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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 12:49:18 +02:00
Improved specular and glosiness
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@@ -52,14 +52,20 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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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_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD);
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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 * fresnel.r);
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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 + emissioncolor) * texturecolor
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+ envcolor * fresnel * reflectivity;
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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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@@ -83,18 +89,21 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow, 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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// Env reflection separate from albedo multiply — same fix as apply_lights
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vec3 env_reflection = envcolor * fresnel * reflectivity;
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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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vec3 result = mix(
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(fragcolor + specularcolor) * texturecolor,
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fragcolor * texturecolor + specularcolor,
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metalic);
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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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result += mix(env_reflection, env_reflection * 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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