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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- Add specular and normal map handling to main.fp
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parent
e045fb57c9
commit
81c6808d2a
2 changed files with 137 additions and 29 deletions
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@ -468,12 +468,36 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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}
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else
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else
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{
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{
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if (tx->gl_info.Normal && tx->gl_info.Specular)
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{
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for (auto &texture : { tx->gl_info.Normal, tx->gl_info.Specular })
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{
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ValidateSysTexture(texture, expanded);
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mTextureLayers.Push({ texture, false });
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->gl_info.Normal && tx->gl_info.Metallic && tx->gl_info.Roughness && tx->gl_info.AmbientOcclusion)
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{
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for (auto &texture : { tx->gl_info.Normal, tx->gl_info.Metallic, tx->gl_info.Roughness, tx->gl_info.AmbientOcclusion })
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{
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ValidateSysTexture(texture, expanded);
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mTextureLayers.Push({ texture, false });
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}
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mShaderIndex = SHADER_PBR;
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}
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tx->CreateDefaultBrightmap();
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tx->CreateDefaultBrightmap();
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if (tx->gl_info.Brightmap != NULL)
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if (tx->gl_info.Brightmap != NULL)
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{
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{
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ValidateSysTexture(tx->gl_info.Brightmap, expanded);
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ValidateSysTexture(tx->gl_info.Brightmap, expanded);
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FTextureLayer layer = {tx->gl_info.Brightmap, false};
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FTextureLayer layer = {tx->gl_info.Brightmap, false};
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mTextureLayers.Push(layer);
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mTextureLayers.Push(layer);
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if (mShaderIndex == SHADER_Specular)
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mShaderIndex = SHADER_SpecularBrightmap;
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else if (mShaderIndex == SHADER_PBR)
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mShaderIndex = SHADER_PBRBrightmap;
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else
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mShaderIndex = SHADER_Brightmap;
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mShaderIndex = SHADER_Brightmap;
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}
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}
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}
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}
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@ -268,29 +268,112 @@ float diffuseContribution(vec3 lightDirection, vec3 normal)
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//===========================================================================
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//===========================================================================
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//
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//
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// Calculates the brightness of a dynamic point light
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// Blinn specular light calculation
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// Todo: Find a better way to define which lighting model to use.
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// (Specular mode has been removed for now.)
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//
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//
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//===========================================================================
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//===========================================================================
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float pointLightAttenuation(vec4 lightpos, float lightcolorA)
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float blinnSpecularContribution(float diffuseContribution, vec3 lightDirection, vec3 faceNormal, float glossiness, float specularLevel)
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{
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if (diffuseContribution > 0.0f)
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{
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vec3 viewDir = normalize(uCameraPos.xyz - pixelpos.xyz);
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vec3 halfDir = normalize(lightDirection + viewDir);
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float specAngle = max(dot(halfDir, faceNormal), 0.0f);
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float phExp = glossiness * 4.0f;
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return specularLevel * pow(specAngle, phExp);
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}
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else
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{
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return 0.0f;
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}
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}
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//===========================================================================
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//
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// Adjust normal vector according to the normal map
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//
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//===========================================================================
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#if defined(SPECULAR) || defined(PBR)
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mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
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{
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// get edge vectors of the pixel triangle
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vec3 dp1 = dFdx(p);
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vec3 dp2 = dFdy(p);
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vec2 duv1 = dFdx(uv);
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vec2 duv2 = dFdy(uv);
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// solve the linear system
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vec3 dp2perp = cross(n, dp2); // cross(dp2, n);
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vec3 dp1perp = cross(dp1, n); // cross(n, dp1);
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vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
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vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
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// construct a scale-invariant frame
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float invmax = inversesqrt(max(dot(t,t), dot(b,b)));
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return mat3(t * invmax, b * invmax, n);
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}
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vec3 ApplyNormalMap()
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{
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#define WITH_NORMALMAP_UNSIGNED
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#define WITH_NORMALMAP_GREEN_UP
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//#define WITH_NORMALMAP_2CHANNEL
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vec3 interpolatedNormal = normalize(gl_FrontFacing ? -vWorldNormal.xyz : vWorldNormal.xyz);
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vec3 map = texture(normaltexture, vTexCoord.st).xyz;
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#if defined(WITH_NORMALMAP_UNSIGNED)
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map = map * 255./127. - 128./127.; // Math so "odd" because 0.5 cannot be precisely described in an unsigned format
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#endif
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#if defined(WITH_NORMALMAP_2CHANNEL)
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map.z = sqrt(1 - dot(map.xy, map.xy));
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#endif
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#if defined(WITH_NORMALMAP_GREEN_UP)
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map.y = -map.y;
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#endif
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mat3 tbn = cotangent_frame(interpolatedNormal, pixelpos.xyz, vTexCoord.st);
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vec3 bumpedNormal = normalize(tbn * map);
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return bumpedNormal;
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}
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#else
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vec3 ApplyNormalMap()
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{
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return normalize(vWorldNormal.xyz);
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}
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#endif
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//===========================================================================
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//
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// Calculates the brightness of a dynamic point light
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//
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//===========================================================================
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vec2 pointLightAttenuation(vec4 lightpos, float lightcolorA)
