4116acb500
* Remove unused gamma variable * Remove unused variables in GLSL
281 lines
8.7 KiB
HLSL
281 lines
8.7 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Constants.hlsl"
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#include "Transform.hlsl"
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#include "ScreenPos.hlsl"
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#include "Lighting.hlsl"
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#include "Fog.hlsl"
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#include "PBR.hlsl"
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#include "IBL.hlsl"
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#ifndef D3D11
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// D3D9 uniforms and samplers
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#ifdef COMPILEVS
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uniform float2 cDetailTiling;
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#else
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sampler2D sWeightMap0 : register(s0);
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sampler2D sDetailMap1 : register(s1);
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sampler2D sDetailMap2 : register(s2);
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sampler2D sDetailMap3 : register(s3);
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#endif
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#else
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// D3D11 constant buffers and samplers
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#ifdef COMPILEVS
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cbuffer CustomVS : register(b6)
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{
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float2 cDetailTiling;
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}
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#else
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Texture2D tWeightMap0 : register(t0);
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Texture2D tDetailMap1 : register(t1);
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Texture2D tDetailMap2 : register(t2);
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Texture2D tDetailMap3 : register(t3);
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SamplerState sWeightMap0 : register(s0);
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SamplerState sDetailMap1 : register(s1);
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SamplerState sDetailMap2 : register(s2);
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SamplerState sDetailMap3 : register(s3);
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#endif
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#endif
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void VS(float4 iPos : POSITION,
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float3 iNormal : NORMAL,
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float2 iTexCoord : TEXCOORD0,
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#ifdef SKINNED
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float4 iBlendWeights : BLENDWEIGHT,
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int4 iBlendIndices : BLENDINDICES,
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#endif
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#ifdef INSTANCED
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float4x3 iModelInstance : TEXCOORD4,
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#endif
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#if defined(BILLBOARD) || defined(DIRBILLBOARD)
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float2 iSize : TEXCOORD1,
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#endif
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out float2 oTexCoord : TEXCOORD0,
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out float3 oNormal : TEXCOORD1,
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out float4 oWorldPos : TEXCOORD2,
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out float2 oDetailTexCoord : TEXCOORD3,
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#ifdef PERPIXEL
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#ifdef SHADOW
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out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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out float4 oSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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out float3 oCubeMaskVec : TEXCOORD5,
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#endif
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#else
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out float3 oVertexLight : TEXCOORD4,
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out float4 oScreenPos : TEXCOORD5,
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#endif
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#ifdef VERTEXCOLOR
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out float4 oColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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out float oClip : SV_CLIPDISTANCE0,
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#endif
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out float4 oPos : OUTPOSITION)
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{
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const float4x3 modelMatrix = iModelMatrix;
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const float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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oNormal = GetWorldNormal(modelMatrix);
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oWorldPos = float4(worldPos, GetDepth(oPos));
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oTexCoord = GetTexCoord(iTexCoord);
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oDetailTexCoord = cDetailTiling * oTexCoord;
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#if defined(D3D11) && defined(CLIPPLANE)
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oClip = dot(oPos, cClipPlane);
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#endif
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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const float4 projWorldPos = float4(worldPos.xyz, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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GetShadowPos(projWorldPos, oNormal, oShadowPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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oSpotPos = mul(projWorldPos, cLightMatrices[0]);
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#endif
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#ifdef POINTLIGHT
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oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
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#endif
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#else
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oVertexLight = GetAmbient(GetZonePos(worldPos));
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
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#endif
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oScreenPos = GetScreenPos(oPos);
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#endif
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}
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void PS(
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float2 iTexCoord : TEXCOORD0,
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float3 iNormal : TEXCOORD1,
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float4 iWorldPos : TEXCOORD2,
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float2 iDetailTexCoord : TEXCOORD3,
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#ifdef PERPIXEL
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#ifdef SHADOW
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float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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float4 iSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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float3 iCubeMaskVec : TEXCOORD5,
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#endif
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#else
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float3 iVertexLight : TEXCOORD4,
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float4 iScreenPos : TEXCOORD5,
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#endif
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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float iClip : SV_CLIPDISTANCE0,
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#endif
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#ifdef PREPASS
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out float4 oDepth : OUTCOLOR1,
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#endif
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#ifdef DEFERRED
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out float4 oAlbedo : OUTCOLOR1,
