337 lines
11 KiB
Plaintext
337 lines
11 KiB
Plaintext
#version 120
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const bool advancedProcedurals = #{{level:extreme}};
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const bool parallax = #{{level:extreme}};
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const bool sss = #{{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 tau = 6.28318530716;
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// constants for emissive lights and starlight intensity
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const float lightIntensity = 2.0;
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uniform sampler2D model, detail;
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uniform samplerCube skybox;
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uniform vec3 colors[nLightCount];
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uniform float lightRadius[nLightCount];
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uniform vec4 ownerColor;
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// complimentary triad color harmony, should in theory always generate an appealing theme.
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vec3 colorLightsWindows = ownerColor.rgb * 0.7 + 0.3;
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vec3 colorLightsPrimary = vec3(ownerColor.brg) * 0.7 + 0.3;
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vec3 colorLightsSecondary = vec3(ownerColor.gbr) * 0.7 + 0.3;
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varying float vertMask;
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varying vec3 normal;
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varying vec3 npos;
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varying vec2 uv, uv2;
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varying vec4 pos;
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uniform float mineBuild;
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varying vec3 light[nLightCount];
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// parallax scale, bias and steps
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const float rayScale = 0.001;
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const int rSteps = 5;
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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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// pow alternatives
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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 square(vec3 x) {
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return x*x;
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}
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vec4 square(vec4 x) {
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return x*x;
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}
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float pow5(float x) {
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float y = x*x;
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return y*y*x;
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}
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// speculer term part 1
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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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// specular term part 2
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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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// fresnel for specular term
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vec3 Fresnel(vec3 substance, vec3 l, vec3 h)
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{
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return max(vec3(0.0), substance + (substance - 1.0) * pow(1.0 - max(0.0,(dot(l, h))), 5.0));
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}
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// fresnel for ambient light
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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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// 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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float deriveZ(vec2 n) {
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return sqrt(abs(1.0 - n.x * n.x - n.y * n.y));
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}
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vec3 dp1Calc(vec3 p) {
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return dFdx(p);
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}
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vec3 dp2Calc(vec3 p) {
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return dFdy(p);
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}
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vec4 duv1Calc(vec4 uv) {
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return dFdx(uv);
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}
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vec4 duv2Calc(vec4 uv) {
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return dFdy(uv);
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}
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void main() {
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vec4 uvR = vec4(uv, uv2);
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vec3 v = normalize(npos);
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vec3 n = normalize(normal);
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vec3 albedo = vec3(0.38, 0.2, 0.58);
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vec3 substance = vec3(0.0); // essentially an rgb specular color extracted from the albedo through metalness
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float metalness = 0.0; // dielectric or metallic surface
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float orgRoughness = 0.0; // specular/reflection sharpness
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float cavity = 0.5; // hard multiplier
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mat3 TBNA = mat3(0.0);
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mat3 TBNB = mat3(0.0);
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// results
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vec3 color = vec3(0.0);
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vec3 lights = vec3(0.0);
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vec4 surfSampB = texture2D(model, uvR.zw);
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vec4 subSampB = texture2D(detail, uvR.zw * vec2(1.0, 6.0));
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vec4 surfSampA = texture2D(model, uvR.xy);
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vec4 subSampA = texture2D(detail, uvR.xy * vec2(1.0, 6.0));
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vec3 NdotV = vec3(max(0.0, dot(n, v)), 0.0, 0.0);
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if (normalMapping){
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// Normal and tangent setup
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vec3 dp1 = dp1Calc(-v);
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vec3 dp2 = dp2Calc(-v);
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vec4 duv1 = duv1Calc(uvR);
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vec4 duv2 = duv2Calc(uvR);
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// solve the linear system
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vec3 dp2perp = cross(dp2, n);
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vec3 dp1perp = cross(n, 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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TBNA = mat3(tangent * invmax, binormal * invmax, n);
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tangent = dp2perp * duv1.z + dp1perp * duv2.z;
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binormal = dp2perp * duv1.w + dp1perp * duv2.w;
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// construct a scale-invariant frame
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invmax = pow(max(dot(tangent, tangent), dot(binormal, binormal)), -0.5);
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TBNB = mat3(tangent * invmax, binormal * invmax, n);
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uvR *= vec4(1.0, 6.0, 1.0, 6.0);
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if(parallax){
