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@@ -2,7 +2,6 @@ precision highp float;
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// Constants
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uniform vec3 vEyePosition;
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-uniform vec4 vDiffuseColor;
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// Input
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varying vec3 vPositionW;
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@@ -15,71 +14,6 @@ varying vec3 vNormalW;
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varying vec4 vColor;
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#endif
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-// Lights
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-#ifdef LIGHT0
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-uniform vec4 vLightData0;
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-uniform vec4 vLightDiffuse0;
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-#ifdef SHADOW0
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-varying vec4 vPositionFromLight0;
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-uniform sampler2D shadowSampler0;
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-uniform vec3 shadowsInfo0;
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-#endif
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-#ifdef SPOTLIGHT0
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-uniform vec4 vLightDirection0;
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-#endif
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-#ifdef HEMILIGHT0
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-uniform vec3 vLightGround0;
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-#endif
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-#endif
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-
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-#ifdef LIGHT1
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-uniform vec4 vLightData1;
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-uniform vec4 vLightDiffuse1;
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-#ifdef SHADOW1
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-varying vec4 vPositionFromLight1;
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-uniform sampler2D shadowSampler1;
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-uniform vec3 shadowsInfo1;
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-#endif
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-#ifdef SPOTLIGHT1
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-uniform vec4 vLightDirection1;
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-#endif
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-#ifdef HEMILIGHT1
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-uniform vec3 vLightGround1;
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-#endif
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-#endif
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-
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-#ifdef LIGHT2
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-uniform vec4 vLightData2;
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-uniform vec4 vLightDiffuse2;
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-#ifdef SHADOW2
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-varying vec4 vPositionFromLight2;
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-uniform sampler2D shadowSampler2;
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-uniform vec3 shadowsInfo2;
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-#endif
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-#ifdef SPOTLIGHT2
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-uniform vec4 vLightDirection2;
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-#endif
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-#ifdef HEMILIGHT2
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-uniform vec3 vLightGround2;
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-#endif
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-#endif
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-
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-#ifdef LIGHT3
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-uniform vec4 vLightData3;
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-uniform vec4 vLightDiffuse3;
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-#ifdef SHADOW3
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-varying vec4 vPositionFromLight3;
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-uniform sampler2D shadowSampler3;
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-uniform vec3 shadowsInfo3;
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-#endif
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-#ifdef SPOTLIGHT3
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-uniform vec4 vLightDirection3;
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-#endif
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-#ifdef HEMILIGHT3
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-uniform vec3 vLightGround3;
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-#endif
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-#endif
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-
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// Samplers
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#ifdef DIFFUSE
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varying vec2 vDiffuseUV;
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@@ -95,103 +29,6 @@ varying vec2 vDistortionCoords1;
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varying vec2 vDistortionCoords2;
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varying vec2 vDistortionCoords3;
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-// Shadows
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-#ifdef SHADOWS
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-
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-float unpack(vec4 color)
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-{
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- const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
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- return dot(color, bit_shift);
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-}
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-
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-float unpackHalf(vec2 color)
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-{
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- return color.x + (color.y / 255.0);
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-}
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-
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-float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
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-{
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- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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- depth = 0.5 * depth + vec3(0.5);
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- vec2 uv = depth.xy;
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-
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- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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- float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
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-
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- if (depth.z > shadow)
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- {
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- return darkness;
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- }
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- return 1.;
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-}
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-
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-float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
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-{
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- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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- depth = 0.5 * depth + vec3(0.5);
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- vec2 uv = depth.xy;
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-
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- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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- float visibility = 1.;
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-
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- vec2 poissonDisk[4];
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- poissonDisk[0] = vec2(-0.94201624, -0.39906216);
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- poissonDisk[1] = vec2(0.94558609, -0.76890725);
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- poissonDisk[2] = vec2(-0.094184101, -0.92938870);
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- poissonDisk[3] = vec2(0.34495938, 0.29387760);
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-
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- // Poisson Sampling
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- float biasedDepth = depth.z - bias;
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-
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- if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
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- if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
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- if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
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- if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
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-
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- return min(1.0, visibility + darkness);
