313 lines
9.3 KiB
C++
313 lines
9.3 KiB
C++
uniform sampler3D ttt3D;
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uniform float extraNoiseScale = 1.0f;
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float noise3D(vec3 p)
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{
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return texture3D(ttt3D, p).x*2.0f - 1.0f;
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}
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float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
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float freq = 1.0f;
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float amp = 0.8f;
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float sum = 0.0f;
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for(int i=0; i<octaves; i++) {
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sum += abs(noise3D(p*freq))*amp;
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freq *= lacunarity;
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amp *= gain;
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}
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return sum;
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}
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float spike(float c, float w, float x) {
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return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
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}
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vec3 myTexture3D(vec3 p)
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{
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float noiseScale = 0.1f*extraNoiseScale;
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float noise = turbulence(p*noiseScale, 3, 3.0f, 0.5f);
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//noise = turbulence(p*noiseScale + vec3(noise, noise, noise*0.3)*0.01f, 8, 3.0f, 0.5f);
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//noise = spike(0.35f, 0.05f, noise);
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//noise = noise;
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vec3 base = lerp(vec3(164,148,108)*1.63/255, vec3(178,156,126)*1.73/255, spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f + vec3(noise*0.5, noise, noise)*0.011f, 2, 2.0f, 0.5f)));
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//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
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vec3 b2 = lerp(base, vec3(173, 160, 121)*1.73/255, noise);
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return b2;
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}
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// scene reflection
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uniform float reflectionCoeff = 0.0f;
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uniform float specularCoeff = 0.0f;
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uniform sampler2DRect reflectionTex;
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// Shadow map
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uniform float shadowAmbient = 0.0;
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uniform float hdrScale = 5.0;
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uniform sampler2D texture;
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uniform sampler2DArrayShadow stex;
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uniform sampler2DArrayShadow stex2;
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uniform sampler2DArrayShadow stex3;
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uniform samplerCube skyboxTex;
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uniform vec2 texSize; // x - size, y - 1/size
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uniform vec4 far_d;
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// Spot lights
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uniform vec3 spotLightDir;
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uniform vec3 spotLightPos;
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uniform float spotLightCosineDecayBegin;
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uniform float spotLightCosineDecayEnd;
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uniform vec3 spotLightDir2;
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uniform vec3 spotLightPos2;
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uniform float spotLightCosineDecayBegin2;
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uniform float spotLightCosineDecayEnd2;
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uniform vec3 spotLightDir3;
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uniform vec3 spotLightPos3;
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uniform float spotLightCosineDecayBegin3;
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uniform float spotLightCosineDecayEnd3;
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uniform vec3 parallelLightDir;
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uniform float shadowAdd;
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uniform int useTexture;
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uniform int numShadows;
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uniform float roughnessScale;
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uniform vec3 ambientColor;
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uniform sampler2DArray diffuseTexArray;
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uniform sampler2DArray bumpTexArray;
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uniform sampler2DArray specularTexArray;
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uniform sampler2DArray emissiveReflectSpecPowerTexArray;
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float shadowCoeff1()
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{
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const int index = 0;
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//int index = 3;
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//
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//if(gl_FragCoord.z < far_d.x)
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// index = 0;
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//else if(gl_FragCoord.z < far_d.y)
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// index = 1;
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//else if(gl_FragCoord.z < far_d.z)
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// index = 2;
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vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
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shadow_coord.w = shadow_coord.z + shadowAdd;
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// tell glsl in which layer to do the look up
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shadow_coord.z = float(index);
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// Gaussian 3x3 filter
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// return shadow2DArray(stex, shadow_coord).x;
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const float X = 1.0f;
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float ret = shadow2DArray(stex, shadow_coord).x * 0.25;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, -X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, 0)).x * 0.125;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, -X)).x * 0.125;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, X)).x * 0.125;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, -X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, 0)).x * 0.125;
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ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, X)).x * 0.0625;
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return ret;
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}
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float shadowCoeff2()
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{
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const int index = 1;
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//int index = 3;
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//if(gl_FragCoord.z < far_d.x)
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// index = 0;
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//else if(gl_FragCoord.z < far_d.y)
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// index = 1;
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//else if(gl_FragCoord.z < far_d.z)
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// index = 2;
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vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
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shadow_coord.w = shadow_coord.z + shadowAdd;
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shadow_coord.z = float(0);
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// return shadow2DArray(stex, shadow_coord).x;
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const float X = 1.0f;
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float ret = shadow2DArray(stex2, shadow_coord).x * 0.25;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, -X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, 0)).x * 0.125;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, -X)).x * 0.125;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, X)).x * 0.125;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, -X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, 0)).x * 0.125;
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ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, X)).x * 0.0625;
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return ret;
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}
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float shadowCoeff3()
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{
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const int index = 2;
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//int index = 3;