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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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vec4 vProjVTex = (duv1 * vProjVScr.x + duv2 * vProjVScr.y);
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float p = 0.0;
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for (int i = 0; i < rSteps; i++) {
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p -=(subSampA.a * rayScale);
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float vProjVTexZ = NdotV.x * p;
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uvR.xy += (vProjVTex.xy * vProjVTexZ);
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subSampA += texture2D(detail, uvR.xy, i);
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}
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subSampA /= float(rSteps) + 1.0;
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p = 0.0;
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vec3 vB;
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for (int i = 0; i < rSteps; i++) {
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p -=(subSampB.a * rayScale);
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float vProjVTexZ = NdotV.x * p;
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uvR.zw += (vProjVTex.zw * vProjVTexZ);
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subSampB += texture2D(detail, uvR.zw, i);
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}
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subSampB /= float(rSteps) + 1.0;
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}
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}
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vec2 surfSamp = mix(surfSampA.zw, surfSampB.zw, vertMask);
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vec2 subSamp = mix(subSampA.zw, subSampB.zw, vertMask);
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vec4 nS = vec4(n, 0.0);
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vec4 nSS = nS;
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vec3 SSScolor = albedo;
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if (normalMapping){
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nS = vec4(surfSampA.xy, surfSampB.xy);
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nS *= nS *(3.0 - 2.0 * nS);
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nS *= 2.0;
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nS -=1.0;
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nSS = vec4(subSampA.xy, subSampB.xy) * 2.0;
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nSS -=1.0;
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nSS *= 0.5;
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nS.xyz = mix(normalize(TBNA * normalize(vec3(nS.xy, deriveZ(nS.xy)))), normalize(TBNB * normalize(vec3(nS.zw, deriveZ(nS.zw)))), vertMask);
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nSS.xyz = mix(normalize(TBNA * normalize(vec3(nSS.xy, deriveZ(nSS.xy)))), normalize(TBNB * normalize(vec3(nSS.zw, deriveZ(nSS.zw)))), vertMask);
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albedo = toLinear(min(vec3(1.0), (albedo + albedo * surfSamp.g + subSamp.r * albedo + surfSamp.g * 0.25) * surfSamp.g));
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SSScolor = albedo + surfSamp.g * albedo;
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orgRoughness = (1.0 - surfSamp.g) * 0.1 + 0.1;
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NdotV.z = max(0.0, dot(nSS.xyz, v));
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nSS.xyz = mix(nSS.xyz, nS.xyz, NdotV.z);
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}
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vec3 r = normalize(reflect(-v, nS.xyz));
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metalness = clamp(1.0 - surfSamp.g * surfSamp.r, 0.0, 1.0);
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substance = (0.04 - 0.04 * metalness) + albedo * metalness;
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albedo -= substance;
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NdotV.xy = max(vec2(0.0), vec2(dot(nSS.xyz, v), dot(nS.xyz, v)));
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vec3 ambientFresnel = Fresnel2(substance, NdotV.y ,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, nS.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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vec3 test = vec3(0.0);
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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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vec2 NdotL = max(vec2(0.0), vec2(dot(nSS.xyz, L) + 1.0, dot(nS.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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// also note I never do the Oren-Nayer diffuse calculation
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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.y;
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// note no attenuation check, to not kill the sss and to allow the spec to overshoot its tail
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vec3 VplusL = L + v;
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vec3 halfVec = normalize(VplusL);
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float HdotV = max(0.0, dot(halfVec, v));
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vec2 HdotN = max(vec2(0.0), vec2(dot(halfVec, nS.xyz), dot(halfVec, nSS.xyz)));
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vec3 F = Fresnel(substance, L, halfVec);
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float D = max(0.0, D_GGX(HdotN.x, orgRoughness));
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float V = max(0.0, V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV.y, NdotL.y));
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float inscatter = pow(clamp(dot(L, -v), 0.0, 1.0), 12.0) * mix(3.0, .1, (1.0 - subSamp.g) * 0.5 + 0.5);
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float normalContribution = clamp(HdotN.y * subSamp.g + 1.0 - subSamp.r, 0.0, 1.0);
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float backscatter = surfSamp.r * (normalContribution / tau);
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float SSS = mix(backscatter, 1.0, inscatter) * NdotL.x;
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color += (((F * V * D) + albedo * NdotL.y * (1.0 - F)) * attenuation + SSScolor * SSS) * gl_LightSource[i].diffuse.rgb;
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}
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// note, no hard cavity multiplier
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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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vec2 NdotL = max(vec2(0.0), vec2(dot(nSS.xyz, L) + 1.0, dot(nS.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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// also note I never do the Oren-Nayer diffuse calculation
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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.y;
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vec3 VplusL = L + v;
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vec3 halfVec = normalize(VplusL);
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vec2 HdotN = max(vec2(0.0), vec2(dot(halfVec, nS.xyz), dot(halfVec, nSS.xyz)));
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vec3 S = Fresnel2(substance, HdotN.x ,orgRoughness);
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float inscatter = pow(clamp(dot(L, -v), 0.0, 1.0), 12.0) * mix(3.0, .1, (1.0 - subSamp.g) * 0.5 + 0.5);
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float normalContribution = clamp(HdotN.y * subSamp.g + 1.0 - subSamp.r, 0.0, 1.0);
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float backscatter = surfSamp.r * (normalContribution / tau);
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float SSS = mix(backscatter, 1.0, inscatter) * NdotL.x;
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color += ((pow(S * HdotN.x, vec3(orgRoughness + 5.0)) + albedo * NdotL.y) * attenuation + SSScolor * SSS) * gl_LightSource[i].diffuse.rgb;
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}
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}
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gl_FragColor.rgb = toGamma(clamp(color, vec3(0.0), vec3(1.0)));
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gl_FragColor.a = 1.0;
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}
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