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-}
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-
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-// Thanks to http://devmaster.net/
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-float linstep(float low, float high, float v) {
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- return clamp((v - low) / (high - low), 0.0, 1.0);
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-}
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-
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-float ChebychevInequality(vec2 moments, float compare, float bias)
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-{
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- float p = smoothstep(compare - bias, compare, moments.x);
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- float variance = max(moments.y - moments.x * moments.x, 0.02);
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- float d = compare - moments.x;
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- float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
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-
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- return clamp(max(p, p_max), 0.0, 1.0);
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-}
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-
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-float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
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-{
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- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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- depth = 0.5 * depth + vec3(0.5);
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- vec2 uv = depth.xy;
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-
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- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
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- {
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- return 1.0;
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- }
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-
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- vec4 texel = texture2D(shadowSampler, uv);
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-
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- vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
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- return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
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-}
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-#endif
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-
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#ifdef CLIPPLANE
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varying float fClipDistance;
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#endif
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@@ -233,72 +70,9 @@ float CalcFogFactor()
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}
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#endif
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-// Light Computing
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-struct lightingInfo
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+vec4 bx2(vec4 x)
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{
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- vec3 diffuse;
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-};
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-
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-lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
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- lightingInfo result;
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-
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- vec3 lightVectorW;
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- float attenuation = 1.0;
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- if (lightData.w == 0.)
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- {
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- vec3 direction = lightData.xyz - vPositionW;
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-
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- attenuation = max(0., 1.0 - length(direction) / range);
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- lightVectorW = normalize(direction);
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- }
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- else
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- {
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- lightVectorW = normalize(-lightData.xyz);
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- }
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-
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- // diffuse
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- float ndl = max(0., dot(vNormal, lightVectorW));
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- result.diffuse = ndl * diffuseColor * attenuation;
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-
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- return result;
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-}
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-
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-lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
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- lightingInfo result;
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-
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- vec3 direction = lightData.xyz - vPositionW;
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- vec3 lightVectorW = normalize(direction);
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- float attenuation = max(0., 1.0 - length(direction) / range);
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-
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- // diffuse
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- float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
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- float spotAtten = 0.0;
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-
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- if (cosAngle >= lightDirection.w)
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- {
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- cosAngle = max(0., pow(cosAngle, lightData.w));
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- spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
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-
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- // Diffuse
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- float ndl = max(0., dot(vNormal, -lightDirection.xyz));
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- result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
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-
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- return result;
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- }
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-
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- result.diffuse = vec3(0.);
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-
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- return result;
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-}
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-
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-lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
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- lightingInfo result;
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-
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- // Diffuse
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- float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
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- result.diffuse = mix(groundColor, diffuseColor, ndl);
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-
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- return result;
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+ return vec4(2.0) * x - vec4(1.0);
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}
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void main(void) {
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@@ -312,10 +86,9 @@ void main(void) {
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// Base color
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vec4 baseColor = vec4(1., 1., 1., 1.);
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- vec3 diffuseColor = vDiffuseColor.rgb;
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// Alpha
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- float alpha = vDiffuseColor.a;
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+ float alpha = 1.0;
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#ifdef DIFFUSE
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// Fire
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@@ -329,15 +102,17 @@ void main(void) {
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vec4 noise1 = texture2D(distortionSampler, vDistortionCoords2);
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vec4 noise2 = texture2D(distortionSampler, vDistortionCoords3);
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- vec4 noiseSum = (noise0 * 2.0 - 1.0) * distortionAmount0 + (noise1 * 2.0 - 1.0) * distortionAmount1 + (noise2 * 2.0 - 1.0) * distortionAmount2;
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+ vec4 noiseSum = bx2(noise0) * distortionAmount0 + bx2(noise1) * distortionAmount1 + bx2(noise2) * distortionAmount2;
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+
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+ vec4 perturbedBaseCoords = vec4(vDiffuseUV, 0.0, 1.0) + noiseSum * (vDiffuseUV.y * heightAttenuation.x + heightAttenuation.y);
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- vec4 perturbedBaseCoords = noiseSum + vec4(vDiffuseUV, 0.0, 1.0) * (vDiffuseUV.y * heightAttenuation.x + heightAttenuation.y);
