288 lines
8.4 KiB
Plaintext
288 lines
8.4 KiB
Plaintext
#version 120
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// shader level settings
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const bool advancedProcedurals = #{{level:extreme}};
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const bool parallax = #{{level:extreme}};
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const bool scattering = #{{level:extreme}};
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const bool pbrLight = #{{level:high}};
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const bool simpleProcedurals = #{{level:high}};
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const bool advancedAmbience = #{{level:high}};
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const bool normalMapping = #{{level:medium}};
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const bool simpleAmbience = #{{level:medium}};
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const bool selfIllumination = #{{level:medium}};
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const int nLightCount = 2;
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const float pi = 3.14159265358;
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const float emissiveIntensity = 5.0;
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const float lightIntensity = 5.0;
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uniform sampler2D wreckage;
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uniform samplerCube skybox;
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uniform float lightRadius[nLightCount];
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uniform float life;
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varying vec4 pos;
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varying vec3 normal;
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varying vec3 npos;
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varying vec2 uv;
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vec3 light[nLightCount];
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float dist[nLightCount];
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// parallax scale, bias and steps
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const vec2 scaleBias = vec2(0.001, 0.0005);
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// pow alternatives
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vec3 square(vec3 x) {
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return x*x;
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}
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float square(float x) {
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return x*x;
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}
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vec2 square(vec2 x) {
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return x*x;
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}
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vec3 toLinear(vec3 x) {
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return pow(x, vec3(2.2));
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}
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vec3 toGamma(vec3 x) {
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return pow(x, vec3(0.45));
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}
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// get normal map z component
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float deriveZ(vec2 n) {
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float z = pow(abs(1.0 - n.x * n.x - n.y * n.y), 0.5);
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return z;
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}
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float D_GGX(float HdotN, float Roughness)
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{
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float m = Roughness * Roughness;
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float m2 = m * m;
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float denominator = HdotN * HdotN * (m2 - 1.0) + 1.0;
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float D = m2 /( pi * denominator * denominator);
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return D;
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}
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// Schlick GGX approximation
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float V_SchlickforGGX(float Roughness, float NdotV, float NdotL)
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{
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float k = Roughness * Roughness * 0.5f;
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float G1V = NdotV * (1.0 - k) + k;
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float G1L = NdotL * (1.0 - k) + k;
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return 0.25f / (G1V * G1L);
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}
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// diffuse term
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float OrenNayerforDiffuseOnly(float roughness, float NdotL, float NdotV)
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{
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float O = 0.62 - pow(1.0-NdotL * clamp(1.0-NdotV/2.0, 0.0,1.0), pi) * 0.62;
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O = mix(O, NdotL, roughness);
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return O;
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}
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vec3 Fresnel(vec3 substance, vec3 l, vec3 h)
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{
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return substance + (1.0 - substance) * pow(1.0 - clamp((dot(l, h)), 0.0, 1.0), 5.0);
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}
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vec3 Fresnel2(vec3 substance, float dotProduct, float roughness)
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{
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return substance + (1.0 - substance) * pow((1.0 - dotProduct), 5.0) / (6.0 - 5.0 * roughness);
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}
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vec3 dp1Calc(vec3 p)
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{
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return dFdx(p);
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}
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vec3 dp2Calc(vec3 p)
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{
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return dFdy(p);
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}
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vec2 duv1Calc(vec2 uv)
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{
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return dFdx(uv);
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}
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vec2 duv2Calc(vec2 uv)
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{
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return dFdy(uv);
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}
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void main() {
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vec2 uvP = uv;
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vec3 v = normalize(npos);
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vec3 n = normalize(normal);
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// first NdotV - used for parallax and low shading
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float NdotV = max(0.0, dot(normal, v));
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mat3 TBN = mat3(0.0);
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// part one of normal mapping
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if (normalMapping){
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// tbn screenspace cotangent derivative
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vec3 dp1 = dp1Calc(-v);
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vec3 dp2 = dp2Calc(-v);
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vec2 duv1 = duv1Calc(uvP);
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vec2 duv2 = duv2Calc(uvP);
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// solve the linear system
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vec3 dp2perp = cross(dp2, normal);
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vec3 dp1perp = cross(normal, dp1);
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vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
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vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;
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// construct a scale-invariant frame
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float invmax = pow(max(dot(tangent, tangent), dot(binormal, binormal)), -0.5);
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TBN = mat3(tangent * invmax, binormal * invmax, normal);
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// do parallax for both main uv and paint, so paint doesn't float about
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if(parallax){
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float p = texture2D(wreckage, uvP).a * scaleBias.r - scaleBias.g;
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float fDet = dot(dp1, dp2perp);
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vec2 vProjVScr = (1.0/fDet) * vec2(dot(dp2perp, v), dot(dp1perp, v));
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vec2 vProjVTex = (duv1.xy * vProjVScr.x + duv2.xy * vProjVScr.y);
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float vProjVTexZ = NdotV * p;
