SL-17763: Cleanup legacy to use ambiance utility
parent
0ea71a2db2
commit
2f993717db
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@ -92,18 +92,6 @@ void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3
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vec3 srgb_to_linear(vec3 c);
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vec4 texture2DLodSpecular(vec2 tc, float lod);
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vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
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return ret;
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}
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vec4 getPosition(vec2 pos_screen);
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void main()
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@ -240,14 +228,8 @@ void main()
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amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
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}
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//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
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vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
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amb_da += (nl*nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
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amb_da *= dist_atten * noise;
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amb_da = min(amb_da, 1.0-lit);
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final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
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vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
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final_color += diffuse.rgb*amb_rgb;
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}
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if (spec.a > 0.0)
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