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255 lines
10 KiB
GLSL
255 lines
10 KiB
GLSL
#version 420 core
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#define FIGURE_SHADER
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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#define HAS_SHADOW_MAPS
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#include <globals.glsl>
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#include <light.glsl>
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#include <cloud.glsl>
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#include <lod.glsl>
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layout(location = 0) in vec3 f_pos;
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// in float dummy;
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// in vec3 f_col;
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// in float f_ao;
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// flat in uint f_pos_norm;
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layout(location = 1) flat in vec3 f_norm;
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/*centroid */layout(location = 2) in vec2 f_uv_pos;
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// in float f_alt;
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// in vec4 f_shadow;
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// in vec3 light_pos[2];
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// #if (SHADOW_MODE == SHADOW_MODE_MAP)
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// in vec4 sun_pos;
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// #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE)
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// const vec4 sun_pos = vec4(0.0);
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// #endif
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layout(set = 2, binding = 0)
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uniform texture2D t_col_light;
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layout(set = 2, binding = 1)
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uniform sampler s_col_light;
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//struct ShadowLocals {
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// mat4 shadowMatrices;
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// mat4 texture_mat;
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//};
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//
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//layout (std140)
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//uniform u_light_shadows {
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// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
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//};
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layout (std140, set = 3, binding = 0)
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uniform u_locals {
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mat4 model_mat;
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vec4 highlight_col;
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vec4 model_light;
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vec4 model_glow;
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ivec4 atlas_offs;
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vec3 model_pos;
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// bit 0 - is player
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// bit 1-31 - unused
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int flags;
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};
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struct BoneData {
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mat4 bone_mat;
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mat4 normals_mat;
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};
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layout (std140, set = 3, binding = 1)
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uniform u_bones {
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BoneData bones[16];
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};
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layout(location = 0) out vec4 tgt_color;
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void main() {
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// vec2 texSize = textureSize(t_col_light, 0);
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// vec4 col_light = texture(t_col_light, (f_uv_pos + 0.5) / texSize);
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// vec3 f_col = col_light.rgb;
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// float f_ao = col_light.a;
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// vec4 f_col_light = texture(t_col_light, (f_uv_pos + 0.5) / textureSize(t_col_light, 0));
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// vec3 f_col = f_col_light.rgb;
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// float f_ao = f_col_light.a;
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float f_ao, f_glow;
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uint material = 0xFFu;
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vec3 f_col = greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow, material);
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// float /*f_light*/f_ao = textureProj(t_col_light, vec3(f_uv_pos, texSize)).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0;
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// vec3 my_chunk_pos = (vec3((uvec3(f_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0;
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// tgt_color = vec4(hash(floor(vec4(my_chunk_pos.x, 0, 0, 0))), hash(floor(vec4(0, my_chunk_pos.y, 0, 1))), hash(floor(vec4(0, 0, my_chunk_pos.z, 2))), 1.0);
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// float f_ao = 0;
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// tgt_color = vec4(vec3(f_ao), 1.0);
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// tgt_color = vec4(f_col, 1.0);
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// return;
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// vec3 du = dFdx(f_pos);
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// vec3 dv = dFdy(f_pos);
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// vec3 f_norm = normalize(cross(du, dv));
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// vec4 light_pos[2];
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//#if (SHADOW_MODE == SHADOW_MODE_MAP)
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// // for (uint i = 0u; i < light_shadow_count.z; ++i) {
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// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/;
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// // }
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// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/;
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//#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE)
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// vec4 sun_pos = vec4(0.0);
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//#endif
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0);
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// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
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vec3 view_dir = -cam_to_frag;
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/* vec3 sun_dir = get_sun_dir(time_of_day.x);
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vec3 moon_dir = get_moon_dir(time_of_day.x); */
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// float sun_light = get_sun_brightness(sun_dir);
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// float moon_light = get_moon_brightness(moon_dir);
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/* float sun_shade_frac = horizon_at(f_pos, sun_dir);
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float moon_shade_frac = horizon_at(f_pos, moon_dir); */
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY)
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float f_alt = alt_at(f_pos.xy);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP)
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float f_alt = f_pos.z;
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#endif
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP)
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vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy));
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float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE)
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float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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#endif
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float moon_shade_frac = 1.0;// horizon_at2(f_shadow, f_alt, f_pos, moon_dir);
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// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
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// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
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// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5);
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// NOTE: current assumption is that moon and sun shouldn't be out at the sae time.
