ifndef _SingleAtlas
|
||||
@ -579,12 +718,26 @@ void main() {
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||||
#else
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||||
shadowMap
|
||||
#endif
|
||||
);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
, sssColor, sssRadius
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#ifdef _ShadowMapAtlas
|
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#ifdef _CSM
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||||
, tileBoundsSunArray[casi]
|
||||
#else
|
||||
, tileBoundsSunArray[0]
|
||||
#endif
|
||||
#endif
|
||||
);
|
||||
fragColor.rgb += sunCol * sssStrength * sssResult;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif // _Sun
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _SinglePoint
|
||||
|
||||
#ifdef _VRStereo
|
||||
@ -614,16 +767,16 @@ void main() {
|
||||
, gbufferD, invVP, eye
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, matp0.x, matp0.y, wTangent
|
||||
#endif
|
||||
#ifdef _Subsurface
|
||||
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||
#ifdef _SSS
|
||||
, matp3.z, sssColorVal, sssRadiusBase * matp7.x, matp3.w
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
@ -633,7 +786,33 @@ void main() {
|
||||
#ifdef _Spot
|
||||
#ifdef _SSS
|
||||
#ifdef _ShadowMap
|
||||
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(lightPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
vec3 sssColorSpot = sssColorVal;
|
||||
float sssRadiusSpot = sssRadiusScalar;
|
||||
float sssStrengthSpot = matp3.z;
|
||||
fragColor.rgb += pointCol * sssStrengthSpot * SSSSTransmittance(LWVPSpotArray[0], p, n, normalize(lightPos - p), lightPlane.y, shadowMapSpot[0], sssColorSpot, sssRadiusSpot
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef _Spot
|
||||
#ifdef _SSS
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
vec3 sssColorPoint = sssColorVal;
|
||||
float sssRadiusPoint = sssRadiusScalar;
|
||||
float sssStrengthPoint = matp3.z;
|
||||
fragColor.rgb += pointCol * sssStrengthPoint * SSSSTransmittanceCube(shadowMapPoint[0], lightPos, p, n, normalize(lightPos - p), lightPlane.y, lightProj, sssColorPoint, sssRadiusPoint);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
@ -692,21 +871,95 @@ void main() {
|
||||
, gbufferD, invVP, eye
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, matp0.x, matp0.y, wTangent
|
||||
#endif
|
||||
#ifdef _Subsurface
|
||||
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||
#ifdef _SSS
|
||||
, matp3.z, sssColorVal, sssRadiusBase * matp7.x, matp3.w
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
#endif
|
||||
);
|
||||
|
||||
#ifdef _SSS
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
vec3 sssColorCL = sssColorVal;
|
||||
float sssRadiusCL = sssRadiusScalar;
|
||||
float sssStrengthCL = matp3.z;
|
||||
vec3 cLightPos = lightsArray[li * 3].xyz;
|
||||
vec3 cLightCol = lightsArray[li * 3 + 1].xyz;
|
||||
vec3 cLightDir = normalize(cLightPos - p);
|
||||
#ifdef _Spot
|
||||
bool isSpotLight = lightsArray[li * 3 + 2].y != 0.0;
|
||||
if (isSpotLight) {
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[li], p, n, cLightDir, lightPlane.y, shadowMapAtlasSpot, sssColorCL, sssRadiusCL, tileBoundsSpotArray[li]);
|
||||
#else
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[li], p, n, cLightDir, lightPlane.y, shadowMapAtlas, sssColorCL, sssRadiusCL, tileBoundsSpotArray[li]);
|
||||
#endif
|
||||
#else
|
||||
if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[0], p, n, cLightDir, lightPlane.y, shadowMapSpot[0], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[1], p, n, cLightDir, lightPlane.y, shadowMapSpot[1], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[2], p, n, cLightDir, lightPlane.y, shadowMapSpot[2], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[3], p, n, cLightDir, lightPlane.y, shadowMapSpot[3], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
} else {
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlasPoint, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#else
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlas, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
#else
|
||||
if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[0], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[1], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[2], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[3], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
}
|
||||
#else
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlasPoint, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#else
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlas, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
#else
|
||||
if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[0], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[1], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[2], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[3], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif // _Clusters
|
||||
|
||||
|
||||
@ -138,6 +138,16 @@
|
||||
"link": "_cascadeData",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
||||
},
|
||||
{
|
||||
"name": "tileBoundsSunArray",
|
||||
"link": "_tileBoundsSunArray",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "tileBoundsSpotArray",
|
||||
"link": "_tileBoundsSpotArray",
|
||||
"ifdef": ["_Clusters", "_Spot", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "lightPlane",
|
||||
"link": "_lightPlane",
|
||||
@ -281,9 +291,11 @@
|
||||
{
|
||||
"name": "materialParams",
|
||||
"link": "_materialParams",
|
||||
"type": "floats"
|
||||
"type": "floats",
|
||||
"ifdef": ["_ExtBRDF"]
|
||||
}
|
||||
],
|
||||
"texture_units": [],
|
||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||
"fragment_shader": "deferred_light.frag.glsl",
|
||||
"color_attachments": ["RGBA64"]
|
||||
|
||||
Reference in New Issue
Block a user