mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
325 lines
9.6 KiB
GLSL
325 lines
9.6 KiB
GLSL
// PC3D rendering shader
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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varying vec3 v_vNormal;
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varying vec4 v_worldPosition;
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varying vec3 v_viewPosition;
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varying float v_cameraDistance;
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#define PI 3.14159265359
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#define TAU 6.28318530718
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uniform int use_8bit;
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#region ---- light ----
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uniform vec4 light_ambient;
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uniform float shadowBias;
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#define LIGHT_DIR_LIMIT 16
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uniform int light_dir_count;
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uniform vec3 light_dir_direction[LIGHT_DIR_LIMIT];
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uniform vec4 light_dir_color[LIGHT_DIR_LIMIT];
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uniform float light_dir_intensity[LIGHT_DIR_LIMIT];
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uniform mat4 light_dir_view[LIGHT_DIR_LIMIT];
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uniform mat4 light_dir_proj[LIGHT_DIR_LIMIT];
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uniform int light_dir_shadow_active[LIGHT_DIR_LIMIT];
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uniform float light_dir_shadow_bias[LIGHT_DIR_LIMIT];
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uniform sampler2D light_dir_shadowmap_0;
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uniform sampler2D light_dir_shadowmap_1;
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//uniform sampler2D light_dir_shadowmap_2;
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//uniform sampler2D light_dir_shadowmap_3;
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#define LIGHT_PNT_LIMIT 16
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uniform int light_pnt_count;
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uniform vec3 light_pnt_position[LIGHT_PNT_LIMIT];
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uniform vec4 light_pnt_color[LIGHT_PNT_LIMIT];
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uniform float light_pnt_intensity[LIGHT_PNT_LIMIT];
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uniform float light_pnt_radius[LIGHT_PNT_LIMIT];
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uniform mat4 light_pnt_view[96];
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uniform mat4 light_pnt_proj[LIGHT_PNT_LIMIT];
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uniform int light_pnt_shadow_active[LIGHT_PNT_LIMIT];
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uniform float light_pnt_shadow_bias[LIGHT_DIR_LIMIT];
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uniform sampler2D light_pnt_shadowmap_0;
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uniform sampler2D light_pnt_shadowmap_1;
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//uniform sampler2D light_pnt_shadowmap_2;
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//uniform sampler2D light_pnt_shadowmap_3;
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#endregion
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#region ---- material ----
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vec4 mat_baseColor;
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uniform float mat_diffuse;
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uniform float mat_specular;
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uniform float mat_shine;
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uniform int mat_metalic;
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uniform float mat_reflective;
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uniform int mat_defer_normal;
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uniform float mat_normal_strength;
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uniform sampler2D mat_normal_map;
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uniform int mat_flip;
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#endregion
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#region ---- rendering ----
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uniform vec3 cameraPosition;
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uniform int gammaCorrection;
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uniform int env_use_mapping;
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uniform sampler2D env_map;
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uniform vec2 env_map_dimension;
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uniform mat4 viewProjMat;
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#endregion
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#region ++++ mapping ++++
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vec2 equirectangularUv(vec3 dir) {
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vec3 n = normalize(dir);
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return vec2((atan(n.x, n.y) / TAU) + 0.5, 1. - acos(n.z) / PI);
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}
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float unormToFloat(vec3 v) {
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v *= 256.;
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return (v.r * 65536. + v.g * 256. + v.b) / (65536.);
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}
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#endregion
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#region ++++ matrix ++++
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float matrixGet(mat4 matrix, int index) {
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if(index < 0 || index > 15) return 0.;
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int _x = int(floor(float(index) / 4.));
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int _y = int(mod(float(index), 4.));
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return matrix[_x][_y];
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}
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mat4 matrixSet(mat4 matrix, int index, float value) {
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if(index < 0 || index > 15) return matrix;
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int _x = int(floor(float(index) / 4.));
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int _y = int(mod(float(index), 4.));
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matrix[_x][_y] = value;
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return matrix;
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}
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#endregion
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#region ++++ shadow sampler ++++
