forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			284 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			284 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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#include "std/math.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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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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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 _SMSizeUniform
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//!uniform vec2 smSizeUniform;
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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 mat4 LWVPSpot[1];
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	#else
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	//!uniform samplerCubeShadow shadowMapPoint[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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		#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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		#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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	#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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		#endif
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		#else
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		//!uniform sampler2DShadow shadowMapSpot[4];
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		#endif
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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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#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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	#endif
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	#else
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	uniform sampler2DShadow shadowMap;
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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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uniform float pointBias;
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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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#include "std/light_mobile.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 _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 _EnvTex
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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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#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 _Rad // Indirect specular
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	envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5 * occspec.y;
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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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	#endif
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#endif
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	envl.rgb *= envmapStrength * occspec.x;
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	fragColor.rgb = envl;
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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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	float svisibility = 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
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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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				, 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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			if (lPos.w > 0.0) svisibility = shadowTest(
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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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				, lPos.xyz / lPos.w, shadowsBias
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			);
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		#endif
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	#endif
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	fragColor.rgb += sdirect * svisibility * sunCol;
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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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		#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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		#endif
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	);
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#endif
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#ifdef _Clusters
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	float viewz = linearize(depth * 0.5 + 0.5, cameraProj);
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	int clusterI = getClusterI(texCoord, viewz, cameraPlane);
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	int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
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	#ifdef HLSL
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	viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
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	#endif
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	#ifdef _Spot
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	int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
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	int numPoints = numLights - numSpots;
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	#endif
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	for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
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		int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
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		fragColor.rgb += sampleLight(
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			p,
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			n,
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			v,
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			dotNV,
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			lightsArray[li * 3].xyz, // lp
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			lightsArray[li * 3 + 1].xyz, // lightCol
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			albedo,
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			roughness,
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			occspec.y,
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			f0
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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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			#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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			, 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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		);
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	}
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#endif // _Clusters
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}
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