forked from LeenkxTeam/LNXSDK
Forward / Mobile / Solid
This commit is contained in:
@ -907,26 +907,10 @@ tileBounds = vec4(0.0, 0.0, 1.0, 1.0);
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fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[li], p, n, cLightDir, lightPlane.y, shadowMapAtlas, sssColorCL, sssRadiusCL, tileBoundsSpotArray[li]);
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#endif
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#else
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if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[0], p, n, cLightDir, lightPlane.y, shadowMapSpot[0], sssColorCL, sssRadiusCL
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#ifdef _ShadowMapAtlas
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, vec4(0.0, 0.0, 1.0, 1.0)
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#endif
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);
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else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[1], p, n, cLightDir, lightPlane.y, shadowMapSpot[1], sssColorCL, sssRadiusCL
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#ifdef _ShadowMapAtlas
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, vec4(0.0, 0.0, 1.0, 1.0)
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#endif
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);
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else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[2], p, n, cLightDir, lightPlane.y, shadowMapSpot[2], sssColorCL, sssRadiusCL
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#ifdef _ShadowMapAtlas
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, vec4(0.0, 0.0, 1.0, 1.0)
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#endif
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);
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else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[3], p, n, cLightDir, lightPlane.y, shadowMapSpot[3], sssColorCL, sssRadiusCL
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#ifdef _ShadowMapAtlas
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, vec4(0.0, 0.0, 1.0, 1.0)
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#endif
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);
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if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[0], p, n, cLightDir, lightPlane.y, shadowMapSpot[0], sssColorCL, sssRadiusCL);
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else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[1], p, n, cLightDir, lightPlane.y, shadowMapSpot[1], sssColorCL, sssRadiusCL);
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else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[2], p, n, cLightDir, lightPlane.y, shadowMapSpot[2], sssColorCL, sssRadiusCL);
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else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[3], p, n, cLightDir, lightPlane.y, shadowMapSpot[3], sssColorCL, sssRadiusCL);
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#endif
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} else {
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#ifdef _ShadowMapAtlas
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@ -56,9 +56,15 @@ uniform vec2 cameraPlane;
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#ifdef _SinglePoint
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#ifdef _Spot
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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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#else
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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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#endif
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//!uniform vec2 lightProj;
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#endif
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#endif
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@ -66,26 +72,41 @@ uniform vec2 cameraPlane;
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#ifdef _ShadowMapAtlas
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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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#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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//!uniform vec4 pointLightDataArray[4];
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#endif
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//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
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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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//!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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#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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//!uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
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#endif
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//!uniform mat4 LWVPSpotArray[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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@ -97,10 +118,16 @@ uniform vec3 sunCol;
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSun;
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#ifdef _ShadowMapTransparent
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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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uniform sampler2D shadowMapTransparent;
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#endif
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#endif
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uniform float shadowsBias;
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#ifdef _CSM
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@ -167,10 +194,11 @@ void main() {
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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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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, min(g1.rgb, vec3(2.0)), vec3(matp6.y, matp6.z, matp6.w));
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f0 = mix(f0, basecolor, vec3(matp6.y, matp6.z, matp6.w));
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#endif
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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@ -206,7 +234,7 @@ void main() {
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envl /= PI;
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#endif
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#else
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vec3 envl = vec3(1.0);
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vec3 envl = vec3(0.0);
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#endif
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#ifdef _Rad
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@ -227,13 +255,23 @@ void main() {
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#endif
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#endif
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#ifdef _Brdf
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vec3 F = f0 * envBRDF.x + envBRDF.y;
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#else
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vec3 F = f0;
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#endif
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envl.rgb *= diffuseIBL(albedo, roughness, f0, dotNV);
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#ifdef _Brdf
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envl.rgb *= 1.0 - F;
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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) * 1.5 * occspec.y;
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envl.rgb += prefilteredColor * F;
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#else
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#ifdef _EnvCol
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envl.rgb += backgroundCol * surfaceF0(g1.rgb, metallic); // f0
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envl.rgb += backgroundCol * F;
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#endif
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#endif
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@ -281,7 +319,12 @@ void main() {
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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 = transmissionIBLDirection(n, v, matp3.x);
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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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@ -337,7 +380,7 @@ void main() {
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float sdotNH = max(0.0, dot(n, sh));
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float sdotVH = max(0.0, dot(v, sh));
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float sdotNL = max(0.0, dot(n, sunDir));
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float svisibility = 1.0;
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vec3 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 && dot(wTangent, wTangent) > 0.001) {
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@ -385,29 +428,59 @@ void main() {
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#ifdef _CSM
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svisibility = shadowTestCascade(
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#ifdef _ShadowMapAtlas
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#ifdef _ShadowMapTransparent
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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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#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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#endif
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#else
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shadowMap
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#ifdef _ShadowMapTransparent
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shadowMap, shadowMapTransparent
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#else
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shadowMap
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#endif
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#endif
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, eye, p + n * shadowsBias * 2, shadowsBias
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#ifdef _ShadowMapTransparent
