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https://github.com/ZDoom/ZDRay.git
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Sync shaders from vkdoom
This commit is contained in:
parent
85f1687769
commit
6ccc1fbc82
3 changed files with 36 additions and 29 deletions
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@ -1,6 +1,6 @@
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static const char* trace_levelmesh_glsl = R"glsl(
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static const char* trace_levelmesh_glsl = R"glsl(
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vec4 BeerLambertSimple(vec4 medium, vec4 ray_color);
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vec3 BeerLambertSimple(vec3 medium, float depth, vec3 ray_color);
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SurfaceInfo GetSurface(int primitiveIndex)
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SurfaceInfo GetSurface(int primitiveIndex)
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{
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{
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@ -16,7 +16,7 @@ vec2 GetSurfaceUV(int primitiveIndex, vec3 primitiveWeights)
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vertices[elements[index + 0]].uv * primitiveWeights.z;
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vertices[elements[index + 0]].uv * primitiveWeights.z;
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}
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}
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vec4 BlendTexture(SurfaceInfo surface, vec2 uv, vec4 rayColor)
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vec3 PassRayThroughSurface(SurfaceInfo surface, vec2 uv, vec3 rayColor)
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{
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{
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if (surface.TextureIndex == 0)
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if (surface.TextureIndex == 0)
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{
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{
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@ -25,7 +25,16 @@ vec4 BlendTexture(SurfaceInfo surface, vec2 uv, vec4 rayColor)
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else
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else
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{
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{
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vec4 color = texture(textures[surface.TextureIndex], uv);
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vec4 color = texture(textures[surface.TextureIndex], uv);
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return BeerLambertSimple(vec4(1.0 - color.rgb, color.a * surface.Alpha), rayColor);
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// To do: currently we do not know the material/renderstyle of the surface.
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//
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// This means we can't apply translucency and we can't do something like BeerLambertSimple.
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// In order to improve this SurfaceInfo needs additional info.
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//
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// return BeerLambertSimple(1.0 - color.rgb, color.a * surface.Alpha, rayColor);
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// Assume the renderstyle is basic alpha blend for now.
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return rayColor * (1.0 - color.a * surface.Alpha);
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}
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}
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}
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}
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@ -36,11 +45,9 @@ void TransformRay(uint portalIndex, inout vec3 origin, inout vec3 dir)
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dir = (transformationMatrix * vec4(dir, 0.0)).xyz;
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dir = (transformationMatrix * vec4(dir, 0.0)).xyz;
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}
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}
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vec4 BeerLambertSimple(vec4 medium, vec4 ray_color) // based on Beer-Lambert law
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vec3 BeerLambertSimple(vec3 medium, float depth, vec3 ray_color) // based on Beer-Lambert law
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{
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{
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float z = medium.w;
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return ray_color * exp(-medium * depth);
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ray_color.rgb *= exp(-medium.rgb * vec3(z));
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return ray_color;
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}
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}
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)glsl";
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)glsl";
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@ -2,7 +2,7 @@ static const char* trace_light_glsl = R"glsl(
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#include <shaders/lightmap/montecarlo.glsl>
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#include <shaders/lightmap/montecarlo.glsl>
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vec4 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec4 rayColor);
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vec3 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec3 rayColor);
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vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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{
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{
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@ -26,7 +26,7 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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if (attenuation > 0.0)
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{
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{
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vec4 rayColor = vec4(light.Color.rgb * (attenuation * light.Intensity), 1.0);
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vec3 rayColor = light.Color.rgb * (attenuation * light.Intensity);
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#if defined(USE_SOFTSHADOWS)
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#if defined(USE_SOFTSHADOWS)
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@ -41,11 +41,11 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37) * lightsize;
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vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37) * lightsize;
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vec3 pos = light.Origin + xdir * gridoffset.x + ydir * gridoffset.y;
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vec3 pos = light.Origin + xdir * gridoffset.x + ydir * gridoffset.y;
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incoming.rgb += TracePointLightRay(origin, pos, minDistance, rayColor).rgb / float(step_count);
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incoming += TracePointLightRay(origin, pos, minDistance, rayColor) / float(step_count);
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}
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}
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#else
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#else
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incoming.rgb += TracePointLightRay(origin, light.Origin, minDistance, rayColor).rgb;
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incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);
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#endif
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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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@ -53,7 +53,7 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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return incoming;
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return incoming;
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}
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}
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vec4 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec4 rayColor)
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vec3 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec3 rayColor)
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{
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{
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vec3 dir = normalize(lightpos - origin);
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vec3 dir = normalize(lightpos - origin);
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float tmax = distance(origin, lightpos);
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float tmax = distance(origin, lightpos);
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@ -62,18 +62,18 @@ vec4 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec4 rayColor)
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{
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{
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TraceResult result = TraceFirstHit(origin, tmin, dir, tmax);
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TraceResult result = TraceFirstHit(origin, tmin, dir, tmax);
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// We hit nothing. Point light is visible.
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// Stop if we hit nothing - the point light is visible.
