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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 09:19:18 +02:00
shader reflection color calculation tweak
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@@ -5,6 +5,10 @@ uniform sampler2DArrayShadow shadowmap;
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uniform sampler2D headlightmap;
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#include <envmapping.glsl>
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#include <conversion.glsl>
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float glossiness = 1.0;
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bool metalic = false;
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float length2(vec3 v)
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{
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@@ -42,9 +46,6 @@ float calc_shadow()
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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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@@ -107,19 +108,31 @@ vec2 calc_headlights(light_s light, vec3 fragnormal)
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return part * atten * lightintensity;
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}
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bool metalic = false;
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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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fragcolor *= param[1].x;
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 basecolor = param[0].rgb;
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fragcolor *= basecolor;
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vec3 emissioncolor = basecolor * emission;
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vec3 envcolor = envmap_color(fragnormal);
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// yuv path
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vec3 texturecoloryuv = rgb2yuv(texturecolor);
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vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
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// hsl path
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// vec3 texturecolorhsl = rgb2hsl(texturecolor);
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// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
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vec3 envyuv = rgb2yuv(envcolor);
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texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
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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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// 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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@@ -153,6 +166,7 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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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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