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Take the ambient occlusion into the lighting and add a probe of the cab
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23
shaders/vk14/cabprobe_alpha.frag
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23
shaders/vk14/cabprobe_alpha.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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#include "common.glsl"
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// the probe of the occupied cab (gfx::cab_probe), the materials whose colour shader tests the alpha of the diffuse texture against
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// the opacity of the material, with the test of depthprepass_alpha.frag (cabprobe.glsl)
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layout(location = 0) in vec3 f_normal;
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layout(location = 2) in vec2 f_coord;
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layout(location = 3) in vec4 f_pos;
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#pragma texture(diffuse, 0, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D diffuse;
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// the cube shadow map of the cab lamp
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layout(set = PASS_SET, binding = LOCAL_SHADOW_TEX) uniform samplerCubeArrayShadow probe_shadowmap;
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#include "cabprobe.glsl"
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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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if (tex_color.a < opacity + 1.0 / 255.0)
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discard;
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probe_shade(tex_color);
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}
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