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uvP += (vProjVTex.xy * vProjVTexZ);
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float sampDiscard = texture2D(wreckage, uvP, 0.0).a;
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if (sampDiscard <= 0.025f)
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{
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discard;
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}
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}
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else{
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float sampDiscard = texture2D(wreckage, uvP, 0.0).a;
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if (sampDiscard <= 0.025f)
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{
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discard;
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}
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}
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}
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else{
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float sampDiscard = texture2D(wreckage, uvP, 0.0).a;
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if (sampDiscard <= 0.025f)
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{
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discard;
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}
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}
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vec3 sampData = texture2D(wreckage, uvP).rgb;
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float metalness = min(1.0, sampData.b * 4.0);
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sampData.xy *= 2.0;
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sampData.xy -= 1.0;
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// Roughness setup
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float orgRoughness = sampData.b * 0.5 + 0.25;
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// Albedo setup
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vec3 albedo = toLinear(mix(vec3(0.271, 0.247, 0.216), vec3(0.541, 0.518, 0.502), sampData.b));
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orgRoughness += 0.5;
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n = normalize(TBN * normalize(vec3(sampData.xy, deriveZ(sampData.xy))));
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vec3 r = normalize(reflect(-v, n));
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// Substance setup and Albedo adjust
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vec3 substance = clamp((0.04 - 0.04 * metalness) + albedo * metalness,0.0, 1.0);
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albedo -= substance;
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// Light model specials setup
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NdotV = max(0.0, dot(n, v));
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// actual shading starts here
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vec3 color = vec3(0.0);
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vec3 ambientFresnel = Fresnel2(substance, NdotV ,orgRoughness);
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if (advancedAmbience){
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color += square((textureCube(skybox, r, sqrt(orgRoughness) * 4.0).rgb) + 0.024) * ambientFresnel;
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// ambient light
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color += square(textureCube(skybox, n.xyz, 4.0).rgb + 0.024) * albedo * (1.0 - ambientFresnel);
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}
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else if (simpleAmbience){
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// Ambient reflections with fix mip and n instead of refect
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color += square(textureCube(skybox, r, 3.0).rgb * ambientFresnel);
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// Ambient light - average color of skybox squared
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color += vec3(0.006724, 0.014884, 0.067081) * albedo * (1.0 - ambientFresnel);
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}
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else{
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// Ambient
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color += vec3(0.006724, 0.014884, 0.067081) * (ambientFresnel + albedo * (1.0 - ambientFresnel));
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}
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if (pbrLight){
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for (int i = 0; i < nLightCount; i++) {
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float distance = length(gl_LightSource[i].position.xyz - pos.xyz); // EYE SPACE, I'm sorry:o(
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// rest is world space
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vec3 L = normalize(light[i] / distance);
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float NdotL = max(0.0, dot(n.xyz,L));
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float sqrLightRadius = square(lightRadius[i]);
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float illuminance = lightIntensity * pi * (sqrLightRadius / (max(sqrLightRadius, dot(L,L))));
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// note the square to kill hard spec in deep space!
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float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation
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+ gl_LightSource[i].linearAttenuation * distance
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+ gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL;
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if (attenuation >0.0){
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vec3 VplusL = L + v;
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vec3 halfVec = normalize(VplusL);
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float HdotN = max(0.0, dot(halfVec,n));
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vec3 F = Fresnel(substance, L, halfVec);
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float D = max(0.0, D_GGX(HdotN, orgRoughness));
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float V = max(0.0, V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV, NdotL));
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float O = OrenNayerforDiffuseOnly(orgRoughness, NdotL, NdotV);
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color += ((D * V * F) + (1.0 - F) * O * albedo) * gl_LightSource[i].diffuse.rgb * attenuation;
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}
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}
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// hard cavity multiplier
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color *= (sampData.b + 1.0);
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}
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// this light model is pretty loose in terms of what it does, design focus to match
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// the pbr in terms of visibility and overall feel for a fraction of the price
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else{
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for (int i = 0; i < nLightCount; i++) {
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float distance = length(gl_LightSource[i].position.xyz - pos.xyz); // EYE SPACE, I'm sorry:o(
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// rest is world space
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vec3 L = normalize(light[i] / distance);
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float NdotL = max(0.0, dot(n.xyz,L));
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float sqrLightRadius = square(lightRadius[i]);
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float illuminance = lightIntensity * pi * (sqrLightRadius / (max(sqrLightRadius, dot(L,L))));
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// note the square to kill hard spec in deep space!
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float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation
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+ gl_LightSource[i].linearAttenuation * distance
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+ gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL;
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vec3 VplusL = L + v;
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vec3 halfVec = normalize(VplusL);
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float HdotN = max(0.0, dot(halfVec, n));
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vec3 S = Fresnel2(substance, HdotN ,orgRoughness);
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// albedo * (maskSamp.b * 0.5) to sorta hack albedo into a classical diffuse texture
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color += (albedo * (sampData.b * 0.5) + pow(S * HdotN, vec3(sampData.b + 5.0))) * gl_LightSource[i].diffuse.rgb * attenuation;
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}
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}
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float fadeCurve = clamp(1.0 - pow(life, 0.33) + 0.5, 0.0, 1.0);
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gl_FragColor.rgb = toGamma(color + toLinear(mix(vec3(0.69, 0.231, 0.027), vec3(1.0, 0.969, 0.6), fadeCurve) * fadeCurve * 5.0 * sampData.b));
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gl_FragColor.a = 1.0;
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}
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