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