forked from LeenkxTeam/LNXSDK
973 lines
26 KiB
GLSL
973 lines
26 KiB
GLSL
#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 _SSRS
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#include "std/ssrs.glsl"
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#endif
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#include "std/brdf.glsl"
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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 _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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uniform sampler2D voxels_specular;
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#else
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#ifdef _VoxelAOvar
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uniform sampler2D voxels_ao;
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#endif
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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 _SSGI
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uniform sampler2D ssgitex;
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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 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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//!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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#ifdef _VRStereo
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uniform vec3 eye; // center camera position
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uniform vec3 eyeLook; // center camera look
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uniform vec3 eyeLeft;
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uniform vec3 eyeRight;
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uniform vec3 eyeLookLeft;
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uniform vec3 eyeLookRight;
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uniform mat4 invVPLeft;
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uniform mat4 invVPRight;
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#ifdef _SinglePoint
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uniform vec3 pointPosLeft;
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uniform vec3 pointPosRight;
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#endif
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#else
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uniform vec3 eye;
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uniform vec3 eyeLook;
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#endif
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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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#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 _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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#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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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapSpotTransparent[4];
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#endif
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#endif
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//!uniform mat4 LWVPSpotArray[maxLightsCluster];
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#endif
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#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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#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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//!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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#ifndef _VRStereo
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uniform vec3 pointPos;
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#endif
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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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#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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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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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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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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#ifdef _ExtBRDF
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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 = 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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// re-investigate clamp basecolor to prevent extreme values causing glitches
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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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mat4 invVP_eye = isLeftEye ? invVPLeft : invVPRight;
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vec2 eyeTexCoord = vec2(
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isLeftEye ? texCoord.x * 2.0 : (texCoord.x - 0.5) * 2.0,
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texCoord.y
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);
