Full BSDF
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@ -53,13 +53,6 @@ uniform float shirr[7 * 4];
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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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void main() {
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const vec2 pixel = gl_GlobalInvocationID.xy;
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@ -140,17 +133,8 @@ void main() {
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vec3 envl = vec3(0.0);
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#endif
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#ifdef _Rad
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vec3 reflectionWorld = reflect(-v, n);
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float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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#endif
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#ifdef _EnvLDR
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envl.rgb = pow(envl.rgb, vec3(2.2));
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#ifdef _Rad
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prefilteredColor = pow(prefilteredColor, vec3(2.2));
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#endif
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#endif
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envl.rgb *= albedo;
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@ -159,15 +143,7 @@ void main() {
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envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
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#endif
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#ifdef _Rad // Indirect specular
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envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
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#else
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#ifdef _EnvCol
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envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
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#endif
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#endif
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envl.rgb *= envmapStrength * occspec.x;
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envl.rgb *= envmapStrength * voxelgiEnv * occspec.x;
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vec4 trace = traceDiffuse(P, n, voxels, clipmaps);
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vec3 color = trace.rgb * albedo * (1.0 - F);
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