265 lines
8.3 KiB
GLSL
265 lines
8.3 KiB
GLSL
/**
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* @file class3\deferred\spotLightF.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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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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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_color;
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uniform sampler2D diffuseRect;
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uniform sampler2D specularRect;
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uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
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uniform samplerCube environmentMap;
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uniform sampler2D lightMap;
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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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uniform vec3 proj_n;
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uniform float proj_focus; //distance from plane to begin blurring
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uniform float proj_lod; //(number of mips in proj map)
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uniform float proj_range; //range between near clip and far clip plane of projection
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uniform float proj_ambient_lod;
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uniform float proj_ambiance;
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uniform float near_clip;
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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 int proj_shadow_idx;
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uniform float shadow_fade;
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// Light params
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#if defined(MULTI_SPOTLIGHT)
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uniform vec3 center;
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#else
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in vec3 trans_center;
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#endif
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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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in vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
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float calcLegacyDistanceAttenuation(float distance, float falloff);
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bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
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vec4 getNorm(vec2 screenpos);
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vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
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vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
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vec2 getScreenCoord(vec4 clip);
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vec3 srgb_to_linear(vec3 cs);
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vec4 texture2DLodSpecular(vec2 tc, float lod);
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vec4 getPosition(vec2 pos_screen);
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const float M_PI = 3.14159265;
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vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
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float perceptualRoughness,
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float metallic,
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vec3 n, // normal
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vec3 v, // surface point to camera
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vec3 l); //surface point to light
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void main()
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{
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vec3 final_color = vec3(0,0,0);
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vec2 tc = getScreenCoord(vary_fragcoord);
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vec3 pos = getPosition(tc).xyz;
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vec3 lv;
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vec4 proj_tc;
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float dist, l_dist;
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vec3 c;
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#if defined(MULTI_SPOTLIGHT)
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c = center;
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#else
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c = trans_center;
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#endif
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if (clipProjectedLightVars(c, pos, dist, l_dist, lv, proj_tc))
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{
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discard;
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}
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float shadow = 1.0;
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if (proj_shadow_idx >= 0)
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{
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vec4 shd = texture(lightMap, tc);
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shadow = (proj_shadow_idx==0)?shd.b:shd.a;
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shadow += shadow_fade;
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shadow = clamp(shadow, 0.0, 1.0);
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}
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vec4 norm = getNorm(tc);
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vec3 n = norm.xyz;
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float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
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if (dist_atten <= 0.0)
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{
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discard;
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}
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lv = proj_origin-pos.xyz;
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vec3 h, l, v = -normalize(pos);
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float nh, nl, nv, vh, lightDist;
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calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
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vec3 diffuse = texture(diffuseRect, tc).rgb;
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vec4 spec = texture(specularRect, tc);
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vec3 dlit = vec3(0, 0, 0);
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vec3 slit = vec3(0, 0, 0);
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vec3 amb_rgb = vec3(0);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 orm = spec.rgb;
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float perceptualRoughness = orm.g;
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float metallic = orm.b;
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vec3 f0 = vec3(0.04);
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vec3 baseColor = diffuse.rgb;
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vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
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diffuseColor *= 1.0 - metallic;
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vec3 specularColor = mix(f0, baseColor.rgb, metallic);
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// We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
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if (proj_tc.x > 0.0 && proj_tc.x < 1.0
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&& proj_tc.y > 0.0 && proj_tc.y < 1.0)
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{
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float lit = 0.0;
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float amb_da = 0.0;
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lv = normalize(lv);
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if (nl > 0.0)
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{
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amb_da += (nl*0.5 + 0.5) * proj_ambiance;
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dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
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vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials
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final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
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}
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amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance
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final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv);
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}
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}
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else
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{
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float envIntensity = texture(emissiveRect, tc).r;
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diffuse = srgb_to_linear(diffuse);
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spec.rgb = srgb_to_linear(spec.rgb);
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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proj_tc.y < 1.0 &&
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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 amb_da = 0;
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float lit = 0.0;
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if (nl > 0.0)
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{
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lit = nl * dist_atten;
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dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
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final_color = dlit*lit*diffuse*shadow;
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// unshadowed for consistency between forward and deferred?
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amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
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}
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amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
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final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0);
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}
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if (spec.a > 0.0)
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{
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dlit *= min(nl*6.0, 1.0) * dist_atten;
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float fres = pow(1 - vh, 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 * nl / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
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vec3 speccol = dlit*scol*spec.rgb*shadow;
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speccol = clamp(speccol, vec3(0), vec3(1));
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final_color += speccol;
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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), n);
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//project from point pos in direction ref to plane proj_p, proj_n
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vec3 pdelta = proj_p-pos;
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float ds = dot(ref, proj_n);
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if (ds < 0.0)
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{
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vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
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vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
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if (stc.z > 0.0)
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{
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stc /= stc.w;
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if (stc.x < 1.0 &&
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stc.y < 1.0 &&
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
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}
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}
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}
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}
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}
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//not sure why, but this line prevents MATBUG-194
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final_color = max(final_color, vec3(0.0));
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//output linear
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frag_color.rgb = final_color;
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frag_color.a = 0.0;
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}
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