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vec3 p = getPos2(invVP_eye, depth, eyeTexCoord);
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vec3 v = normalize(eyePos - p);
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#else
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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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#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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#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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#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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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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#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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#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 = 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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#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 = srgbToLinear(envl.rgb);
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#ifdef _Rad
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prefilteredColor = srgbToLinear(prefilteredColor);
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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 - 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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#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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#endif
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#endif
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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) {
|
|
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * F * voxelgiRefl * occspec.y;
|
|
}
|
|
#ifdef _Rad
|
|
vec3 iblReflection = reflect(-v, n);
|
|
float iblLod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
|
vec3 iblPrefiltered = textureLod(senvmapRadiance, envMapEquirect(iblReflection), iblLod).rgb;
|
|
iblPrefiltered = min(iblPrefiltered, vec3(20.0));
|
|
#ifdef _EnvLDR
|
|
iblPrefiltered = srgbToLinear(iblPrefiltered);
|
|
#endif
|
|
#ifdef _ExtBRDF
|
|
iblPrefiltered *= iblLayerWeight;
|
|
iblPrefiltered *= coatTintAbsorb;
|
|
#endif
|
|
fragColor.rgb += iblPrefiltered * F * envmapStrength * occspec.x;
|
|
#else
|
|
#ifdef _EnvCol
|
|
fragColor.rgb += backgroundCol * F * envmapStrength * occspec.x;
|
|
#endif
|
|
#endif
|
|
#else
|
|
#ifdef _VoxelAOvar
|
|
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb;
|
|
#endif
|
|
#endif
|
|
|
|
// Show voxels
|
|
// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
|
|
// vec3 direction = vec3(0.0, 0.0, -1.0);
|
|
// vec4 color = vec4(0.0f);
|
|
// for(uint step = 0; step < 400 && color.a < 0.99f; ++step) {
|
|
// vec3 point = origin + 0.005 * step * direction;
|
|
// color += (1.0f - color.a) * textureLod(voxels, point * 0.5 + 0.5, 0);
|
|
// }
|
|
// fragColor.rgb += color.rgb;
|
|
|
|
// Show SSAO
|
|
// fragColor.rgb = texture(ssaotex, texCoord).rrr;
|
|
|
|
#ifdef _SSAO
|
|
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
|
|
#endif
|
|
|
|
#ifdef _SSGI
|
|
vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
|
|
fragColor.rgb += ssgiColor * basecolor;
|
|
#endif
|
|
|
|
#ifdef _EmissionShadeless
|
|
if (matid == 1) { // pure emissive material, color stored in basecol
|
|
fragColor.rgb += g1.rgb;
|
|
fragColor.a = 1.0; // Mark as opaque
|
|
return;
|
|
}
|
|
#endif
|
|
#ifdef _EmissionShaded
|
|
#ifdef _EmissionShadeless
|
|
else {
|
|
#endif
|
|
vec3 emission = textureLod(gbufferEmission, texCoord, 0.0).rgb;
|
|
fragColor.rgb += emission;
|
|
#ifdef _EmissionShadeless
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _Sun
|
|
vec3 sh = normalize(v + sunDir);
|
|
float sdotNH = max(0.0, dot(n, sh));
|
|
float sdotVH = max(0.0, dot(v, sh));
|
|
float sdotNL = max(0.0, dot(n, sunDir));
|
|
vec3 svisibility = vec3(1.0);
|
|
#ifdef _Anisotropy
|
|
vec3 sdirect;
|
|
if (abs(matp0.x) > 0.001 && dot(wTangent, wTangent) > 0.001) {
|
|
vec3 sbitangent = normalize(cross(n, wTangent));
|
|
sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
|
anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
|
|
wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
|
|
} else {
|
|
sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
|
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
|
}
|
|
#else
|
|
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
|
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
|
#endif
|
|
|
|
#ifdef _ExtBRDF
|
|
float sunLayerWeight;
|
|
sdirect = applyExtBRDFLayers(sdirect, albedo, f0, roughness,
|
|
sdotNL, dotNV, sdotNH, sdotVH, n, sunDir, v, sh
|
|
#ifdef _ClearCoat
|
|
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
|
#endif
|
|
#ifdef _Sheen
|
|
, matp0.z, matp0.w, sheenTintCol
|
|
#endif
|
|
#ifdef _Transmission
|
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
|
#endif
|
|
, sunLayerWeight);
|
|
#endif
|
|
|
|
#ifdef _ShadowMap
|
|
#ifdef _ShadowMapAtlas
|
|
tileBounds = tileBoundsSunArray[0];
|
|
#endif
|
|
#ifdef _CSM
|
|
svisibility = shadowTestCascade(
|
|
#ifdef _ShadowMapAtlas
|
|
#ifdef _ShadowMapTransparent
|
|
#ifndef _SingleAtlas
|
|
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
