mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
381 lines
10 KiB
GLSL
381 lines
10 KiB
GLSL
uniform sampler2D u_DiffuseMap;
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#if defined(USE_LIGHTMAP)
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uniform sampler2D u_LightMap;
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#endif
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#if defined(USE_NORMALMAP)
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uniform sampler2D u_NormalMap;
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#endif
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#if defined(USE_DELUXEMAP)
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uniform sampler2D u_DeluxeMap;
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#endif
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#if defined(USE_SPECULARMAP)
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uniform sampler2D u_SpecularMap;
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#endif
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#if defined(USE_SHADOWMAP)
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uniform sampler2D u_ShadowMap;
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#endif
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uniform vec3 u_ViewOrigin;
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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#endif
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#if defined(USE_LIGHT_VECTOR)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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uniform float u_LightRadius;
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#endif
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#if defined(USE_LIGHT)
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uniform vec2 u_MaterialInfo;
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#endif
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varying vec2 var_DiffuseTex;
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#if defined(USE_LIGHTMAP)
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varying vec2 var_LightTex;
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#endif
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varying vec4 var_Color;
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#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Position;
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#endif
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varying vec3 var_SampleToView;
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#if !defined(USE_FAST_LIGHT)
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varying vec3 var_Normal;
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#endif
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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#endif
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varying vec3 var_VertLight;
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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varying vec3 var_WorldLight;
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#endif
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#define EPSILON 0.00000001
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#if defined(USE_PARALLAXMAP)
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float SampleHeight(sampler2D normalMap, vec2 t)
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{
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#if defined(SWIZZLE_NORMALMAP)
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return texture2D(normalMap, t).r;
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#else
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return texture2D(normalMap, t).a;
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#endif
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}
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float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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const int linearSearchSteps = 16;
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const int binarySearchSteps = 6;
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float depthStep = 1.0 / float(linearSearchSteps);
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// current size of search window
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float size = depthStep;
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// current depth position
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float depth = 0.0;
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// best match found (starts with last position 1.0)
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float bestDepth = 1.0;
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// search front to back for first point inside object
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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depth += size;
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float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
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if(bestDepth > 0.996) // if no depth found yet
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if(depth >= t)
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bestDepth = depth; // store best depth
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}
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depth = bestDepth;
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// recurse around first point (depth) for closest match
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for(int i = 0; i < binarySearchSteps; ++i)
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{
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size *= 0.5;
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float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
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if(depth >= t)
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{
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bestDepth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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return bestDepth;
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}
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#endif
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float CalcDiffuse(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, float shininess)
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{
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#if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)
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float gamma = dot(E, L) - NE * NL;
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float B = 2.22222 + 0.1 * shininess;
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#if defined(USE_OREN_NAYAR)
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float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess);
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gamma = clamp(gamma, 0.0, 1.0);
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#endif
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#if defined(USE_TRIACE_OREN_NAYAR)
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float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
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if (gamma >= 0.0)
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#endif
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{
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B *= max(max(NL, NE), EPSILON);
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}
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return (A + gamma / B) * (1.0 - fzero);
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#else
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return 1.0 - fzero;
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#endif
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}
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#if defined(USE_SPECULARMAP)
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float CalcSpecular(float NH, float NL, float NE, float EH, float fzero, float shininess)
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{
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#if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
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float blinn = pow(NH, shininess);
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#endif
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#if defined(USE_BLINN)
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return blinn;
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#endif
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#if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
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float fresnel = fzero + (1.0 - fzero) * pow(1.0 - EH, 5);
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#endif
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#if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)
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float geo = 2.0 * NH * min(NE, NL);
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geo /= max(EH, geo);
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#endif
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#if defined(USE_COOK_TORRANCE)
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float m_sq = 2.0 / max(shininess, EPSILON);
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float NH_sq = NH * NH;
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float m_NH_sq = m_sq * NH_sq;
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float beckmann = exp((NH_sq - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON);
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return fresnel * geo * beckmann / max(NE, EPSILON);
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#endif
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#if defined(USE_TRIACE)
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float scale = 0.1248582 * shininess + 0.2691817;
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return fresnel * scale * blinn / max(max(NL, NE), EPSILON);
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#endif
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#if defined(USE_TORRANCE_SPARROW)
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float scale = 0.125 * shininess + 1.0;
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return fresnel * geo * scale * blinn / max(NE, EPSILON);
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#endif
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}
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#endif
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void main()
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{
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#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
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vec3 surfNormal = normalize(var_Normal);
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#endif
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#if defined(USE_DELUXEMAP)
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vec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
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//worldLight += var_WorldLight * 0.0001;
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#elif defined(USE_LIGHT)
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vec3 worldLight = var_WorldLight;
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#endif
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#if defined(USE_LIGHTMAP)
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vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
