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259 lines
12 KiB
GLSL
259 lines
12 KiB
GLSL
#ifndef LIGHT_GLSL
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#define LIGHT_GLSL
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#include <srgb.glsl>
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#include <shadows.glsl>
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struct Light {
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vec4 light_pos;
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vec4 light_col;
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// mat4 light_proj;
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};
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layout (std140, set = 0, binding = 3)
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uniform u_lights {
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// TODO: insert light max count constant here when loading the shaders
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Light lights[20];
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};
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struct Shadow {
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vec4 shadow_pos_radius;
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};
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layout (std140, set = 0, binding = 4)
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uniform u_shadows {
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Shadow shadows[24];
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};
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float attenuation_strength(vec3 rpos) {
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// This is not how light attenuation works at all, but it produces visually pleasing and mechanically useful properties
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float d2 = rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z;
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return max(2.0 / pow(d2 + 10, 0.35) - pow(d2 / 50000.0, 0.8), 0.0);
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}
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float attenuation_strength_real(vec3 rpos) {
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float d2 = rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z;
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return 1.0 / (0.025 + d2);
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}
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// // Compute attenuation due to light passing through a substance that fills an area below a horizontal plane
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// // (e.g. in most cases, water below the water surface depth).
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// //
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// // wpos is the position of the point being hit.
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// // ray_dir is the reversed direction of the ray (going "out" of the point being hit).
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// // surface_alt is the estimated altitude of the horizontal surface separating the substance from air.
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// // defaultpos is the position to use in computing the distance along material at this point if there was a failure.
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// //
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// // Ideally, defaultpos is set so we can avoid branching on error.
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// float compute_attenuation_beam(vec3 wpos, vec3 ray_dir, float surface_alt, vec3 defaultpos, float attenuation_depth) {
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// vec3 water_intersection_surface_camera = vec3(cam_pos);
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// bool _water_intersects_surface_camera = IntersectRayPlane(f_pos, view_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), cam_surface_dir, water_intersection_surface_camera);
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// // Should work because we set it up so that if IntersectRayPlane returns false for camera, its default intersection point is cam_pos.
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// float water_depth_to_camera = length(water_intersection_surface_camera - f_pos);
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//
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// vec3 water_intersection_surface_light = f_pos;
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// bool _light_intersects_surface_water = IntersectRayPlane(f_pos, sun_dir.z <= 0.0 ? sun_dir : moon_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), vec3(0.0, 0.0, 1.0), water_intersection_surface_light);
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// // Should work because we set it up so that if IntersectRayPlane returns false for light, its default intersection point is f_pos--
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// // i.e. if a light ray can't hit the water, it shouldn't contribute to coloring at all.
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// float water_depth_to_light = length(water_intersection_surface_light - f_pos);
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//
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// // For ambient color, we just take the distance to the surface out of laziness.
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// float water_depth_to_vertical = max(/*f_alt - f_pos.z*/f_light, 0.0);
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//
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// // Color goes down with distance...
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// // See https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law.
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// vec3 water_color_direct = exp(-water_attenuation * (water_depth_to_light + water_depth_to_camera));
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// vec3 water_color_ambient = exp(-water_attenuation * (water_depth_to_vertical + water_depth_to_camera));
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//
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// }
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vec3 light_at(vec3 wpos, vec3 wnorm) {
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const float LIGHT_AMBIANCE = 0.025;
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vec3 light = vec3(0);
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for (uint i = 0u; i < light_shadow_count.x; i ++) {
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// Only access the array once
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Light L = lights[i];
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vec3 light_pos = L.light_pos.xyz - focus_off.xyz;
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// Pre-calculate difference between light and fragment
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vec3 difference = light_pos - wpos;
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float strength = attenuation_strength(difference);
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vec3 color = srgb_to_linear(L.light_col.rgb) * strength;
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light += color * (max(0, max(dot(normalize(difference), wnorm), 0.15)) + LIGHT_AMBIANCE);
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}
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return light;
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}
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float shadow_at(vec3 wpos, vec3 wnorm) {
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float shadow = 1.0;
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || (SHADOW_MODE == SHADOW_MODE_MAP && defined(EXPERIMENTAL_POINTSHADOWSWITHSHADOWMAPPING)))
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for (uint i = 0u; i < light_shadow_count.y; i ++) {
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// Only access the array once
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Shadow S = shadows[i];
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vec3 shadow_pos = S.shadow_pos_radius.xyz - focus_off.xyz;
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float radius = S.shadow_pos_radius.w;
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vec3 diff = shadow_pos - wpos;
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP)
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if (diff.z >= 0.0) {
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diff.z = -sign(diff.z) * diff.z * 0.1;
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}
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#endif
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float shade = max(pow(diff.x * diff.x + diff.y * diff.y + diff.z * diff.z, 0.3) / pow(radius * radius * 0.5, 0.5), 0.5);
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// float shade = max(pow(dot(diff, diff) / (radius * radius * 0.5), 0.25), 0.5);
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// float shade = dot(diff, diff) / (radius * radius * 0.5);
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shadow = min(shadow, shade);
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}
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// NOTE: Squared to compenate for prior saturation.
