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https://github.com/MaSzyna-EU07/maszyna.git
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Add shader diffuse multiply
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@@ -256,17 +256,29 @@ vec3 EnvBRDFApprox(vec3 F0, float roughness, float NoV)
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return F0 * AB.x + AB.y;
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}
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// Diffuse colour of the submodel (t3d/e3d) or shape, used as the albedo multiplier:
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// untextured materials take it as their colour, textured ones multiply the base texture by it
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// (same as the legacy renderer's GL_MODULATE). param[0].rgb holds the authored sRGB colour,
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// param[1].x its intensity (HSV value unless a material overrides it).
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vec3 material_diffuse()
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{
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vec3 diffusecolor = pow(max(param[0].rgb, vec3(0.0)), vec3(2.2));
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float value = max(param[0].r, max(param[0].g, param[0].b));
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return (value > 0.0 ? diffusecolor * (param[1].x / value) : vec3(0.0));
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}
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// [0] - diffuse, [1] - specular
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// do magic here
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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 basecolor = param[0].rgb;
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// Scale ambient before it gets tinted by basecolor / texture.
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// Diffuse colour is applied once, to the albedo; the light terms below are not scaled by it again
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texturecolor *= material_diffuse();
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// Scale ambient before it gets tinted by the texture.
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// Sun, headlights and emission are added afterwards so they are NOT
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// attenuated by AMBIENT_SCALE - this only dims the indirect term.
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fragcolor *= basecolor * AMBIENT_SCALE;
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fragcolor *= AMBIENT_SCALE;
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vec3 emissioncolor = basecolor * emission;
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vec3 emissioncolor = vec3(emission);
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vec3 view_dir = normalize(-f_pos.xyz);
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float NdotV = max(dot(fragnormal, view_dir), 0.0);
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@@ -302,7 +314,7 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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// panels, vehicle bodies and terrain reads as a clear edge rather
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// than a soft Lambertian ramp. Tunable via SUN_NDOTL_SHARPNESS.
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float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
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float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
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float diffuseamount = sun_NdotL * lights[0].intensity;
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float shadow1 = 0.0;
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if (shadowtone < 1.0)
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@@ -317,7 +329,7 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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{
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light_s light = lights[i];
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vec2 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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fragcolor += light.color * (part.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
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@@ -24,7 +24,8 @@ layout(location = 1) out vec4 out_motion;
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void main()
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{
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vec4 tex_color = vec4(pow(param[0].rgb, vec3(2.2)), param[0].a);
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// no texture: the diffuse colour alone makes the albedo, apply_lights() applies it to the white base
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vec4 tex_color = vec4(1.0, 1.0, 1.0, param[0].a);
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// if (tex_color.a < opacity)
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// discard;
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@@ -32,7 +33,7 @@ void main()
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vec3 fragcolor = ambient;
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vec3 fragnormal = normalize(f_normal);
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float reflectivity = param[1].z;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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float specularity = dot(pow(param[0].rgb, vec3(2.2)), vec3(0.5));
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glossiness = abs(param[1].w);
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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@@ -32,14 +32,15 @@ uniform sampler2D normalmap;
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vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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vec3 basecolor = param[0].rgb;
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// diffuse colour applied once, to the albedo (see material_diffuse() in light_common.glsl)
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texturecolor *= material_diffuse();
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// Cab interior: dim ambient less than the exterior path because
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// ambient is the dominant indoor illumination. 0.80 trims the
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// brightest faces without making the cab feel under-lit.
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fragcolor *= basecolor * 0.80;
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fragcolor *= 0.80;
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vec3 emissioncolor = basecolor * emission;
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vec3 emissioncolor = vec3(emission);
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vec3 envcolor = envmap_color(fragnormal);
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// yuv path
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@@ -60,7 +61,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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// Sharpen N.L for stronger contrast between lit and shaded cab
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// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
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float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
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float diffuseamount = (sun_NdotL * param[1].x) * lights[0].intensity;
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float diffuseamount = sun_NdotL * lights[0].intensity;
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fragcolor += envcolor * reflectivity;
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
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glossiness = abs(param[1].w);
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@@ -79,7 +80,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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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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fragcolor += light.color * (part.x + part.y * param[1].y) * light.intensity;
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}
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if (shadowtone < 1.0)
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@@ -36,12 +36,13 @@ uniform sampler2D specgloss;
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vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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vec3 basecolor = param[0].rgb;
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// diffuse colour applied once, to the albedo (see material_diffuse() in light_common.glsl)
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texturecolor *= material_diffuse();
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// Cab interior: dim ambient less than the exterior path - ambient
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// is the dominant indoor illumination, but it was still too bright.
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fragcolor *= basecolor * 0.80;
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fragcolor *= 0.80;
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vec3 emissioncolor = basecolor * emission;
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vec3 emissioncolor = vec3(emission);
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vec3 view_dir = normalize(-f_pos.xyz);
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float NdotV = max(dot(fragnormal, view_dir), 0.0);
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@@ -71,7 +72,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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// Sharpen N.L for stronger contrast between lit and shaded cab
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// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
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float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
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float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
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float diffuseamount = sun_NdotL * lights[0].intensity;
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float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity;
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@@ -79,7 +80,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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{
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light_s light = lights[i];
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vec2 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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fragcolor += light.color * (part.x + part.y * param[1].y) * light.intensity;
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}
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if (shadowtone < 1.0)
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