mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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229 lines
8.7 KiB
GLSL
229 lines
8.7 KiB
GLSL
#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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#endif
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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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float metalic = 0.0;
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// ---------------------------------------------------------------------
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// Lighting balance tunables - tweak these to control overall scene
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// exposure without touching tonemapping.glsl.
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//
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// AMBIENT_SCALE: brightness of SHADED faces (indirect/sky term).
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// Lower -> deeper shadows, less burn under bright
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// textures. Higher -> flatter / brighter shading.
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//
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// SUN_DIFFUSE_SCALE: brightness of UNSHADED (sun-lit) faces. Lower
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// this to dim hot surfaces in direct sunlight
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// without affecting shaded areas. Was 3.5; 2.5
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// calmly fits the ACES tonemap shoulder.
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//
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// SUN_NDOTL_SHARPNESS: N.L curve on the sun. 1.0 = pure Lambert, higher
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// = sharper terminator (more contrast between
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// lit and shaded faces of the same surface).
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// ---------------------------------------------------------------------
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const float AMBIENT_SCALE = 0.65;
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const float SUN_DIFFUSE_SCALE = 2.5;
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const float SUN_NDOTL_SHARPNESS = 1.25;
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float length2(vec3 v)
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{
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return dot(v, v);
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}
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float calc_shadow()
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{
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#if SHADOWMAP_ENABLED
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float distance = dot(f_pos.xyz, f_pos.xyz);
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uint cascade;
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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break;
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float dist_casc = distance / cascade_end[cascade];
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0)
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return 0.0f;
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float shadow = 0.0;
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float bias = 0.00005f * float(cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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//float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0));
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float radius = 1.0;
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float minradius = 0.0;
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if (cascade == 0U)
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minradius = 1.0;
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if (cascade < MAX_CASCADES - 1U)
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radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc);
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else
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radius = 0.5;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow /= 16.0;
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return shadow;
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#else
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return 0.0;
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#endif
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}
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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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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
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// Energy-conserving Blinn-Phong normalization:
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// (n+8)/(8*pi) ensures the specular lobe integrates to the same
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// total energy regardless of glossiness — low glossiness stays dim
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// and spreads wide (blurry), high glossiness is bright and tight (sharp).
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// Capped at 4.0 so very high glossiness (n>~92) does not produce pinhole
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// highlights that blow past the tonemap shoulder and read as burnt white.
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float n = max(glossiness, 0.01);
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float normalization = min((n + 8.0) / (8.0 * 3.14159265), 4.0);
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float NdotH = max(dot(fragnormal, halfway_dir), 0.0);
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float specular_v = normalization * pow(NdotH, n);
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir, fragnormal);
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val.x += light.ambient;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (distance * distance);
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//float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light, fragnormal);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir, fragnormal);
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}
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vec2 calc_headlights(light_s light, vec3 fragnormal)
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{
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vec4 headlightpos = light.headlight_projection * f_pos;
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vec3 coords = headlightpos.xyz / headlightpos.w;
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if (coords.z > 1.0)
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return vec2(0.0);
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if (coords.z < 0.0)
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return vec2(0.0);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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// Tighter wrap (was +0.25): faces angled away from the headlight cone
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// fall off to dark much faster, so cab/exterior surfaces read with a
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// clear directional shape instead of a flat half-lit wash.
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vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.10, 0.0, 1.0);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
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vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
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float lightintensity = max(max(lights.r, lights.g), lights.b);
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return part * atten * lightintensity;
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}
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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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vec3 basecolor = param[0].rgb;
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// Scale ambient before it gets tinted by basecolor / texture.
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// Sun, headlights and emission are added afterwards so they are NOT
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// attenuated by AMBIENT_SCALE - this only dims the indirect term.
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fragcolor *= basecolor * AMBIENT_SCALE;
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vec3 emissioncolor = basecolor * 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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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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// Tint texture toward fully-saturated under strong env, weighted by fresnel
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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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if (lights_count == 0U)
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return (fragcolor + emissioncolor) * texturecolor
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+ envcolor * fresnel * reflectivity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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// Sharpen sun N.L falloff so the lit-to-shaded terminator on cab
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// panels, vehicle bodies and terrain reads as a clear edge rather
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// than a soft Lambertian ramp. Tunable via SUN_NDOTL_SHARPNESS.
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float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
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float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
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float shadow1 = 0.0;
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if (shadowtone < 1.0)
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shadow1 = (1.0 - shadowtone) * clamp(calc_shadow(), 0.0, 1.0);
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// Sun HDR scale -> SUN_DIFFUSE_SCALE (default 2.5). Controls how
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// bright sun-lit (unshaded) faces get. Lower this if surfaces in
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// direct sun read as too hot/burnt; raise it for more punch.
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fragcolor += lights[0].color * SUN_DIFFUSE_SCALE * (1.0 - shadow1) * diffuseamount;
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity
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* clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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specularamount *= clamp(1.0 - shadow1, 0.0, 1.0);
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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// Env reflection tracked separately — must NOT go through the albedo multiply below
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vec3 env_reflection = envcolor * fresnel * reflectivity * (1.0 - shadow1 * 0.5);
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// Diffuse + specular: albedo tints diffuse, metals also tint specular
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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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// Env added after albedo multiply: raw for dielectrics, albedo-tinted for metals
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result += mix(env_reflection, env_reflection * texturecolor, metalic);
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return result;
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} |