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+ vec4 opacityColor = texture2D(opacitySampler, perturbedBaseCoords.xy);
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baseColor = texture2D(diffuseSampler, perturbedBaseCoords.xy) * 2.0;
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- baseColor *= texture2D(opacitySampler, perturbedBaseCoords.xy);
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+ baseColor *= opacityColor;
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#ifdef ALPHATEST
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- if (baseColor.a < 0.4)
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+ if (opacityColor.r < 0.1)
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discard;
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#endif
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@@ -356,125 +131,14 @@ void main(void) {
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#endif
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// Lighting
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- vec3 diffuseBase = vec3(0., 0., 0.);
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- float shadow = 1.;
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-
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-#ifdef LIGHT0
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-#ifdef SPOTLIGHT0
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- lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
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-#endif
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-#ifdef HEMILIGHT0
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- lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
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-#endif
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-#ifdef POINTDIRLIGHT0
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- lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
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-#endif
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-#ifdef SHADOW0
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-#ifdef SHADOWVSM0
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- shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
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-#else
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-#ifdef SHADOWPCF0
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- shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
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-#else
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- shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
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-#endif
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-#endif
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-#else
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- shadow = 1.;
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-#endif
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- diffuseBase += info.diffuse * shadow;
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-#endif
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-
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-#ifdef LIGHT1
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-
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-#ifdef SPOTLIGHT1
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
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-#endif
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-#ifdef HEMILIGHT1
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- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1);
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-#endif
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-#ifdef POINTDIRLIGHT1
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- info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
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-#endif
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-#ifdef SHADOW1
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-#ifdef SHADOWVSM1
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- shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
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-#else
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-#ifdef SHADOWPCF1
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- shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
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-#else
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- shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
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-#endif
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-#endif
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-#else
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- shadow = 1.;
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-#endif
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- diffuseBase += info.diffuse * shadow;
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-
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-#endif
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-
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-#ifdef LIGHT2
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-#ifdef SPOTLIGHT2
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
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-#endif
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-#ifdef HEMILIGHT2
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- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
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-#endif
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-#ifdef POINTDIRLIGHT2
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- info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
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-#endif
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-#ifdef SHADOW2
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-#ifdef SHADOWVSM2
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- shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
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-#else
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-#ifdef SHADOWPCF2
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- shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
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-#else
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- shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
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-#endif
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-#endif
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-#else
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- shadow = 1.;
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-#endif
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- diffuseBase += info.diffuse * shadow;
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-
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-#endif
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-
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-#ifdef LIGHT3
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-
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-#ifdef SPOTLIGHT3
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
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-#endif
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-#ifdef HEMILIGHT3
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- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
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-#endif
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-#ifdef POINTDIRLIGHT3
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- info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
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-#endif
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-#ifdef SHADOW3
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-#ifdef SHADOWVSM3
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- shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
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-#else
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-#ifdef SHADOWPCF3
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- shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
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-#else
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- shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
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-#endif
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-#endif
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-#else
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- shadow = 1.;
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-#endif
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- diffuseBase += info.diffuse * shadow;
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-#endif
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+ vec3 diffuseBase = vec3(1.0, 1.0, 1.0);
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#ifdef VERTEXALPHA
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alpha *= vColor.a;
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#endif
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|
- vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
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-
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// Composition
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- vec4 color = vec4(finalDiffuse, alpha);
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+ vec4 color = vec4(baseColor.rgb, alpha);
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#ifdef FOG
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float fog = CalcFogFactor();
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