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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-03 04:56:35 +01:00
Make the material shaders physically based
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@@ -34,77 +34,6 @@ uniform sampler2D specgloss;
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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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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// 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 *= 0.80;
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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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vec3 F0 = mix(vec3(0.04), texturecolor, metalic);
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vec3 fresnel = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0);
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float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0);
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vec3 envcolor = envmap_color_rough(fragnormal, env_roughness);
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// Pre-integrated env BRDF (matches apply_lights): roughness-attenuated
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// reflection so matte cab surfaces no longer mirror the environment.
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vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV);
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float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b));
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vec3 texturecoloryuv = rgb2yuv(texturecolor);
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vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
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vec3 envyuv = rgb2yuv(envcolor);
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texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w);
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if (lights_count == 0U)
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return fragcolor * texturecolor * (1.0 - metalic)
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+ emissioncolor * texturecolor
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+ envcolor * env_spec * reflectivity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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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 * lights[0].intensity;
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// the clouds hold back the sun where their shadow falls, as the shadow map does
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float cloudsun = cloud_shadow(mat3(inv_view) * f_pos.xyz);
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float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity * cloudsun;
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fragcolor = add_headlights(fragcolor, fragnormal);
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if (shadowtone < 1.0)
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{
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float shadow = max(calc_shadow(), 1.0 - cloudsun);
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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, 0.0, 1.0));
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}
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vec3 specularcolor = specularamount * lights[0].color;
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// Env reflection gated by env BRDF (roughness-attenuated, F0-tinted).
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vec3 env_reflection = envcolor * env_spec * reflectivity;
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// Physically-based metal/rough combine (matches apply_lights / Substance):
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// dielectric -> light-coloured highlight + full diffuse; metal -> albedo-tinted
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// highlight, no diffuse term. Highlight strength left unchanged.
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vec3 diffuse_albedo = texturecolor * (1.0 - metalic);
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vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic);
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vec3 result = fragcolor * diffuse_albedo
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+ specularcolor * spec_tint
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+ emissioncolor * texturecolor
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+ env_reflection; // env_spec already F0-tinted for metals
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return result;
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}
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void main()
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{
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vec4 tex_color = texture(diffuse, f_coord);
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