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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
Fragment color multiplied by ambient color instead of luminosity.
This commit is contained in:
@@ -1,165 +1,168 @@
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#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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#endif
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uniform sampler2D headlightmap;
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#include <envmapping.glsl>
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float length2(vec3 v)
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{
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return dot(v, v);
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}
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float calc_shadow()
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{
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#if SHADOWMAP_ENABLED
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float distance = dot(f_pos.xyz, f_pos.xyz);
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uint cascade;
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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break;
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0f)
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return 0.0f;
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float shadow = 0.0;
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//basic
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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//PCF
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float bias = 0.00005f * (cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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float radius = 1.0;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow /= 16.0;
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return shadow;
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#else
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return 0.0;
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#endif
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}
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float glossiness = 1.0;
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// [0] - diffuse, [1] - specular
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// do magic here
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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{
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
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float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v;
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir, fragnormal);
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val.x += light.ambient;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light, fragnormal);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir, fragnormal);
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}
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vec2 calc_headlights(light_s light, vec3 fragnormal)
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{
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vec4 headlightpos = light.headlight_projection * f_pos;
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vec3 coords = headlightpos.xyz / headlightpos.w;
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if (coords.z > 1.0)
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return vec2(0.0);
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if (coords.z < 0.0)
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return vec2(0.0);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
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vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
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float lightintensity = max(max(lights.r, lights.g), lights.b);
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return part * atten * lightintensity;
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}
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bool metalic = false;
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 envcolor = envmap_color(fragnormal);
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if(lights_count == 0U)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
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fragcolor += lights[0].color * diffuseamount;
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fragcolor = mix(fragcolor, envcolor, reflectivity);
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = vec2(0.0);
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// if (light.type == LIGHT_SPOT)
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// part = calc_spot_light(light, fragnormal);
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// else if (light.type == LIGHT_POINT)
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// part = calc_point_light(light, fragnormal);
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// else if (light.type == LIGHT_DIR)
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// part = calc_dir_light(light, fragnormal);
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// else if (light.type == LIGHT_HEADLIGHTS)
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part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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{
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float shadow = calc_shadow();
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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}
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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if ((param[1].w < 0.0) || (metalic == true))
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{
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fragcolor += specularcolor;
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fragcolor *= texturecolor;
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}
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else
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{
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fragcolor *= texturecolor;
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fragcolor += specularcolor;
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}
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return fragcolor;
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}
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#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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#endif
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uniform sampler2D headlightmap;
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#include <envmapping.glsl>
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float length2(vec3 v)
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{
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return dot(v, v);
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}
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float calc_shadow()
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{
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#if SHADOWMAP_ENABLED
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float distance = dot(f_pos.xyz, f_pos.xyz);
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uint cascade;
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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break;
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0f)
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return 0.0f;
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float shadow = 0.0;
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//basic
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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//PCF
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float bias = 0.00005f * (cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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float radius = 1.0;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow /= 16.0;
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return shadow;
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#else
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return 0.0;
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#endif
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}
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float glossiness = 1.0;
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// [0] - diffuse, [1] - specular
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// do magic here
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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{
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
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float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v;
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir, fragnormal);
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val.x += light.ambient;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light, fragnormal);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir, fragnormal);
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}
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vec2 calc_headlights(light_s light, vec3 fragnormal)
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{
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vec4 headlightpos = light.headlight_projection * f_pos;
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vec3 coords = headlightpos.xyz / headlightpos.w;
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if (coords.z > 1.0)
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return vec2(0.0);
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if (coords.z < 0.0)
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return vec2(0.0);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
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vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
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float lightintensity = max(max(lights.r, lights.g), lights.b);
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return part * atten * lightintensity;
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}
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bool metalic = false;
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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fragcolor *= param[0].rgb;
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 envcolor = envmap_color(fragnormal);
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if(lights_count == 0U)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// fragcolor *= lights[0].intensity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
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fragcolor += lights[0].color * diffuseamount;
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fragcolor = mix(fragcolor, envcolor, reflectivity);
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = vec2(0.0);
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// if (light.type == LIGHT_SPOT)
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// part = calc_spot_light(light, fragnormal);
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// else if (light.type == LIGHT_POINT)
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// part = calc_point_light(light, fragnormal);
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// else if (light.type == LIGHT_DIR)
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// part = calc_dir_light(light, fragnormal);
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// else if (light.type == LIGHT_HEADLIGHTS)
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part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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{
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float shadow = calc_shadow();
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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}
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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if ((param[1].w < 0.0) || (metalic == true))
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{
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fragcolor += specularcolor;
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fragcolor *= texturecolor;
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}
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else
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{
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fragcolor *= texturecolor;
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fragcolor += specularcolor;
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}
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return fragcolor;
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}
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