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{
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{
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float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
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float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
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if (attenuation == 0.0) return 0.0;
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if (attenuation == 0.0) return vec2(0.0);
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#ifdef SUPPORTS_SHADOWMAPS
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowIndex = abs(lightcolorA) - 1.0;
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float shadowIndex = abs(lightcolorA) - 1.0;
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attenuation *= shadowmapAttenuation(lightpos, shadowIndex);
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attenuation *= shadowmapAttenuation(lightpos, shadowIndex);
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#endif
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#endif
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if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag
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if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag
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{
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{
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return attenuation;
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return vec2(attenuation, 0.0);
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}
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}
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else
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else
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{
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float diffuseAmount = diffuseContribution(lightDirection, normalize(vWorldNormal.xyz));
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vec3 pixelnormal = ApplyNormalMap();
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return attenuation * diffuseAmount;
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float diffuseAmount = diffuseContribution(lightDirection, pixelnormal);
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#if defined(SPECULAR)
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float specularAmount = blinnSpecularContribution(diffuseAmount, lightDirection, pixelnormal, 10.0, 0.12);
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return vec2(diffuseAmount, specularAmount) * attenuation;
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#else
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return vec2(attenuation * diffuseAmount, 0.0);
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#endif
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}
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}
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}
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}
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@ -315,7 +398,7 @@ float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle
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//
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//
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//===========================================================================
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//===========================================================================
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vec4 getLightColor(float fogdist, float fogfactor)
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vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfactor)
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{
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{
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vec4 color = vColor;
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vec4 color = vColor;
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@ -361,6 +444,7 @@ vec4 getLightColor(float fogdist, float fogfactor)
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//
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//
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vec4 dynlight = uDynLightColor;
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vec4 dynlight = uDynLightColor;
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vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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if (uLightIndex >= 0)
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@ -378,11 +462,11 @@ vec4 getLightColor(float fogdist, float fogfactor)
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec4 lightspot2 = lights[i+3];
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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vec2 attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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attenuation.xy *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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lightcolor.rgb *= attenuation;
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dynlight.rgb += lightcolor.rgb * attenuation.x;
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dynlight.rgb += lightcolor.rgb;
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specular.rgb += lightcolor.rgb * attenuation.y;
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}
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}
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//
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//
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// subtractive lights
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// subtractive lights
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@ -394,19 +478,20 @@ vec4 getLightColor(float fogdist, float fogfactor)
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec4 lightspot2 = lights[i+3];
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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vec2 attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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attenuation.xy *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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lightcolor.rgb *= attenuation;
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dynlight.rgb -= lightcolor.rgb * attenuation.x;
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dynlight.rgb -= lightcolor.rgb;
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specular.rgb -= lightcolor.rgb * attenuation.y;
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}
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}
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}
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}
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}
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}
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#endif
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#endif
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color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.0, 1.4);
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color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.0, 1.4);
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specular.rgb = clamp(specular.rgb + desaturate(specular).rgb, 0.0, 1.4);
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// prevent any unintentional messing around with the alpha.
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// prevent any unintentional messing around with the alpha.
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return vec4(color.rgb, vColor.a);
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return vec4(material.rgb * color.rgb + materialSpec.rgb * specular.rgb, material.a * vColor.a);
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}
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}
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//===========================================================================
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//===========================================================================
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@ -457,12 +542,6 @@ void main()
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{
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{
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vec4 frag = ProcessTexel();
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vec4 frag = ProcessTexel();
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#if defined(SPECULAR)
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frag = texture(speculartexture, vTexCoord.st);
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#elif defined(PBR)
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frag = texture(metallictexture, vTexCoord.st);
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#endif
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#ifndef NO_ALPHATEST
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#ifndef NO_ALPHATEST
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if (frag.a <= uAlphaThreshold) discard;
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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#endif
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@ -492,8 +571,13 @@ void main()
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fogfactor = exp2 (uFogDensity * fogdist);
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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}
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#if defined(SPECULAR)
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vec4 materialSpec = texture(speculartexture, vTexCoord.st);
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#else
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vec4 materialSpec = vec4(0.0);
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#endif
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frag *= getLightColor(fogdist, fogfactor);
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frag = getLightColor(frag, materialSpec, fogdist, fogfactor);
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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if (uLightIndex >= 0)
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@ -513,7 +597,7 @@ void main()
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec4 lightspot2 = lights[i+3];
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a).x;
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if (lightspot1.w == 1.0)
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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lightcolor.rgb *= attenuation;
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lightcolor.rgb *= attenuation;
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