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71
shaders/ds_geom.glsl
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71
shaders/ds_geom.glsl
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// vert //
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out vec3 geom_normal;
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out mat3 TBN;
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out vec4 object_color;
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void main(void) {
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qgl_MaterialIndex = qgl_Material;
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix());
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TBN = qgl_getTangentMatrix() * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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object_color = qgl_ObjectColor;
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}
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// frag //
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in vec3 geom_normal;
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in mat3 TBN;
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in vec4 object_color;
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uniform vec2 dt;
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uniform float z_near;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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const float _pe = 2.4e-7;
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void main(void) {
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vec2 tc = qgl_FragTexture.xy;
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vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0)) * object_color;
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diffuse.rgb *= qgl_material[qgl_MaterialIndex].color_diffuse.rgb;
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diffuse.a *= (1.f - qgl_material[qgl_MaterialIndex].transparency);
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vec3 normal, dn;
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dn = qgl_materialTexture(QGL_MAP_NORMAL, tc, -vec4(0.5, 0.5, 1., 0.)).xyz;
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//dn.y = -dn.y;
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float dn_sl = length(dn);
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dn = TBN * dn;
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dn *= dn_sl / (length(dn) + 1E-6);
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normal = normalize(geom_normal + dn);
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float metalness = dot(qgl_materialTexture(QGL_MAP_METALNESS, tc, vec4(0)).rgb, luma);
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metalness = clamp(metalness, 0, 1);
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float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0)).rgb, luma);
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roughness = clamp(roughness, 0.0001, 0.9999);
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float reflectivity = clamp(qgl_material[qgl_MaterialIndex].reflectivity, 0., 1.);
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vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0));
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emission *= qgl_material[qgl_MaterialIndex].color_emission;
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float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, tc, vec4(0)).rgb, luma);
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float z = gl_FragCoord.z;
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z = z + z - 1;
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z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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qgl_FragData[0] = vec4(diffuse .rgba);
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qgl_FragData[1] = vec4(normal .xyz, z);
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qgl_FragData[2] = vec4(metalness, roughness, reflectivity, 0);
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qgl_FragData[3] = vec4(emission.rgb, 0/*bn.x*/);
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//qgl_FragData[4] = vec4(speed.xy, bn.yz);
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//ivec2 itc = ivec2(gl_FragCoord.xy);
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//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));
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//qgl_FragData[0].rgb = diffuse.rgb * dot(n,vec3(0,0,1));
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}
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