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//if(gl_FragCoord.z < far_d.x)
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// index = 0;
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//else if(gl_FragCoord.z < far_d.y)
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// index = 1;
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//else if(gl_FragCoord.z < far_d.z)
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// index = 2;
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vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
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shadow_coord.w = shadow_coord.z + shadowAdd;
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shadow_coord.z = float(0);
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// return shadow2DArray(stex, shadow_coord).x;
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const float X = 1.0f;
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float ret = shadow2DArray(stex3, shadow_coord).x * 0.25;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, -X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, 0)).x * 0.125;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, -X)).x * 0.125;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, X)).x * 0.125;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, -X)).x * 0.0625;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, 0)).x * 0.125;
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ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, X)).x * 0.0625;
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return ret;
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}
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uniform float RollOff = 0.5f;
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uniform float fresnelBias = 0.0;
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uniform float fresnelScale = 1.0;
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uniform float fresnelPower = 3.0; // 5.0 is physically correct
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void main()
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{
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//// TODO, expose this as user parameter
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const float skyLightIntensity = 0.2;
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const float rimLightIntensity = 0.3;
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vec3 normal = normalize(gl_TexCoord[2].xyz);
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vec3 t0 = gl_TexCoord[3].xyz;
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vec3 t1 = gl_TexCoord[4].xyz;
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vec3 diffuseMat;
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vec3 specularMat;
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vec3 bump;
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vec3 emissiveReflectSpecPow;
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// read in material color for diffuse, specular, bump, emmisive
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if (gl_TexCoord[6].z >= 0.0f) {
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// 2D texture
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diffuseMat = texture2DArray(diffuseTexArray, gl_TexCoord[6].xyz).rgb;
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//specularMat = texture2DArray(specularTexArray, gl_TexCoord[6].xyz).rgb; // TODO Does not seem to work
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specularMat = vec3(1.0f);
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bump = texture2DArray(bumpTexArray, gl_TexCoord[6].xyz).xyz;
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if (dot(bump,bump) < 0.01) bump = vec3(0.5,0.5,1);
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emissiveReflectSpecPow = texture2DArray(emissiveReflectSpecPowerTexArray, gl_TexCoord[6].xyz).xyz;
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} else {
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// 3D texture
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diffuseMat = myTexture3D(gl_TexCoord[0].xyz) * vec3(0.5,0.5,0.5);//texture3D(ttt3D, gl_TexCoord[0].xyz);
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specularMat = vec3(1.0);
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bump = texture2D(texture, gl_TexCoord[5].xy).xyz;
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if (dot(bump,bump) < 0.01) bump = vec3(0.5,0.5,1);
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emissiveReflectSpecPow = vec3(0.0,0.0,0.0);
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}
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// apply bump to the normal
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bump = (bump - vec3(0.5,0.5,0.5)) * 2.0f;
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bump.xy *= roughnessScale*2;
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float sc = 1.0f;
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normal = normalize(t0*bump.x + t1*bump.y + sc*normal * bump.z);
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//gl_FragColor.xyz = normal*0.5 + vec3(0.5,0.5,0.5);
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//gl_FragColor.w = 1;
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//return;
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vec3 eyeVec = normalize(gl_TexCoord[1].xyz);
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// apply gamma correction for diffuse textures
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diffuseMat = pow(diffuseMat, 0.45);
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float specularPower = emissiveReflectSpecPow.b*255.0f + 1.0f;
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// TODO - fix this
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specularPower = 10.0f;
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float emissive = emissiveReflectSpecPow.r*10.0f;
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float reflectivity = emissiveReflectSpecPow.b;
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float fresnel = fresnelBias + fresnelScale*pow(1.0 - max(0.0, dot(normal, eyeVec)), fresnelPower);
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float specular = 0.0f;
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vec3 skyNormal = reflect(eyeVec, normal);
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vec3 skyColor = skyLightIntensity * textureCube(skyboxTex, skyNormal).rgb;
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vec3 ambientSkyColor = diffuseMat * skyColor;
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vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
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if (numShadows >= 1) {
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vec3 lightColor = hdrScale * vec3(1.0, 0.9, 0.9);
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vec3 shadowColor = vec3(0.4, 0.4, 0.9); // colored shadow
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vec3 lvec = normalize(spotLightDir);
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float ldn = max(0.0f, dot(normal, lvec));
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float shadowC = shadowCoeff1();
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vec3 irradiance = shadowC * ldn * lightColor;
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// diffuse irradiance
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diffuseColor += diffuseMat * irradiance;
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// add colored shadow
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diffuseColor += (1.0 - shadowC) * shadowAmbient * shadowColor * diffuseMat;
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vec3 r = reflect(lvec, normal);
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specular += pow(max(0.0, dot(r,eyeVec)), specularPower)*shadowC;
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}
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// add rim light
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if (numShadows >= 2) {
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vec3 lightColor = rimLightIntensity * vec3(1.0, 0.9, 0.9);
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vec3 lvec = normalize(spotLightDir2);
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float ldn = max(0.0f, dot(normal, lvec));
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vec3 irradiance = ldn * lightColor;
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// diffuse irradiance
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diffuseColor += diffuseMat * irradiance;
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}
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vec3 color = vec3(0.0, 0.0, 0.0);
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color += diffuseColor;
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color += ambientSkyColor;
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color += specular*specularMat;
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color += hdrScale * emissive * diffuseMat;
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//vec3 reflectColor = diffuseMat * texture2DRect(reflectionTex, gl_FragCoord.xy).rgb;
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//color = reflectionCoeff * reflectColor + (1.0f - reflectionCoeff) * color;
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color = (fresnel * skyColor + (1.0 - fresnel) * color) * reflectivity + (1.0 - reflectivity) * color;
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gl_FragColor.rgb = color;
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gl_FragColor.w = gl_Color.w;
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float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0);
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vec4 fogCol = gl_Fog.color;
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gl_FragColor = mix(fogCol, gl_FragColor, fog);
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} |