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// This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow
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// for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally).
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// float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
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// DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos);
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float point_shadow = shadow_at(f_pos, f_norm);
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DirectionalLight sun_info = get_sun_info(sun_dir, point_shadow * sun_shade_frac, /*sun_pos*/f_pos);
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DirectionalLight moon_info = get_moon_info(moon_dir, point_shadow * moon_shade_frac/*, light_pos*/);
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vec3 surf_color = /*srgb_to_linear*/f_col;
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float alpha = 1.0;
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const float n2 = 1.5;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
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const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
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const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
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const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
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float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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vec3 k_a = vec3(1.0);
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(R_s);
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// This is a silly hack. It's not true reflectance (see below for that), but gives the desired
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// effect without breaking the entire lighting model until we come up with a better way of doing
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// reflectivity that accounts for physical surroundings like the ground
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if ((material & (1u << 1u)) > 0u) {
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vec3 reflect_ray_dir = reflect(cam_to_frag, f_norm);
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surf_color *= dot(vec3(1.0) - abs(fract(reflect_ray_dir * 1.5) * 2.0 - 1.0) * 0.85, vec3(1));
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}
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vec3 emitted_light, reflected_light;
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// Make voxel shadows block the sun and moon
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sun_info.block *= model_light.x;
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moon_info.block *= model_light.x;
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// vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(f_norm, -sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
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// vec3 point_light = light_at(f_pos, f_norm);
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// vec3 light, diffuse_light, ambient_light;
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//get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
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float max_light = 0.0;
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, emitted_light, reflected_light);
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// reflected_light *= point_shadow * shade_frac;
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// emitted_light *= point_shadow * max(shade_frac, MIN_SHADOW);
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// max_light *= point_shadow * shade_frac;
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// reflected_light *= point_shadow;
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// emitted_light *= point_shadow;
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// max_light *= point_shadow;
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max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
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float ao = f_ao * sqrt(f_ao);//0.25 + f_ao * 0.75; ///*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15;
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// For now, just make glowing material light be the same colour as the surface
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// TODO: Add a way to control this better outside the shaders
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if ((material & (1u << 0u)) > 0u) {
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emitted_light += 20 * surf_color;
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}
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float glow_mag = length(model_glow.xyz);
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vec3 glow = pow(model_glow.w, 2) * 4
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* glow_light(f_pos)
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* (max(dot(f_norm, model_glow.xyz / glow_mag) * 0.5 + 0.5, 0.0) + max(1.0 - glow_mag, 0.0));
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emitted_light += glow;
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reflected_light *= ao;
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emitted_light *= ao;
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/* reflected_light *= cloud_shadow(f_pos); */
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/* vec3 point_light = light_at(f_pos, f_norm);
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emitted_light += point_light;
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reflected_light += point_light; */
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// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 2.0, emitted_light, reflected_light);
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// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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// diffuse_light *= point_shadow;
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// ambient_light *= point_shadow;
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// vec3 point_light = light_at(f_pos, f_norm);
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// light += point_light;
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// diffuse_light += point_light;
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// reflected_light += point_light;
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// vec3 surf_color = illuminate(srgb_to_linear(highlight_col.rgb * f_col), light, diffuse_light, ambient_light);
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float reflectance = 0.0;
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// TODO: Do reflectance properly like this later
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vec3 reflect_color = vec3(0);
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/*
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if ((material & (1u << 1u)) > 0u && false) {
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vec3 reflect_ray_dir = reflect(cam_to_frag, f_norm);
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reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true);
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reflect_color = get_cloud_color(reflect_color, reflect_ray_dir, cam_pos.xyz, time_of_day.x, 100000.0, 0.25);
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reflectance = 1.0;
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}
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*/
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surf_color = illuminate(max_light, view_dir, mix(surf_color * emitted_light, reflect_color, reflectance), mix(surf_color * reflected_light, reflect_color, reflectance)) * highlight_col.rgb;
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// if ((flags & 1) == 1 && int(cam_mode) == 1) {
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// float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2;
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// float opacity = clamp(distance / distance_divider, 0, 1);
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// // if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
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// // discard;
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// // return;
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// // }
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// }
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tgt_color = vec4(surf_color, 1.0);
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}
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