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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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@@ -49,9 +49,8 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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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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const float MAX_REFLECTION_LOD = 8.0;
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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_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD);
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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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