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return min(shadow, 1.0);
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// return min(shadow * shadow, 1.0);
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#else
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return shadow;
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#endif
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}
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// Returns computed maximum intensity.
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//
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// mu is the attenuation coefficient for any substance on a horizontal plane.
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// cam_attenuation is the total light attenuation due to the substance for beams between the point and the camera.
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// surface_alt is the altitude of the attenuating surface.
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float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, inout vec3 emitted_light, inout vec3 reflected_light/*, out float shadow*/) {
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// return 0.0;
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// shadow = 0.0;
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// vec3 ambient_light = vec3(0.0);
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vec3 directed_light = vec3(0.0);
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vec3 max_light = vec3(0.0);
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const float LIGHT_AMBIANCE = 0.0;//0.015625;
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for (uint i = 0u; i < /*light_shadow_count.x*//*0u*/light_shadow_count.x/*32u*/; i ++) {
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// Only access the array once
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Light L = lights[i];
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vec3 light_pos = L.light_pos.xyz - focus_off.xyz;
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// Pre-calculate difference between light and fragment
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vec3 difference = light_pos - wpos;
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float distance_2 = dot(difference, difference);
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if (distance_2 > 10000.0) {
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continue;
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}
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// float strength = attenuation_strength(difference);// pow(attenuation_strength(difference), 0.6);
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// NOTE: This normalizes strength to 0.25 at the center of the point source.
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float strength = 3.0 / (5 + distance_2);
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// Multiply the vec3 only once
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const float PI = 3.1415926535897932384626433832795;
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const float PI_2 = 2 * PI;
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vec3 color = /*srgb_to_linear*/L.light_col.rgb;
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// // Only access the array once
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// Shadow S = shadows[i];
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// vec3 shadow_pos = S.shadow_pos_radius.xyz;
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// float radius = S.shadow_pos_radius.w;
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// vec3 diff = shadow_pos - wpos;
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// if (diff.z >= 0.0) {
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// diff.z = -sign(diff.z) * diff.z * 0.1;
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// }
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// float shade = max(pow(diff.x * diff.x + diff.y * diff.y + diff.z * diff.z, 0.25) / pow(radius * radius * 0.5, 0.25), /*0.5*/0.0);
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// shadow = min(shadow, shade);
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// Compute reflectance.
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float light_distance = sqrt(distance_2);
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vec3 light_dir = -difference / light_distance; // normalize(-difference);
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// light_dir = faceforward(light_dir, wnorm, light_dir);
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bool is_direct = dot(difference, wnorm) > 0.0;
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// reflected_light += color * (distance_2 == 0.0 ? vec3(1.0) : light_reflection_factor(wnorm, cam_to_frag, light_dir, k_d, k_s, alpha));
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vec3 direct_light_dir = is_direct ? light_dir : -light_dir;
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// vec3 direct_norm_dir = is_direct ? wnorm : -wnorm;
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// Compute attenuation due to fluid.
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// Default is light_pos, so we take the whole segment length for this beam if it never intersects the surface, unlesss the beam itself
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// is above the surface, in which case we take zero (wpos).
