321 lines
8.2 KiB
GLSL
321 lines
8.2 KiB
GLSL
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#version 430 core
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const float PI = 3.141592653589793238462643383;
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const float TAU = 6.283185307179586476925286766;
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const float EPSILON = 0.000001;
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in vec3 frag_position;
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in vec3 frag_normal;
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in vec3 frag_tangent;
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in vec3 frag_bitangent;
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in vec2 frag_texture_coord;
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in vec4 view_position;
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out vec4 FragColor;
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uniform int has_albedo_texture;
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uniform sampler2D albedo_texture;
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uniform vec4 albedo_factor;
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uniform int has_metallic_texture;
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uniform sampler2D metallic_texture;
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uniform float metallic_factor;
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uniform int has_roughness_texture;
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uniform sampler2D roughness_texture;
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uniform float roughness_factor;
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uniform int has_normal_texture;
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uniform sampler2D normal_texture;
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uniform int has_emissive_texture;
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uniform sampler2D emissive_texture;
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uniform vec4 emissive_factor;
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uniform mat4 view_matrix;
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uniform mat4 view_matrix_inverse;
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uniform mat4 model_matrix;
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uniform int has_shadow_map;
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uniform sampler2DShadow shadow_map;
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uniform mat4 shadow_matrix;
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uniform int has_environment_map;
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uniform samplerCube environment_map;
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struct SunLight
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{
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vec3 direction;
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float _padding0;
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vec3 color;
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float intensity;
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};
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struct PointLight
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{
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vec3 position;
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float _padding0;
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vec3 color;
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float intensity;
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};
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struct SpotLight
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{
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vec3 position;
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float inner_radius;
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vec3 color;
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float intensity;
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vec3 direction;
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float outer_radius;
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};
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#define MAX_SUN_LIGHTS 4
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#define MAX_POINT_LIGHTS 128
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#define MAX_SPOT_LIGHTS 128
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layout (std140) uniform lights
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{
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uint sun_light_count;
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uint point_light_count;
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uint spot_light_count;
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float ambient_light;
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SunLight sun_lights[MAX_SUN_LIGHTS];
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PointLight point_lights[MAX_POINT_LIGHTS];
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SpotLight spot_lights[MAX_SPOT_LIGHTS];
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};
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struct MaterialInfo
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{
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vec4 Albedo;
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float Metallic;
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float Roughness;
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vec4 Emissive;
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};
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uniform float time;
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uniform float width;
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uniform float height;
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float clamped_dot(vec3 v, vec3 w)
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{
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return max( dot(v, w) , 0.0);
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}
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vec3 DiffuseBRDF(MaterialInfo material, vec3 L, vec3 V)
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{
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// Lambertian
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return material.Albedo.xyz / PI;
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}
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float SpecularNDF(MaterialInfo material, vec3 N, vec3 H)
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{
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// GGX
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float a = material.Roughness * material.Roughness;
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float a2 = a * a;
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float n_dot_h = clamped_dot(N, H);
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float n_dot_h2 = n_dot_h * n_dot_h;
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float d = n_dot_h2 * (a2 - 1.0) + 1.0;
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return a2 / (PI * d*d + EPSILON);
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}
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float SpecularGeometricAttenuation(MaterialInfo material, vec3 N, vec3 L, vec3 V, vec3 H)
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{
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// Schlick
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float r = material.Roughness + 1;
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float k = r*r / 8.0;
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float n_dot_v = clamped_dot(N, V);
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float n_dot_l = clamped_dot(N, L);
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float denom_v = n_dot_v * (1.0 - k) + k;
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float denom_l = n_dot_l * (1.0 - k) + k;
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return (n_dot_v / denom_v) * (n_dot_l / denom_l);
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}
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vec3 SpecularFresnel(vec3 F0, vec3 V, vec3 H)
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{
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// Schlick, Epic paper
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float v_dot_h = clamped_dot(V, H);
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float exp = (-5.55473 * v_dot_h - 6.98316) * v_dot_h;
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return F0 + (1.0 - F0) * pow(2, exp);
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}
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vec3 BRDF(MaterialInfo material, vec3 radiance, vec3 N, vec3 L, vec3 V, vec3 H)
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{
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// Cook-Torrance
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vec3 F0 = mix(vec3(0.04), material.Albedo.xyz, material.Metallic);
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float D = SpecularNDF(material, N, H);
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vec3 F = SpecularFresnel(F0, N, H);
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float G = SpecularGeometricAttenuation(material, N, L, V, H);
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float n_dot_v = clamped_dot(N, V);
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float n_dot_l = clamped_dot(N, L);
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float specular_denom = (4.0 * n_dot_l * n_dot_v) + EPSILON;
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vec3 specular = D * F * G / specular_denom;
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vec3 diffuse = (1.0 - F) * DiffuseBRDF(material, L, V);
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return (diffuse + specular) * radiance * n_dot_l;
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}
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void main()
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{
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vec4 final_color = vec4(0,0,0,1);
