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@@ -16,85 +16,14 @@ varying vec4 vColor;
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#endif
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#endif
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// Lights
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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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-#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
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-varying vec4 vPositionFromLight0;
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-uniform sampler2D shadowSampler0;
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-#else
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-uniform samplerCube shadowSampler0;
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-#endif
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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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+#include<light0FragmentDeclaration>
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+#include<light1FragmentDeclaration>
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+#include<light2FragmentDeclaration>
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+#include<light3FragmentDeclaration>
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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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-#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
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-varying vec4 vPositionFromLight1;
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-uniform sampler2D shadowSampler1;
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-#else
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-uniform samplerCube shadowSampler1;
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-#endif
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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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-#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
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-varying vec4 vPositionFromLight2;
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-uniform sampler2D shadowSampler2;
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-#else
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-uniform samplerCube shadowSampler2;
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-#endif
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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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-#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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-#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
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-varying vec4 vPositionFromLight3;
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-uniform sampler2D shadowSampler3;
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-#else
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-uniform samplerCube shadowSampler3;
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-#endif
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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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+#include<lightsFragmentFunctions>
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+#include<shadowsFragmentFunctions>
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// Samplers
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// Samplers
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#ifdef DIFFUSE
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#ifdef DIFFUSE
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@@ -103,273 +32,13 @@ uniform sampler2D diffuseSampler;
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uniform vec2 vDiffuseInfos;
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uniform vec2 vDiffuseInfos;
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#endif
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#endif
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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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-#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
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-uniform vec2 depthValues;
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-
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-float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
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-{
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- vec3 directionToLight = vPositionW - lightPosition;
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- float depth = length(directionToLight);
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- depth = clamp(depth, 0., 1.0);
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-
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- directionToLight = normalize(directionToLight);
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- directionToLight.y = - directionToLight.y;
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-
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- float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
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-
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- if (depth > shadow)
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- {
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- return darkness;
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- }
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- return 1.0;
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-}
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-
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-float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)
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-{
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- vec3 directionToLight = vPositionW - lightPosition;
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- float depth = length(directionToLight);
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-
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- depth = clamp(depth, 0., 1.0);
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- float diskScale = 2.0 / mapSize;
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-
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- directionToLight = normalize(directionToLight);
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- directionToLight.y = -directionToLight.y;
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-
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- float visibility = 1.;
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-
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- vec3 poissonDisk[4];
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- poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
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- poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
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- poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
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- poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
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-
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- // Poisson Sampling
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- float biasedDepth = depth - bias;
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-
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- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
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- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
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- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
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- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < 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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-#endif
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-
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-#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
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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 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 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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-#endif
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-
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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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+#include<clipPlaneFragmentDeclaration>
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// Fog
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// Fog
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-#ifdef FOG
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-
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-#define FOGMODE_NONE 0.
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-#define FOGMODE_EXP 1.
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-#define FOGMODE_EXP2 2.
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-#define FOGMODE_LINEAR 3.
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-#define E 2.71828
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-
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-uniform vec4 vFogInfos;
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-uniform vec3 vFogColor;
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-varying float fFogDistance;
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-
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-float CalcFogFactor()
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-{
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- float fogCoeff = 1.0;
