NORSPEC-139 Fix for non-fullscreen spotlight lighting mismatching fullscreen spotlight lighting
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f9ff68b5e3
commit
6881b01ea9
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@ -22,18 +22,15 @@
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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//class 1 -- no shadows
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect depthMap;
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@ -43,7 +40,6 @@ uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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uniform sampler2D lightFunc;
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uniform mat4 proj_mat; //screen space to light space
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uniform float proj_near; //near clip for projection
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uniform vec3 proj_p; //plane projection is emitting from (in screen space)
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@ -59,13 +55,12 @@ uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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uniform float size;
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uniform vec3 color;
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uniform float falloff;
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uniform float size;
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VARYING vec4 vary_fragcoord;
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VARYING vec3 trans_center;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@ -84,7 +79,6 @@ vec3 decode_normal (vec2 enc)
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vec4 texture2DLodSpecular(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 = pow(ret.rgb, vec3(2.2));
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vec2 dist = tc-vec2(0.5);
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@ -100,8 +94,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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vec4 texture2DLodDiffuse(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 = pow(ret.rgb, vec3(2.2));
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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@ -118,8 +111,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, 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 = pow(ret.rgb, vec3(2.2));
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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@ -158,8 +150,10 @@ void main()
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{
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discard;
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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float envIntensity = norm.z;
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norm = decode_normal(norm.xy);
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norm = normalize(norm);
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@ -189,6 +183,10 @@ void main()
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vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
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vec4 spec = texture2DRect(specularRect, frag.xy);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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@ -196,11 +194,13 @@ void main()
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proj_tc.x > 0.0 &&
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proj_tc.y > 0.0)
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{
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float lit = 0.0;
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float amb_da = proj_ambiance;
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float lit = 0.0;
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if (da > 0.0)
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{
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lit = da * dist_atten * noise;
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float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
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float lod = diff * proj_lod;
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@ -208,10 +208,8 @@ void main()
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vec3 lcol = color.rgb * plcol.rgb * plcol.a;
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lit = da * dist_atten * noise;
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col = lcol*lit*diff_tex;
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amb_da += (da*0.5)*proj_ambiance;
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//amb_da += (da*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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@ -226,10 +224,36 @@ void main()
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col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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}
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vec4 spec = texture2DRect(specularRect, frag.xy);
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if (spec.a > 0.0)
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{
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float lit = da * dist_atten * noise;
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vec3 npos = -normalize(pos);
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += lit*scol*color.rgb*spec.rgb;
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//col += spec.rgb;
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}
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}
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if (envIntensity > 0.0)
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{
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vec3 ref = reflect(normalize(pos), norm);
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@ -247,8 +271,9 @@ void main()
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{
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stc.xy /= stc.w;
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float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
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float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
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//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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if (stc.x < 1.0 &&
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@ -256,25 +281,7 @@ void main()
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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vec3 npos = -normalize(pos);
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lv = pfinal-pos.xyz;
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lv = normalize(lv);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*spec.rgb;
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}
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col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*spec.rgb;
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}
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}
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}
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@ -184,6 +184,7 @@ void main()
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float fa = falloff+1.0;
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float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
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dist_atten = pow(dist_atten, 2.2) * 2.2;
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if (dist_atten <= 0.0)
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{
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discard;
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@ -41,7 +41,6 @@ uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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uniform sampler2D lightFunc;
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uniform mat4 proj_mat; //screen space to light space
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uniform float proj_near; //near clip for projection
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uniform vec3 proj_p; //plane projection is emitting from (in screen space)
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@ -83,7 +82,6 @@ vec3 decode_normal (vec2 enc)
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vec4 texture2DLodSpecular(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 = pow(ret.rgb, vec3(2.2));
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vec2 dist = tc-vec2(0.5);
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@ -99,7 +97,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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vec4 texture2DLodDiffuse(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 = pow(ret.rgb, vec3(2.2));
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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@ -117,7 +114,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, 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 = pow(ret.rgb, vec3(2.2));
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vec2 dist = tc-vec2(0.5);
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@ -170,6 +166,7 @@ void main()
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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float envIntensity = norm.z;
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norm = decode_normal(norm.xy);
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norm = normalize(norm);
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@ -199,6 +196,10 @@ void main()
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vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
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vec4 spec = texture2DRect(specularRect, frag.xy);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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@ -206,11 +207,13 @@ void main()
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proj_tc.x > 0.0 &&
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proj_tc.y > 0.0)
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{
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float lit = 0.0;
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float amb_da = proj_ambiance;
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float lit = 0.0;
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if (da > 0.0)
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{
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lit = da * dist_atten * noise;
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float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
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float lod = diff * proj_lod;
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@ -218,8 +221,6 @@ void main()
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vec3 lcol = color.rgb * plcol.rgb * plcol.a;
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lit = da * dist_atten * noise;
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col = lcol*lit*diff_tex*shadow;
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amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
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}
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@ -236,9 +237,36 @@ void main()
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col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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}
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vec4 spec = texture2DRect(specularRect, frag.xy);
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if (spec.a > 0.0)
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{
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float lit = da * dist_atten * noise;
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vec3 npos = -normalize(pos);
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += lit*scol*color.rgb*spec.rgb*shadow;
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//col += spec.rgb;
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}
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}
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if (envIntensity > 0.0)
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{
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vec3 ref = reflect(normalize(pos), norm);
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@ -256,8 +284,9 @@ void main()
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{
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stc.xy /= stc.w;
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float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
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float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
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//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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if (stc.x < 1.0 &&
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@ -265,25 +294,7 @@ void main()
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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vec3 npos = -normalize(pos);
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lv = pfinal-pos.xyz;
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lv = normalize(lv);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*shadow*spec.rgb;
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}
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col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;
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}
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}
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}
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