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195 lines
8.3 KiB
GLSL
195 lines
8.3 KiB
GLSL
#version 330 core
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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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layout(location = 0) in vec3 f_pos;
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layout(location = 1) flat in vec3 f_norm;
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layout(location = 2) flat in float f_select;
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// flat in vec3 f_pos_norm;
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layout(location = 3) in vec2 f_uv_pos;
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layout(location = 4) in vec2 f_inst_light;
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// flat in uint f_atlas_pos;
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// in vec3 f_col;
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// in float f_ao;
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// in float f_light;
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// in vec4 light_pos[2];
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layout(set = 2, binding = 1)
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uniform texture2D t_col_light;
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layout(set = 2, binding = 2)
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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(location = 0) out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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#include <lod.glsl>
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const float FADE_DIST = 32.0;
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void main() {
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/* if (f_uv_pos.x < 757) {
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discard;
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} */
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// vec2 f_uv_pos = vec2(768,1) + 0.5;
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// vec2 f_uv_pos = vec2(760, 380);// + 0.5;
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// vec2 f_uv_pos = vec2((uvec2(f_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu)) + 0.5;
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/* if (f_uv_pos.x < 757) {
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discard;
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} */
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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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float f_ao, f_glow;
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vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow);
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// vec3 my_chunk_pos = f_pos_norm;
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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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// tgt_color = vec4(f_uv_pos / texSize, 0.0, 1.0);
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// tgt_color = vec4(f_col.rgb, 1.0);
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// return;
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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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#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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// float f_alt = f_pos.z;
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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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// float sun_shade_frac = 1.0;//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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// 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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// 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 = 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*//*linear_to_srgb*/(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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vec3 emitted_light, reflected_light;
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// Make voxel shadows block the sun and moon
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sun_info.block = f_inst_light.x;
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moon_info.block = f_inst_light.x;
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// To account for prior saturation.
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// float vert_light = pow(f_light, 1.5);
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// vec3 light_frac = light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
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/* light_frac += light_reflection_factor(f_norm, view_dir, vec3(1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0);
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light_frac += light_reflection_factor(f_norm, view_dir, vec3(-1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0);
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light_frac += light_reflection_factor(f_norm, view_dir, vec3(0.0, -1.0, 0.0), vec3(1.0), vec3(1.0), 2.0);
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light_frac += light_reflection_factor(f_norm, view_dir, vec3(0.0, 1.0, 0.0), vec3(1.0), vec3(1.0), 2.0); */
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// vec3 light, diffuse_light, ambient_light;
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// vec3 emitted_light, reflected_light;
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// float point_shadow = shadow_at(f_pos,f_norm);
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// vec3 point_light = light_at(f_pos, f_norm);
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// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
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// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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float max_light = 0.0;
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, /*time_of_day.x, *//*cam_to_frag*/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 *= /*vert_light * */point_shadow * shade_frac;
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// emitted_light *= /*vert_light * */point_shadow * max(shade_frac, MIN_SHADOW);
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// max_light *= /*vert_light * */point_shadow * shade_frac;
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// emitted_light *= point_shadow;
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// reflected_light *= point_shadow;
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// max_light *= point_shadow;
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// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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// float point_shadow = shadow_at(f_pos, f_norm);
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// diffuse_light *= f_light * point_shadow;
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// ambient_light *= f_light * point_shadow;
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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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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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/* 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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// float ao = /*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15;
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vec3 glow = pow(f_inst_light.y, 3) * 4 * glow_light(f_pos);
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emitted_light += glow;
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float ao = f_ao;
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emitted_light *= ao;
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reflected_light *= ao;
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
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// vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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surf_color += f_select * (surf_color + 0.1) * vec3(0.15, 0.15, 0.15);
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// tgt_color = vec4(color, 1.0);
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tgt_color = vec4(surf_color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1));
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}
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