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// PBR Parameters
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MaterialInfo material;
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material.Albedo = albedo_factor;
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if(has_albedo_texture != 0)
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material.Albedo = albedo_factor * texture(albedo_texture, frag_texture_coord);
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material.Metallic = metallic_factor;
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if(has_metallic_texture != 0)
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material.Metallic = metallic_factor * texture(metallic_texture, frag_texture_coord).b;
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material.Roughness = roughness_factor;
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if(has_roughness_texture != 0)
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material.Roughness = roughness_factor * texture(roughness_texture, frag_texture_coord).g;
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material.Emissive = emissive_factor;
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if(has_emissive_texture != 0)
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material.Emissive = emissive_factor * texture(emissive_texture, frag_texture_coord);
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vec3 Normal = normalize(frag_normal);
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if(has_normal_texture != 0)
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{
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vec3 normal_map = normalize(texture(normal_texture, frag_texture_coord).rgb * 2.0 - 1.0);
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mat3 TBN = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal));
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Normal = normalize(TBN * normal_map);
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}
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vec4 camera_position_4 = view_matrix_inverse * vec4(view_position.xy / view_position.w, 0, 1);
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vec3 camera_position = camera_position_4.xyz / camera_position_4.w;
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// vec4 pixel_position_4 = view_matrix_inverse * view_position;
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// vec3 pixel_position = pixel_position_4.xyz / pixel_position_4.w;
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// vec3 view_direction = normalize(pixel_position - camera_position);
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vec3 view_direction = normalize(frag_position - camera_position);
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vec3 V = -view_direction;
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vec3 N = Normal;
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// Sun lights
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for(uint i = 0; i < sun_light_count; i++)
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{
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SunLight light = sun_lights[i];
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float shadow = 1.0;
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if(has_shadow_map != 0)
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{
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shadow = 0;
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vec2 texel_size = 1.0 / textureSize(shadow_map, 0);
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float bias = 0.0001;
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vec4 from_light_view = shadow_matrix * vec4(frag_position, 1.0);
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from_light_view /= from_light_view.w;
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from_light_view = from_light_view * 0.5 + 0.5; // [-1,1] => [0,1] uv coords
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from_light_view.z = from_light_view.z - bias; // Bias to attenuate z fighting
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for(int x = -1; x <= 1; x++)
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for(int y = -1; y <= 1; y++)
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{
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float s = texture(shadow_map, from_light_view.xyz + vec3(x * texel_size.x, y * texel_size.y, 0));
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s = clamp(s, 0.0, 1.0);
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shadow += s;
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}
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shadow /= 9;
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}
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vec3 L = -light.direction;
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * light.intensity * shadow;
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vec3 color = BRDF(material, radiance, N, L, V, H);
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final_color.xyz += color;
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}
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// Point lights
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for(uint i = 0; i < point_light_count; i++)
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{
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PointLight light = point_lights[i];
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vec3 diff = light.position - frag_position;
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float dist2 = abs(dot(diff, diff));
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float attenuation = 1.0 / (dist2 + EPSILON);
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float intensity = light.intensity * attenuation;
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vec3 L = normalize(light.position - frag_position);
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * intensity;
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vec3 color = BRDF(material, radiance, N, L, V, H);
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final_color.xyz += color;
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}
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// Spot lights
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for(uint i = 0; i < spot_light_count; i++)
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{
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SpotLight light = spot_lights[i];
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vec3 light_direction = normalize(frag_position - light.position);
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float dist2 = abs(dot(light.position, frag_position));
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float attenuation = 1.0 / (dist2 + EPSILON);
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float intensity = light.intensity * attenuation;
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float angle = acos(dot(light.direction, light_direction));
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float spot_factor = (angle - light.outer_radius) / (light.inner_radius - light.outer_radius);
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spot_factor = clamp(spot_factor, 0.0, 1.0);
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intensity *= spot_factor;
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vec3 L = normalize(light.position - frag_position);
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * intensity;
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vec3 color = BRDF(material, radiance, N, L, V, H);
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final_color.xyz += color;
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}
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// Environment map light
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if(has_environment_map != 0)
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{
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vec3 L = normalize(reflect(-V, N));
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vec3 H = N;//normalize(V + L);
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float levels = textureQueryLevels(environment_map);
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vec3 radiance = textureLod(environment_map, L.xzy, material.Roughness * levels).rgb;
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//vec3 color = BRDF(material, radiance, N, L, V, H);
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vec3 F0 = mix(vec3(0.04), material.Albedo.xyz, material.Metallic);
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float D = SpecularNDF(material, N, H);
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vec3 F = SpecularFresnel(F0, N, H);
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float G = SpecularGeometricAttenuation(material, N, L, V, H);
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float n_dot_v = clamped_dot(N, V);
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float n_dot_l = clamped_dot(N, L);
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float specular_denom = (4.0 * n_dot_l * n_dot_v) + EPSILON;
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vec3 specular = D * F * G / specular_denom;
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vec3 diffuse = (1.0 - F) * DiffuseBRDF(material, L, V);
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vec3 color = (diffuse /*+ specular*/) * radiance * n_dot_l;
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final_color.xyz += color;
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}
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// Ambient light
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final_color.xyz += ambient_light * material.Albedo.xyz;
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final_color.a = material.Albedo.a;
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// Emissive color
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final_color.xyz += material.Emissive.xyz * material.Emissive.a;
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FragColor = final_color;
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//FragColor.xyz = Normal;
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}
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