|
#else
|
|
shadowMapAtlas, shadowMapAtlasTransparent
|
|
#endif
|
|
#else
|
|
#ifndef _SingleAtlas
|
|
shadowMapAtlasSun
|
|
#else
|
|
shadowMapAtlas
|
|
#endif
|
|
#endif
|
|
#else
|
|
#ifdef _ShadowMapTransparent
|
|
shadowMap, shadowMapTransparent
|
|
#else
|
|
shadowMap
|
|
#endif
|
|
#endif
|
|
, eye, p + n * shadowsBias * 2, shadowsBias
|
|
#ifdef _ShadowMapTransparent
|
|
, false
|
|
#endif
|
|
);
|
|
#else
|
|
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 2, 1.0);
|
|
if (lPos.w > 0.0) {
|
|
svisibility = shadowTest(
|
|
#ifdef _ShadowMapAtlas
|
|
#ifdef _ShadowMapTransparent
|
|
#ifndef _SingleAtlas
|
|
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
|
#else
|
|
shadowMapAtlas, shadowMapAtlasTransparent
|
|
#endif
|
|
#else
|
|
#ifndef _SingleAtlas
|
|
shadowMapAtlasSun
|
|
#else
|
|
shadowMapAtlas
|
|
#endif
|
|
#endif
|
|
#else
|
|
#ifdef _ShadowMapTransparent
|
|
shadowMap, shadowMapTransparent
|
|
#else
|
|
shadowMap
|
|
#endif
|
|
#endif
|
|
, lPos.xyz / lPos.w, shadowsBias
|
|
#ifdef _ShadowMapTransparent
|
|
, false
|
|
#endif
|
|
);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _VoxelShadow
|
|
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, -g2.rg).r) * voxelgiShad;
|
|
#endif
|
|
|
|
#ifdef _SSRS
|
|
// vec2 coords = getProjectedCoord(hitCoord);
|
|
// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
|
// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
|
|
svisibility *= traceShadowSS(sunDir, p, gbufferD, invVP, eye);
|
|
#endif
|
|
|
|
#ifdef _LightClouds
|
|
svisibility *= textureLod(texClouds, vec2(p.xy / 100.0 + time / 80.0), 0.0).r * dot(n, vec3(0,0,1));
|
|
#endif
|
|
|
|
#ifdef _MicroShadowing
|
|
// See https://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf
|
|
svisibility *= clamp(sdotNL + 2.0 * occspec.x * occspec.x - 1.0, 0.0, 1.0);
|
|
#endif
|
|
|
|
fragColor.rgb += sdirect * sunCol * svisibility;
|
|
|
|
#ifdef _SSS
|
|
#ifdef _ExtBRDF
|
|
if (matid >= 3u && matp3.z > 0.0) {
|
|
#ifdef _CSM
|
|
int casi, casindex;
|
|
mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
|
|
#endif
|
|
vec3 sssColor = sssColorVal;
|
|
float sssRadius = sssRadiusScalar;
|
|
float sssStrength = matp3.z;
|
|
vec3 sssResult = SSSSTransmittance(
|
|
LWVP, p, n, sunDir, lightPlane.y,
|
|
#ifdef _ShadowMapAtlas
|
|
#ifndef _SingleAtlas
|
|
shadowMapAtlasSun
|
|
#else
|
|
shadowMapAtlas
|
|
#endif
|
|
#else
|
|
shadowMap
|
|
#endif
|
|
, sssColor, sssRadius
|
|
#ifdef _ShadowMapAtlas
|
|
#ifdef _CSM
|
|
, 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
|
|
vec3 lightPos = pointPosLeft;
|
|
#else
|
|
vec3 lightPos = pointPos;
|
|
#endif
|
|
|
|
fragColor.rgb += sampleLight(
|
|
p, n, v, dotNV, lightPos, pointCol, albedo, roughness, occspec.y, f0
|
|
#ifdef _ShadowMap
|
|
, 0, pointBias, true
|
|
#ifdef _ShadowMapTransparent
|
|
, false
|
|
#endif
|
|
#endif
|
|
#ifdef _Spot
|
|
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
|
|
#endif
|
|
#ifdef _VoxelShadow
|
|
, voxels, voxelsSDF, clipmaps, -g2.rg
|
|
#endif
|
|
#ifdef _MicroShadowing
|
|
, occspec.x
|
|
#endif
|
|
#ifdef _SSRS
|
|
, gbufferD, invVP, eye
|
|
#endif
|
|
#ifdef _ClearCoat
|
|
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
|
#endif
|
|
#ifdef _Sheen
|
|
, matp0.z, matp0.w, sheenTintCol
|
|
#endif
|
|
#ifdef _Anisotropy
|
|
, matp0.x, matp0.y, wTangent
|
|
#endif
|
|
#ifdef _SSS
|
|
, matp3.z, sssColorVal, sssRadiusBase * matp7.x, matp3.w
|
|
#endif
|
|
#ifdef _Transmission
|
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
|
#endif
|
|
);
|
|
|
|
#ifdef _Spot
|
|
#ifdef _SSS
|
|
#ifdef _ShadowMap
|
|
#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
|
|
|
|
#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
|
|
#ifdef _ShadowMapTransparent
|
|
, false
|
|
#endif
|
|
#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, -g2.rg
|
|
#endif
|
|
#ifdef _MicroShadowing
|
|
, occspec.x
|
|
#endif
|
|
#ifdef _SSRS
|
|
, gbufferD, invVP, eye
|
|
#endif
|
|
#ifdef _ClearCoat
|
|
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
|
#endif
|
|
#ifdef _Sheen
|
|
, matp0.z, matp0.w, sheenTintCol
|
|
#endif
|
|
#ifdef _Anisotropy
|
|
, matp0.x, matp0.y, wTangent
|
|
#endif
|
|
#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);
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else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[1], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
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else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[2], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
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else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[3], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
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#endif
|
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#endif
|
|
}
|
|
#endif
|
|
#endif
|
|
#endif
|
|
}
|
|
#endif // _Clusters
|
|
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fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0));
|
|
if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) {
|
|
fragColor.rgb = vec3(0.0);
|
|
}
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|
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fragColor.a = 1.0; // Mark as opaque
|
|
}
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