mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
25999c1c6a
- This also adds the missing draw modes to the GLSL shader.
514 lines
12 KiB
GLSL
514 lines
12 KiB
GLSL
in vec4 pixelpos;
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in vec3 glowdist;
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in vec4 vWorldNormal;
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in vec4 vEyeNormal;
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in vec4 vTexCoord;
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in vec4 vColor;
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out vec4 FragColor;
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#ifdef GBUFFER_PASS
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out vec4 FragFog;
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out vec4 FragNormal;
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#endif
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vec4 Process(vec4 color);
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vec4 ProcessTexel();
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vec4 ProcessLight(vec4 color);
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vec3 ProcessMaterial(vec3 material, vec3 color);
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//===========================================================================
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//
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// Desaturate a color
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//
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//===========================================================================
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vec4 desaturate(vec4 texel)
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{
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if (uDesaturationFactor > 0.0)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return mix (texel, vec4(gray,gray,gray,texel.a), uDesaturationFactor);
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}
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else
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{
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return texel;
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}
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}
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//===========================================================================
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//
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// This function is common for all (non-special-effect) fragment shaders
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//
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//===========================================================================
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vec4 getTexel(vec2 st)
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{
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vec4 texel = texture(tex, st);
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//
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// Apply texture modes
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//
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switch (uTextureMode)
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{
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case 1: // TM_MASK
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texel.rgb = vec3(1.0,1.0,1.0);
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break;
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case 2: // TM_OPAQUE
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texel.a = 1.0;
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break;
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case 3: // TM_INVERSE
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
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break;
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case 4: // TM_REDTOALPHA
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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texel = vec4(1.0, 1.0, 1.0, gray*texel.a);
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break;
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case 5: // TM_CLAMPY
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if (st.t < 0.0 || st.t > 1.0)
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{
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texel.a = 0.0;
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}
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break;
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case 6: // TM_OPAQUEINVERSE
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, 1.0);
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break;
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}
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if (uObjectColor2.a == 0.0) texel *= uObjectColor;
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else texel *= mix(uObjectColor, uObjectColor2, glowdist.z);
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return desaturate(texel);
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}
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//===========================================================================
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//
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// Doom lighting equation exactly as calculated by zdoom.
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//
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//===========================================================================
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float R_DoomLightingEquation(float light)
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{
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// L is the integer light level used in the game
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float L = light * 255.0;
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// z is the depth in view/eye space, positive going into the screen
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float z;
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if ((uPalLightLevels >> 8) == 2)
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{
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z = distance(pixelpos.xyz, uCameraPos.xyz);
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}
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else
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{
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z = pixelpos.w;
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}
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// The zdoom light equation
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float vis = min(uGlobVis / z, 24.0 / 32.0);
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float shade = 2.0 - (L + 12.0) / 128.0;
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float lightscale;
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if ((uPalLightLevels & 0xff) != 0)
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lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0;
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else
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lightscale = shade - vis;
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return clamp(lightscale, 0.0, 31.0 / 32.0);
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}
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//===========================================================================
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//
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// Check if light is in shadow according to its 1D shadow map
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//
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//===========================================================================
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowDirToU(vec2 dir)
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{
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if (abs(dir.x) > abs(dir.y))
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{
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if (dir.x >= 0.0)
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return dir.y / dir.x * 0.125 + (0.25 + 0.125);
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else
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return dir.y / dir.x * 0.125 + (0.75 + 0.125);
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}
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else
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{
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if (dir.y >= 0.0)
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return dir.x / dir.y * 0.125 + 0.125;
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else
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return dir.x / dir.y * 0.125 + (0.50 + 0.125);
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}
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}
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float sampleShadowmap(vec2 dir, float v)
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{
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float u = shadowDirToU(dir);
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float dist2 = dot(dir, dir);
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return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0;
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}
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float sampleShadowmapLinear(vec2 dir, float v)
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{
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float u = shadowDirToU(dir);
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float dist2 = dot(dir, dir);
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vec2 isize = textureSize(ShadowMap, 0);
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vec2 size = vec2(isize);
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vec2 fetchPos = vec2(u, v) * size - vec2(0.5, 0.0);
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if (fetchPos.x < 0.0)
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fetchPos.x += size.x;
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ivec2 ifetchPos = ivec2(fetchPos);
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int y = ifetchPos.y;
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float t = fract(fetchPos.x);
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int x0 = ifetchPos.x;
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int x1 = ifetchPos.x + 1;
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if (x1 == isize.x)
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x1 = 0;
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float depth0 = texelFetch(ShadowMap, ivec2(x0, y), 0).x;
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float depth1 = texelFetch(ShadowMap, ivec2(x1, y), 0).x;
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return mix(step(dist2, depth0), step(dist2, depth1), t);
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}
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//===========================================================================
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//
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// Check if light is in shadow using Percentage Closer Filtering (PCF)
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//
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//===========================================================================
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#define PCF_FILTER_STEP_COUNT 3
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#define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1)
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// #define USE_LINEAR_SHADOW_FILTER
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#define USE_PCF_SHADOW_FILTER 1
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float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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{
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if (shadowIndex >= 1024.0)
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return 1.0; // No shadowmap available for this light
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float v = (shadowIndex + 0.5) / 1024.0;
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vec2 ray = pixelpos.xz - lightpos.xz;
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float length = length(ray);
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if (length < 3.0)
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return 1.0;
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vec2 dir = ray / length;
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#if defined(USE_LINEAR_SHADOW_FILTER)
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ray -= dir * 6.0; // Shadow acne margin
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return sampleShadowmapLinear(ray, v);
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#elif defined(USE_PCF_SHADOW_FILTER)