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color *= cam_attenuation * compute_attenuation_point(wpos, -direct_light_dir, mu, surface_alt, light_pos.z < surface_alt ? light_pos : wpos);
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#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0
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is_direct = true;
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#endif
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vec3 lrf = light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting);
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vec3 direct_light = PI * color * strength * lrf;
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/* is_direct = true; */
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float computed_shadow = ShadowCalculationPoint(i, -difference, wnorm, wpos/*, light_distance*/);
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// directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light : vec3(0.0);
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float ambiance = 0.0;
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#ifndef EXPERIMENTAL_PHOTOREALISTIC
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// Non-physically emulate ambient light nearby
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ambiance = mix(0.05, 0.5, (dot(wnorm, direct_light_dir) + 1.0) * 0.5) * strength;
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#ifdef FIGURE_SHADER
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// Non-physical hack. Subtle, but allows lanterns to glow nicely
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// TODO: Make lanterns use glowing cells instead
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ambiance += 0.1 / distance_2;
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#endif
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#endif
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directed_light += (is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light : vec3(0.0)) + ambiance * color;
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// directed_light += (is_direct ? 1.0 : LIGHT_AMBIANCE) * max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light;// : vec3(0.0);
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// directed_light += mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light;
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// ambient_light += is_direct ? vec3(0.0) : vec3(0.0); // direct_light * LIGHT_AMBIANCE;
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// ambient_light += is_direct ? direct_light * (1.0 - LIGHT_AMBIANCE) : vec3(0.0);
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vec3 cam_light_diff = light_pos - focus_pos.xyz;
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float cam_distance_2 = dot(cam_light_diff, cam_light_diff);// + 0.0001;
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float cam_strength = 1.0 / (/*4.0 * *//*PI * *//*1.0 + */cam_distance_2);
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// vec3 cam_pos_diff = cam_to_frag.xyz - wpos;
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// float pos_distance_2 = dot(cam_pos_diff, cam_pos_diff);// + 0.0001;
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// float cam_distance = sqrt(cam_distance_2);
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// float distance = sqrt(distance_2);
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float both_strength = cam_distance_2 == 0.0 ? distance_2 == 0.0 ? 0.0 : strength/* * strength*//*1.0*/ : distance_2 == 0.0 ? cam_strength/* * cam_strength*//*1.0*/ :
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// 1.0 / (cam_distance * distance);
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// sqrt(cam_strength * strength);
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cam_strength + strength;
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// (cam_strength * strength);
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// max(cam_strength, strength);
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// mix(cam_strength, strength, distance_2 / (cam_distance_2 + distance_2));
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// mix(cam_strength, strength, cam_distance_2 / (cam_distance_2 + distance_2));
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// max(cam_strength, strength);//mix(cam_strength, strength, clamp(distance_2 / /*pos_distance_2*/cam_distance_2, 0.0, 1.0));
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// float both_strength = mix(cam_strength, strength, cam_distance_2 / sqrt(cam_distance_2 + distance_2));
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max_light += /*max(1.0, cam_strength)*//*min(cam_strength, 1.0)*//*max*//*max(both_strength, 1.0) * *//*cam_strength*/computed_shadow * both_strength * PI * color;
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// max_light += /*max(1.0, cam_strength)*//*min(cam_strength, 1.0)*//*max*/max(cam_strength, 1.0/*, strength*//*1.0*/) * PI * color;
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// light += color * (max(0, max(dot(normalize(difference), wnorm), 0.15)) + LIGHT_AMBIANCE);
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// Compute emiittance.
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// float ambient_sides = clamp(mix(0.15, 0.0, abs(dot(wnorm, light_dir)) * 10000.0), 0.0, 0.15);
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// float ambient_sides = 0.0;// max(dot(wnorm, light_dir) - 0.15, 0.15);
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// // float ambient_sides = 0.0;
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// ambient_light += color * (ambient_sides + LIGHT_AMBIANCE);
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}
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// shadow = shadow_at(wpos, wnorm);
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// float shadow = shadow_at(wpos, wnorm);
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reflected_light += directed_light;
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// emitted_light += k_a * ambient_light/* * shadow*/;// min(shadow, 1.0);
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return /*rel_luminance(ambient_light + directed_light)*/rel_luminance(max_light);//ambient_light;
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}
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// Same as lights_at, but with no assumed attenuation due to fluid.
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float lights_at(vec3 wpos, vec3 wnorm, vec3 view_dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, inout vec3 emitted_light, inout vec3 reflected_light) {
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return lights_at(wpos, wnorm, view_dir, vec3(0.0), vec3(1.0), 0.0, k_a, k_d, k_s, alpha, wnorm, 1.0, emitted_light, reflected_light);
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}
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#endif
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