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, false
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#endif
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, eye, p + n * shadowsBias * 10, shadowsBias
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);
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#else
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 2, 1.0);
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if (lPos.w > 0.0) svisibility = shadowTest(
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#ifdef _ShadowMapAtlas
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#ifdef _ShadowMapTransparent
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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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#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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#endif
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#else
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shadowMap
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#ifdef _ShadowMapTransparent
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shadowMap, shadowMapTransparent
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#else
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shadowMap
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#endif
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#endif
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, lPos.xyz / lPos.w, shadowsBias
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#ifdef _ShadowMapTransparent
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, false
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#endif
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);
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#endif
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#endif
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@ -415,11 +488,18 @@ void main() {
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fragColor.rgb += sdirect * svisibility * sunCol;
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#endif
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#ifdef _ShadowMapAtlas
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tileBounds = vec4(0.0, 0.0, 1.0, 1.0);
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#endif
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#ifdef _SinglePoint
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fragColor.rgb += sampleLight(
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p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
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#ifdef _ShadowMap
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, 0, pointBias, true
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#ifdef _ShadowMapTransparent
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, false
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#endif
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#endif
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#ifdef _Spot
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, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
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@ -472,12 +552,15 @@ void main() {
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#ifdef _ShadowMap
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// light index, shadow bias, cast_shadows
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, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0
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#ifdef _ShadowMapTransparent
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, false
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#endif
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#endif
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#ifdef _Spot
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, lightsArray[li * 3 + 2].y != 0.0
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, lightsArray[li * 3 + 2].y // spot size (cutoff)
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, lightsArraySpot[li].w // spot blend (exponent)
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, lightsArraySpot[li].xyz // spotDir
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, lightsArraySpot[li * 2].w // spot blend (exponent)
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, lightsArraySpot[li * 2].xyz // spotDir
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, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
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, lightsArraySpot[li * 2 + 1].xyz // right
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#endif
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@ -122,11 +122,6 @@
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"link": "_inverseViewProjectionMatrixRight",
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"ifdef": ["_VRStereo"]
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},
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{
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"name": "invVP",
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"link": "_viewProjectionMatrix",
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"ifdef": ["_SSRS"]
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},
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{
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"name": "smSizeUniform",
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"link": "_shadowMapSize",
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@ -137,14 +132,6 @@
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"link": "_lightPlane",
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"ifdef": ["_SSS"]
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},
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{
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"name": "VP",
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"link": "_viewProjectionMatrix",
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"ifdef": ["_SSRS"]
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},
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{
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"ifdef": ["_SMSizeUniform"]
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},
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{
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"name": "lightProj",
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"link": "_lightPlaneProj",
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@ -14,15 +14,24 @@
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#ifdef _SinglePoint
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#ifdef _Spot
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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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#else
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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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#endif
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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 _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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@ -30,17 +39,29 @@
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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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#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[maxLightsCluster];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
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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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@ -51,6 +72,9 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow
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#ifdef _ShadowMapTransparent
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, bool transparent
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#endif
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#endif
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#ifdef _Spot
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, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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@ -121,26 +145,77 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
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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], lPos.xyz / lPos.w, bias);
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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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#ifndef _SingleAtlas
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shadowMapAtlasSpot
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#else
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shadowMapAtlas
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tileBounds = tileBoundsSpotArray[index];
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direct *= shadowTest(
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
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#else
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#ifndef _SingleAtlas
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shadowMapAtlasSpot
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#else
|
||||
shadowMapAtlas
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#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
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||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
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||||
#endif
|
||||
, lPos.xyz / lPos.w, bias
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias);
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
@ -153,25 +228,76 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n);
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index
|
||||
);
|
||||
direct *= PCFFakeCube(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n);
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[1],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
@ -186,6 +312,9 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow
|
||||
#ifdef _ShadowMapTransparent
|
||||
, bool transparent
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
@ -194,6 +323,9 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
return sampleLight(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
|
||||
#ifdef _ShadowMap
|
||||
, index, bias, receiveShadow
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, isSpot, spotSize, spotBlend, spotDir, scale, right
|
||||
|
||||
Reference in New Issue
Block a user