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- float fogStart = vFogInfos.y;
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- float fogEnd = vFogInfos.z;
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- float fogDensity = vFogInfos.w;
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-
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- if (FOGMODE_LINEAR == vFogInfos.x)
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- {
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- fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
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- }
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- else if (FOGMODE_EXP == vFogInfos.x)
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- {
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- fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
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- }
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- else if (FOGMODE_EXP2 == vFogInfos.x)
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- {
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- fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
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- }
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-
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- return clamp(fogCoeff, 0.0, 1.0);
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-}
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-#endif
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-
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-// Light Computing
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-struct lightingInfo
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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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-}
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+#include<fogFragmentDeclaration>
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|
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|
void main(void) {
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|
void main(void) {
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- // Clip plane
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-#ifdef CLIPPLANE
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- if (fClipDistance > 0.0)
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- discard;
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-#endif
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+#include<clipPlaneFragment>
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vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
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vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
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@@ -391,14 +60,12 @@ void main(void) {
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baseColor.rgb *= vDiffuseInfos.y;
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baseColor.rgb *= vDiffuseInfos.y;
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#endif
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#endif
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- // Mix with normal color
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- baseColor = mix(baseColor, vec4(vNormalW, 1.0), 0.5);
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-
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+baseColor = mix(baseColor, vec4(vNormalW, 1.0), 0.5);
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#ifdef VERTEXCOLOR
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|
#ifdef VERTEXCOLOR
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baseColor.rgb *= vColor.rgb;
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baseColor.rgb *= vColor.rgb;
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#endif
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#endif
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|
- // Bump
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+ // Normal
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#ifdef NORMAL
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|
#ifdef NORMAL
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vec3 normalW = normalize(vNormalW);
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vec3 normalW = normalize(vNormalW);
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|
#else
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|
#else
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@@ -408,142 +75,13 @@ void main(void) {
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// Lighting
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// Lighting
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|
vec3 diffuseBase = vec3(0., 0., 0.);
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vec3 diffuseBase = vec3(0., 0., 0.);
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float shadow = 1.;
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float shadow = 1.;
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+ float glossiness = 0.;
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+
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|
+#include<light0Fragment>
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|
|
+#include<light1Fragment>
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|
|
+#include<light2Fragment>
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|
|
|
+#include<light3Fragment>
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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);
|
|
|
|
-#endif
|
|
|
|
-#ifdef HEMILIGHT0
|
|
|
|
- lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
|
|
|
|
-#endif
|
|
|
|
-#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
|
|
|
|
- lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef SHADOW0
|
|
|
|
-#ifdef SHADOWVSM0
|
|
|
|
- shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
|
|
|
|
-#else
|
|
|
|
-#ifdef SHADOWPCF0
|
|
|
|
- #if defined(POINTLIGHT0)
|
|
|
|
- shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);
|
|
|
|
- #else
|
|
|
|
- shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
|
|
|
|
- #endif
|
|
|
|
-#else
|
|
|
|
- #if defined(POINTLIGHT0)
|
|
|
|
- shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
|
|
|
|
- #else
|
|
|
|
- shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
|
|
|
|
- #endif
|
|
|
|
-#endif
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- shadow = 1.;
|
|
|
|
-#endif
|
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
-#ifdef LIGHT1
|
|
|
|
-#ifdef SPOTLIGHT1
|
|
|
|
- info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef HEMILIGHT1
|
|
|
|
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
|
|
|
|
-#endif
|
|
|
|
-#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
|
|
|
|
- info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef SHADOW1
|
|
|
|
-#ifdef SHADOWVSM1
|
|
|
|
- shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
|
|
|
|
-#else
|
|
|
|
-#ifdef SHADOWPCF1
|
|
|
|
-#if defined(POINTLIGHT1)
|
|
|
|
- shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);
|
|
|
|
-#else
|
|
|
|
- shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- #if defined(POINTLIGHT1)
|
|
|
|
- shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
|
|
|
|
- #else
|
|
|
|
- shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
|
|
|
|
- #endif
|
|
|
|
-#endif
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- shadow = 1.;
|
|
|
|
-#endif
|
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
-#ifdef LIGHT2
|
|
|
|
-#ifdef SPOTLIGHT2
|
|
|
|
- info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef HEMILIGHT2
|
|
|
|
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
|
|
|
|
-#endif
|
|
|
|
-#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
|
|
|
|
- info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef SHADOW2
|
|
|
|
-#ifdef SHADOWVSM2
|
|
|
|
- shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
|
|
|
|
-#else
|
|
|
|
-#ifdef SHADOWPCF2
|
|
|
|
-#if defined(POINTLIGHT2)
|
|
|
|
- shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);
|
|
|
|
-#else
|
|
|
|
- shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- #if defined(POINTLIGHT2)
|
|
|
|
- shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
|
|
|
|
- #else
|
|
|
|
- shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
|
|
|
|
- #endif
|
|
|
|
-#endif
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- shadow = 1.;
|
|
|
|
-#endif
|
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
-#ifdef LIGHT3
|
|
|
|
-#ifdef SPOTLIGHT3
|
|
|
|
- info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef HEMILIGHT3
|
|
|
|
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
|
|
|
|
-#endif
|
|
|
|
-#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
|
|
|
|
- info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
|
|
|
|
-#endif
|
|
|
|
-#ifdef SHADOW3
|
|
|
|
-#ifdef SHADOWVSM3
|
|
|
|
- shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
|
|
|
|
-#else
|
|
|
|
-#ifdef SHADOWPCF3
|
|
|
|
-#if defined(POINTLIGHT3)
|
|
|
|
- shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);
|
|
|
|
-#else
|
|
|
|
- shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- #if defined(POINTLIGHT3)
|
|
|
|
- shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
|
|
|
|
- #else
|
|
|
|
- shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
|
|
|
|
- #endif
|
|
|
|
-#endif
|
|
|
|
-#endif
|
|
|
|
-#else
|
|
|
|
- shadow = 1.;
|
|
|
|
-#endif
|
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
|
-#endif
|
|
|
|
|
|
|
|
#ifdef VERTEXALPHA
|
|
#ifdef VERTEXALPHA
|
|
alpha *= vColor.a;
|
|
alpha *= vColor.a;
|
|
@@ -554,10 +92,7 @@ void main(void) {
|
|
// Composition
|
|
// Composition
|
|
vec4 color = vec4(finalDiffuse, alpha);
|
|
vec4 color = vec4(finalDiffuse, alpha);
|
|
|
|
|
|
-#ifdef FOG
|
|
|
|
- float fog = CalcFogFactor();
|
|
|
|
- color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
|
|
|
|
-#endif
|
|
|
|
|
|
+#include<fogFragment>
|
|
|
|
|
|
gl_FragColor = color;
|
|
gl_FragColor = color;
|
|
}
|
|
}
|