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out float4 oNormal : OUTCOLOR2,
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out float4 oDepth : OUTCOLOR3,
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#ifndef D3D11
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float2 iFragPos : VPOS,
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#else
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float4 iFragPos : SV_Position,
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#endif
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#endif
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out float4 oColor : OUTCOLOR0)
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{
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// Get material diffuse albedo
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float3 weights = Sample2D(WeightMap0, iTexCoord).rgb;
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float sumWeights = weights.r + weights.g + weights.b;
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weights /= sumWeights;
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float4 diffColor = cMatDiffColor * (
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weights.r * Sample2D(DetailMap1, iDetailTexCoord) +
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weights.g * Sample2D(DetailMap2, iDetailTexCoord) +
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weights.b * Sample2D(DetailMap3, iDetailTexCoord)
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);
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// Get material specular albedo
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#ifdef METALLIC // METALNESS
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float4 roughMetalSrc = Sample2D(RoughMetalFresnel, iTexCoord.xy);
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float roughness = roughMetalSrc.r + cRoughness;
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float metalness = roughMetalSrc.g + cMetallic;
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#else
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float roughness = cRoughness;
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float metalness = cMetallic;
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#endif
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roughness *= roughness;
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roughness = clamp(roughness, ROUGHNESS_FLOOR, 1.0);
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metalness = clamp(metalness, METALNESS_FLOOR, 1.0);
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float3 specColor = lerp(0.08 * cMatSpecColor.rgb, diffColor.rgb, metalness);
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diffColor.rgb = diffColor.rgb - diffColor.rgb * metalness; // Modulate down the diffuse
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// Get normal
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const float3 normal = normalize(iNormal);
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// Get fog factor
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#ifdef HEIGHTFOG
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const float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
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#else
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const float fogFactor = GetFogFactor(iWorldPos.w);
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#endif
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#if defined(PERPIXEL)
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// Per-pixel forward lighting
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float3 lightDir;
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float3 lightColor;
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float3 finalColor;
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float atten = 1;
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#if defined(DIRLIGHT)
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atten = GetAtten(normal, iWorldPos.xyz, lightDir);
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#elif defined(SPOTLIGHT)
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atten = GetAttenSpot(normal, iWorldPos.xyz, lightDir);
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#else
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atten = GetAttenPoint(normal, iWorldPos.xyz, lightDir);
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#endif
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float shadow = 1.0;
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#ifdef SHADOW
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shadow *= GetShadow(iShadowPos, iWorldPos.w);
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#endif
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#if defined(SPOTLIGHT)
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lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
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#elif defined(CUBEMASK)
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lightColor = SampleCube(LightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
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#else
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lightColor = cLightColor.rgb;
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#endif
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const float3 toCamera = normalize(cCameraPosPS - iWorldPos.xyz);
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const float3 lightVec = normalize(lightDir);
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const float ndl = clamp((dot(normal, lightVec)), M_EPSILON, 1.0);
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float3 BRDF = GetBRDF(iWorldPos.xyz, lightDir, lightVec, toCamera, normal, roughness, diffColor.rgb, specColor);
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finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
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#ifdef AMBIENT
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finalColor += cAmbientColor.rgb * diffColor.rgb;
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finalColor += cMatEmissiveColor;
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oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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#else
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oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
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#endif
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#elif defined(DEFERRED)
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// Fill deferred G-buffer
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const float3 spareData = 0; // Can be used to pass more data to deferred renderer
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oColor = float4(specColor, spareData.r);
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oAlbedo = float4(diffColor.rgb, spareData.g);
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oNormal = float4(normalize(normal) * roughness, spareData.b);
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oDepth = iWorldPos.w;
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#else
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// Ambient & per-vertex lighting
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float3 finalColor = iVertexLight * diffColor.rgb;
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#ifdef MATERIAL
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// Add light pre-pass accumulation result
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// Lights are accumulated at half intensity. Bring back to full intensity now
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float4 lightInput = 2.0 * Sample2DProj(LightBuffer, iScreenPos);
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float3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
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finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
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#endif
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const float3 toCamera = normalize(iWorldPos.xyz - cCameraPosPS);
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const float3 reflection = normalize(reflect(toCamera, normal));
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float3 cubeColor = iVertexLight.rgb;
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#ifdef IBL
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const float3 iblColor = ImageBasedLighting(reflection, normal, toCamera, diffColor, specColor, roughness, cubeColor);
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finalColor += iblColor;
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#endif
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finalColor += cMatEmissiveColor;
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oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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#endif
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}
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