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float sampleDirShadowMap(int index, vec2 position) {
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vec4 d;
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if(index == 0) d = texture2D(light_dir_shadowmap_0, position);
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else if(index == 1) d = texture2D(light_dir_shadowmap_1, position);
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//else if(index == 2) d = texture2D(light_dir_shadowmap_2, position);
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//else if(index == 3) d = texture2D(light_dir_shadowmap_3, position);
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if(use_8bit == 1)
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return unormToFloat(d.rgb);
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return d.r;
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}
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float samplePntShadowMap(int index, vec2 position, int side) {
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float d = 0.;
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position.x /= 2.;
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if(side >= 3) {
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position.x += 0.5;
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side -= 3;
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}
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if(index == 0) d = texture2D(light_pnt_shadowmap_0, position)[side];
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else if(index == 1) d = texture2D(light_pnt_shadowmap_1, position)[side];
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//else if(index == 2) d = texture2D(light_pnt_shadowmap_2, position)[side];
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//else if(index == 3) d = texture2D(light_pnt_shadowmap_3, position)[side];
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return d;
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}
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#endregion
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#region ++++ Phong shading ++++
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vec3 phongLight(vec3 normal, vec3 lightVec, vec3 viewVec, vec3 light) {
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vec3 lightDir = normalize(lightVec);
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vec3 viewDir = normalize(viewVec);
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vec3 refcDir = reflect(-lightDir, normal);
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float kD = 1., kS = 0.;
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if(mat_diffuse + mat_specular != 0.) {
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kD = mat_diffuse / (mat_diffuse + mat_specular);
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kS = mat_specular / (mat_diffuse + mat_specular);
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}
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vec3 lLambert = max(0., dot(normal, lightDir)) * light;
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float specular = pow(max(dot(viewDir, refcDir), 0.), max(0.001, mat_shine));
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vec3 lSpecular = specular * light;
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if(mat_metalic == 1) lSpecular *= mat_baseColor.rgb;
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return kD * lLambert + kS * lSpecular;
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}
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#endregion
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void main() {
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vec2 uv_coord = v_vTexcoord;
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if(mat_flip == 1) uv_coord.y = -uv_coord.y;
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mat_baseColor = texture2D( gm_BaseTexture, uv_coord );
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mat_baseColor *= v_vColour;
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vec4 final_color = mat_baseColor;
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vec3 viewDirection = normalize(cameraPosition - v_worldPosition.xyz);
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vec4 viewProjPos = viewProjMat * vec4(v_worldPosition.xyz, 1.);
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viewProjPos /= viewProjPos.w;
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viewProjPos = viewProjPos * 0.5 + 0.5;
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#region ++++ normal ++++
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vec3 _norm = v_vNormal;
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if(mat_defer_normal == 1)
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_norm = texture2D(mat_normal_map, viewProjPos.xy).rgb;
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vec3 normal = normalize(_norm);
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#endregion
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#region ++++ environment ++++
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if(env_use_mapping == 1 && mat_reflective > 0.) {
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vec3 reflectDir = reflect(viewDirection, normal);
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float refRad = mix(16., 0., mat_reflective);
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vec2 tx = 1. / env_map_dimension;
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vec2 reflect_sample_pos = equirectangularUv(reflectDir);
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vec4 env_sampled = vec4(0.);
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float weight = 0.;
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for(float i = -refRad; i <= refRad; i++)
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for(float j = -refRad; j <= refRad; j++) {
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vec2 _map_pos = reflect_sample_pos + vec2(i, j) * tx;
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if(_map_pos.y < 0.) _map_pos.y = -_map_pos.y;
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else if(_map_pos.y > 1.) _map_pos.y = 1. - (_map_pos.y - 1.);
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vec4 _samp = texture2D(env_map, _map_pos);
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env_sampled += _samp;
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weight += _samp.a;
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}
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env_sampled /= weight;
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env_sampled.a = 1.;
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vec4 env_effect = mat_metalic == 1? env_sampled * final_color : env_sampled;
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env_effect = 1. - ( mat_reflective * ( 1. - env_effect ));
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final_color *= env_effect;
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}
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#endregion
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#region ++++ light ++++
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int shadow_map_index = 0;