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ray -= dir * 2.0; // Shadow acne margin
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dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light
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vec2 normal = vec2(-dir.y, dir.x);
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vec2 bias = dir * 10.0;
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float sum = 0.0;
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for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++)
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{
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sum += sampleShadowmap(ray + normal * x - bias * abs(x), v);
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}
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return sum / PCF_COUNT;
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#else // nearest shadow filter
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ray -= dir * 6.0; // Shadow acne margin
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return sampleShadowmap(ray, v);
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#endif
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}
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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float shadowIndex = abs(lightcolorA) - 1.0;
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return shadowmapAttenuation(lightpos, shadowIndex);
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}
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#else
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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return 1.0;
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}
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#endif
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float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float cosDir = dot(lightDirection, spotdir);
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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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(NORMALMAP)
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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(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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// Calculate light
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//
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// It is important to note that the light color is not desaturated
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// due to ZDoom's implementation weirdness. Everything that's added
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// on top of it, e.g. dynamic lights and glows are, though, because
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// the objects emitting these lights are also.
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//
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// This is making this a bit more complicated than it needs to
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// because we can't just desaturate the final fragment color.
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//
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//===========================================================================
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vec4 getLightColor(vec4 material, float fogdist, float fogfactor)
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{
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vec4 color = vColor;
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if (uLightLevel >= 0.0)
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{
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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}
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else if (uFogEnabled > 0)
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{
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// brightening around the player for light mode 2
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if (fogdist < uLightDist)
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{
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color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
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}
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//
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// apply light diminishing through fog equation
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//
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color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
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}
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//
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// handle glowing walls
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//
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if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a)
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{
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color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb;
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}
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if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a)
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{
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color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb;
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}
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color = min(color, 1.0);
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//
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// apply brightmaps (or other light manipulation by custom shaders.
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//
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color = ProcessLight(color);
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//
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// apply dynamic lights
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//
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return vec4(ProcessMaterial(material.rgb, color.rgb), material.a * vColor.a);
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}
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//===========================================================================
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//
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// Applies colored fog
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//
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//===========================================================================
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vec4 applyFog(vec4 frag, float fogfactor)
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{
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return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
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}
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//===========================================================================
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//
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// The color of the fragment if it is fully occluded by ambient lighting
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//
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//===========================================================================
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vec3 AmbientOcclusionColor()
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{
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float fogdist;
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float fogfactor;
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//
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// calculate fog factor
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//
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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return mix(uFogColor.rgb, vec3(0.0), fogfactor);
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}
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//===========================================================================
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//
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// Main shader routine
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//
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//===========================================================================
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void main()
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{
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vec4 frag = ProcessTexel();
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#ifndef NO_ALPHATEST
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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switch (uFixedColormap)
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{
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case 0: // in-game rendering.
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{
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float fogdist = 0.0;
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float fogfactor = 0.0;
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//
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// calculate fog factor
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//
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if (uFogEnabled != 0)
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{
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if (uFogEnabled == 1 || uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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frag = getLightColor(frag, fogdist, fogfactor);
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//
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// colored fog
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//
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if (uFogEnabled < 0)
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{
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frag = applyFog(frag, fogfactor);
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}
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break;
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}
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case 1: // special colormap
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{
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float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
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vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
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frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a*vColor.a);
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break;
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}
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case 2: // fullscreen tint.
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{
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frag = vColor * frag * uFixedColormapStart;
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break;
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}
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case 3: // fog layer
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{
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float fogdist;
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float fogfactor;
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//
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// calculate fog factor
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//
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);
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break;
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}
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case 4: // simple 2D
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{
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frag = uObjectColor + frag * vColor;
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break;
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}
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case 5: // 2D with in-game lighting (for textured automap)
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{
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frag = frag * vColor;
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frag.rgb = uObjectColor.rgb + frag.rgb * uObjectColor2.aaa + uObjectColor2.rgb;
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break;
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}
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}
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FragColor = frag;
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#ifdef GBUFFER_PASS
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FragFog = vec4(AmbientOcclusionColor(), 1.0);
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FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
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#endif
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}
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