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if (result.primitiveIndex == -1)
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if (result.primitiveIndex == -1)
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return rayColor;
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return rayColor;
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SurfaceInfo surface = GetSurface(result.primitiveIndex);
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SurfaceInfo surface = GetSurface(result.primitiveIndex);
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// Blend with surface texture
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// Pass through surface texture
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rayColor = BlendTexture(surface, GetSurfaceUV(result.primitiveIndex, result.primitiveWeights), rayColor);
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rayColor = PassRayThroughSurface(surface, GetSurfaceUV(result.primitiveIndex, result.primitiveWeights), rayColor);
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// Stop if there is no light left
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// Stop if there is no light left
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if (rayColor.r + rayColor.g + rayColor.b <= 0.0)
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if (rayColor.r + rayColor.g + rayColor.b <= 0.0)
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return vec4(0.0);
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return vec3(0.0);
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// Move to surface hit point
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// Move to surface hit point
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origin += dir * result.t;
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origin += dir * result.t;
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@ -82,7 +82,7 @@ vec4 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec4 rayColor)
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// Move through the portal, if any
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// Move through the portal, if any
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TransformRay(surface.PortalIndex, origin, dir);
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TransformRay(surface.PortalIndex, origin, dir);
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}
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}
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return vec4(0.0);
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return vec3(0.0);
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}
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}
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)glsl";
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)glsl";
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@ -2,7 +2,7 @@ static const char* trace_sunlight_glsl = R"glsl(
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#include <shaders/lightmap/montecarlo.glsl>
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#include <shaders/lightmap/montecarlo.glsl>
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vec4 TraceSunRay(vec3 origin, float tmin, vec3 dir, float tmax, vec4 rayColor);
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vec3 TraceSunRay(vec3 origin, float tmin, vec3 dir, float tmax, vec3 rayColor);
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vec3 TraceSunLight(vec3 origin, vec3 normal)
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vec3 TraceSunLight(vec3 origin, vec3 normal)
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{
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{
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@ -14,7 +14,7 @@ vec3 TraceSunLight(vec3 origin, vec3 normal)
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vec3 incoming = vec3(0.0);
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vec3 incoming = vec3(0.0);
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const float dist = 65536.0;
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const float dist = 65536.0;
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vec4 rayColor = vec4(SunColor.rgb * SunIntensity, 1.0);
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vec3 rayColor = SunColor.rgb * SunIntensity;
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#if defined(USE_SOFTSHADOWS)
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#if defined(USE_SOFTSHADOWS)
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@ -30,27 +30,27 @@ vec3 TraceSunLight(vec3 origin, vec3 normal)
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{
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{
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vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37) * lightsize;
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vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37) * lightsize;
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vec3 pos = target + xdir * gridoffset.x + ydir * gridoffset.y;
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vec3 pos = target + xdir * gridoffset.x + ydir * gridoffset.y;
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incoming.rgb += TraceSunRay(origin, minDistance, normalize(pos - origin), dist, rayColor).rgb / float(step_count);
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incoming += TraceSunRay(origin, minDistance, normalize(pos - origin), dist, rayColor) / float(step_count);
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}
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}
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#else
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#else
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incoming.rgb = TraceSunRay(origin, minDistance, SunDir, dist, rayColor).rgb;
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incoming = TraceSunRay(origin, minDistance, SunDir, dist, rayColor);
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#endif
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#endif
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return incoming * angleAttenuation;
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return incoming * angleAttenuation;
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}
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}
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vec4 TraceSunRay(vec3 origin, float tmin, vec3 dir, float tmax, vec4 rayColor)
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vec3 TraceSunRay(vec3 origin, float tmin, vec3 dir, float tmax, vec3 rayColor)
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{
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{
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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TraceResult result = TraceFirstHit(origin, tmin, dir, tmax);
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TraceResult result = TraceFirstHit(origin, tmin, dir, tmax);
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// We hit nothing. We have to hit a sky surface to hit the sky.
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// Stop if we hit nothing. We have to hit a sky surface to hit the sky.
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if (result.primitiveIndex == -1)
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if (result.primitiveIndex == -1)
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return vec4(0.0);
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return vec3(0.0);
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SurfaceInfo surface = GetSurface(result.primitiveIndex);
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SurfaceInfo surface = GetSurface(result.primitiveIndex);
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@ -58,23 +58,23 @@ vec4 TraceSunRay(vec3 origin, float tmin, vec3 dir, float tmax, vec4 rayColor)
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if (surface.Sky > 0.0)
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if (surface.Sky > 0.0)
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return rayColor;
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return rayColor;
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// Blend with surface texture
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// Pass through surface texture
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rayColor = BlendTexture(surface, GetSurfaceUV(result.primitiveIndex, result.primitiveWeights), rayColor);
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rayColor = PassRayThroughSurface(surface, GetSurfaceUV(result.primitiveIndex, result.primitiveWeights), rayColor);
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// Stop if there is no light left
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// Stop if there is no light left
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if (rayColor.r + rayColor.g + rayColor.b <= 0.0)
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if (rayColor.r + rayColor.g + rayColor.b <= 0.0)
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return vec4(0.0);
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return vec3(0.0);
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// Move to surface hit point
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// Move to surface hit point
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origin += dir * result.t;
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origin += dir * result.t;
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tmax -= result.t;
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tmax -= result.t;
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if (tmax <= tmin)
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if (tmax <= tmin)
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return vec4(0.0);
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return vec3(0.0);
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// Move through the portal, if any
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// Move through the portal, if any
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TransformRay(surface.PortalIndex, origin, dir);
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TransformRay(surface.PortalIndex, origin, dir);
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}
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}
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return vec4(0.0);
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return vec3(0.0);
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}
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}
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)glsl";
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)glsl";
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