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vec3 light_effect = light_ambient.rgb;
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float val = 0.;
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#region ++++ directional ++++
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float light_map_depth;
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float lightDistance;
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float shadow_culled;
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shadow_map_index = 0;
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for(int i = 0; i < light_dir_count; i++) {
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vec3 lightVector = normalize(light_dir_direction[i]);
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if(light_dir_shadow_active[i] == 1) { //use shadow
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vec4 cameraSpace = light_dir_view[i] * v_worldPosition;
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vec4 screenSpace = light_dir_proj[i] * cameraSpace;
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float v_lightDistance = screenSpace.z / screenSpace.w;
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vec2 lightMapPosition = (screenSpace.xy / screenSpace.w * 0.5) + 0.5;
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if(lightMapPosition.x >= 0. && lightMapPosition.x <= 1. && lightMapPosition.y >= 0. && lightMapPosition.y <= 1.) {
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light_map_depth = sampleDirShadowMap(shadow_map_index, lightMapPosition);
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//gl_FragData[0] = texture2D(light_dir_shadowmap_0, lightMapPosition);
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//return;
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shadow_map_index++;
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lightDistance = v_lightDistance;
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float shadowFactor = dot(normal, lightVector);
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float bias = mix(light_dir_shadow_bias[i], 0., shadowFactor);
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if(lightDistance > light_map_depth + bias)
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continue;
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}
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}
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vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_dir_color[i].rgb);
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light_effect += light_phong * light_dir_intensity[i];
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}
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#endregion
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#region ++++ point ++++
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float light_distance;
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float light_attenuation;
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shadow_map_index = 0;
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for(int i = 0; i < light_pnt_count; i++) {
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vec3 lightVector = normalize(light_pnt_position[i] - v_worldPosition.xyz);
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light_distance = length(lightVector);
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if(light_distance > light_pnt_radius[i])
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continue;
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if(light_pnt_shadow_active[i] == 1) { //use shadow
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vec3 dirAbs = abs(lightVector);
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int side = dirAbs.x > dirAbs.y ?
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(dirAbs.x > dirAbs.z ? 0 : 2) :
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(dirAbs.y > dirAbs.z ? 1 : 2);
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side *= 2;
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if(side == 0 && lightVector.x > 0.) side += 1;
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else if(side == 2 && lightVector.y > 0.) side += 1;
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else if(side == 4 && lightVector.z > 0.) side += 1;
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vec4 cameraSpace = light_pnt_view[i * 6 + side] * v_worldPosition;
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vec4 screenSpace = light_pnt_proj[i] * cameraSpace;
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float v_lightDistance = screenSpace.z / screenSpace.w;
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vec2 lightMapPosition = (screenSpace.xy / screenSpace.w * 0.5) + 0.5;
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if(lightMapPosition.x >= 0. && lightMapPosition.x <= 1. && lightMapPosition.y >= 0. && lightMapPosition.y <= 1.) {
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float shadowFactor = dot(normal, lightVector);
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float bias = mix(light_pnt_shadow_bias[i], 0., shadowFactor);
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light_map_depth = samplePntShadowMap(shadow_map_index, lightMapPosition, side);
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shadow_map_index++;
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if(v_lightDistance > light_map_depth + bias)
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continue;
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}
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}
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light_attenuation = 1. - pow(light_distance / light_pnt_radius[i], 2.);
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vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_pnt_color[i].rgb * light_attenuation);
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light_effect += light_phong * light_pnt_intensity[i];
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}
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#endregion
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light_effect = max(light_effect, 0.);
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if(gammaCorrection == 1) {
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light_effect.r = pow(light_effect.r, 1. / 2.2);
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light_effect.g = pow(light_effect.g, 1. / 2.2);
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light_effect.b = pow(light_effect.b, 1. / 2.2);
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}
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final_color.rgb *= light_effect;
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#endregion
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if(final_color.a < 0.1) discard;
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gl_FragData[0] = final_color;
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gl_FragData[1] = vec4(0.5 + normal * 0.5, final_color.a);
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gl_FragData[2] = vec4(vec3(1. - abs(v_cameraDistance)), final_color.a);
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}
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