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#if defined(RGBE_LIGHTMAP)
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lightSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);
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#endif
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vec3 directedLight = lightSample.rgb;
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#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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#if defined(USE_INVSQRLIGHT)
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float intensity = 1.0 / dot(worldLight, worldLight);
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#else
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float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
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#endif
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vec3 directedLight = u_DirectedLight * intensity;
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vec3 ambientLight = u_AmbientLight;
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#if defined(USE_SHADOWMAP)
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vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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directedLight *= texture2D(u_ShadowMap, shadowTex).r;
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#endif
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#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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vec3 directedLight = var_VertLight;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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vec3 SampleToView = normalize(var_SampleToView);
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#endif
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vec2 tex = var_DiffuseTex;
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float ambientDiff = 1.0;
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#if defined(USE_NORMALMAP)
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = var_Tangent;
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vec3 bitangent = var_Bitangent;
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#else
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vec3 q0 = dFdx(var_Position);
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vec3 q1 = dFdy(var_Position);
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vec2 st0 = dFdx(tex);
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vec2 st1 = dFdy(tex);
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float dir = sign(st1.t * st0.s - st0.t * st1.s);
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vec3 tangent = normalize( q0 * st1.t - q1 * st0.t) * dir;
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vec3 bitangent = -normalize( q0 * st1.s - q1 * st0.s) * dir;
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#endif
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mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
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#if defined(USE_PARALLAXMAP)
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vec3 offsetDir = normalize(SampleToView * tangentToWorld);
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#if 0
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float height = SampleHeight(u_NormalMap, tex);
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float pdist = 0.05 * height - (0.05 / 2.0);
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#else
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offsetDir.xy *= -0.05 / offsetDir.z;
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float pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);
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#endif
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tex += offsetDir.xy * pdist;
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#endif
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#if defined(SWIZZLE_NORMALMAP)
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vec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;
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#else
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vec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;
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#endif
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normal.z = sqrt(clamp(1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));
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vec3 worldNormal = tangentToWorld * normal;
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#if defined(r_normalAmbient)
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ambientDiff = 0.781341 * normal.z + 0.218659;
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#endif
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 worldNormal = surfNormal;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
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worldNormal = normalize(worldNormal);
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#endif
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#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
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if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
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{
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tex = -reflect(normalize(SampleToView), worldNormal).yz * vec2(0.5, -0.5) + 0.5;
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}
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#endif
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vec4 diffuse = texture2D(u_DiffuseMap, tex);
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#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHTMAP)
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diffuse.rgb *= directedLight;
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#endif
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#elif defined(USE_LIGHT)
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worldLight = normalize(worldLight);
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float surfNL = clamp(dot(surfNormal, worldLight), 0.0, 1.0);
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#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
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#if defined(USE_STANDARD_DELUXEMAP)
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// Standard deluxe mapping treats the light sample as fully directed
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// and doesn't compensate for light angle attenuation.
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vec3 ambientLight = vec3(0.0);
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#else
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// Separate the light sample into directed and ambient parts.
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//
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// ambientMax - if the cosine of the angle between the surface
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// normal and the light is below this value, the light
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// is fully ambient.
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// directedMax - if the cosine of the angle between the surface
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// normal and the light is above this value, the light
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// is fully directed.
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const float ambientMax = 0.25;
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const float directedMax = 0.5;
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float directedScale = clamp((surfNL - ambientMax) / (directedMax - ambientMax), 0.0, 1.0);
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// Scale the directed portion to compensate for the baked-in
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// light angle attenuation.
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directedScale /= max(surfNL, ambientMax);
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#if defined(r_normalAmbient)
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directedScale *= 1.0 - r_normalAmbient;
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#endif
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// Recover any unused light as ambient
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vec3 ambientLight = directedLight;
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directedLight *= directedScale;
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ambientLight -= directedLight * surfNL;
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#endif
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#endif
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float NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);
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float NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);
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float fzero = u_MaterialInfo.x;
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float shininess = u_MaterialInfo.y;
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, tex);
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//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);
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shininess *= specular.a;
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#endif
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float directedDiff = NL * CalcDiffuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, shininess);
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diffuse.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;
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#if defined(USE_SPECULARMAP)
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vec3 halfAngle = normalize(worldLight + SampleToView);
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float EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);
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float NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);
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float directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
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#if defined(r_normalAmbient)
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vec3 ambientHalf = normalize(surfNormal + SampleToView);
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float ambientSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);
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ambientSpec *= ambientSpec * 0.44;
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ambientSpec = pow(ambientSpec, shininess) * fzero;
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specular.rgb *= directedSpec * directedLight + ambientSpec * ambientLight;
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#else
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specular.rgb *= directedSpec * directedLight;
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#endif
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#endif
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#endif
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gl_FragColor = diffuse;
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#if defined(USE_SPECULARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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gl_FragColor.rgb += specular.rgb;
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#endif
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gl_FragColor *= var_Color;
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}
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