shadows done
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@@ -21,7 +21,8 @@ uniform float z_near;
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uniform sampler2D tex_coeffs[2];
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh;
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//uniform sampler2DShadow tex_shadow[16];
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uniform sampler2DArray tex_shadows_cone;
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uniform sampler2DArrayShadow tex_shadows_cone;
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uniform samplerCubeArrayShadow tex_shadows_omni;
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count, soft_shadows_samples = 16;
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uniform bool soft_shadows_enabled = false;
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@@ -29,6 +30,7 @@ uniform bool soft_shadows_enabled = false;
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uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1);
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uniform float fog_decay = 10, fog_density = 0;
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uniform mat3 view_mat;
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const float _pe = 2.4e-7;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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const float _min_rough = 1.e-8, max_lod = 8;
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@@ -36,20 +38,22 @@ const float PI = 3.1416;
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vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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vec3 vds, vds2;
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vec3 normal, vds, vds2;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz;
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uint flags;
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vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
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vec4 shp = qgl_light_position[light_index].shadow_matrix * (pos + vec4(offset, 0));
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shp.z -= 0.05;
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//shp.z += 0.5;
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return shp;
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}
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float getShadow(in vec3 uvz, in int layer, in vec2 uv_offset) {
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vec2 uvpix = (uvz.xy + uv_offset) * shadow_size + vec2(0.5f);
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#ifdef SPOT
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float getShadowCone(in vec3 uvz, in int layer) {
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/*vec2 uvpix = uvz.xy * shadow_size + vec2(0.5f);
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vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp;
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vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0);
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vec4 uvv;
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@@ -58,9 +62,30 @@ float getShadow(in vec3 uvz, in int layer, in vec2 uv_offset) {
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uvv[2] = uvp.x * iuvp.y;
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uvv[3] = iuvp.x * iuvp.y;
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shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3]));
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return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);
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return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);*/
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float z = 1 - 1 / (uvz.z - z_near + 1);
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return texture(tex_shadows_cone, vec4(uvz.xy, layer, z));
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}
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#else
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float getShadowOmni(in vec4 uvwz, in int layer) {
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/*vec3 uvpix = uvwz.xyz * vec3(shadow_size.x) + vec3(0.5f);
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vec3 uvp = fract(uvpix), iuvp = vec3(1.f) - uvp;
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vec4 gt = textureGather(tex_shadows_omni, vec4(floor(uvpix.xyz) / vec3(shadow_size.x), layer), 0);
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vec4 uvv;
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uvv[0] = iuvp.y * uvp.z;
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uvv[1] = uvp.y * uvp.z;
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uvv[2] = uvp.y * iuvp.z;
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uvv[3] = iuvp.y * iuvp.z;
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return clamp(dot(step(vec4(uvwz.w), gt), uvv), 0, 1);*/
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float d = 1 - 1 / (uvwz.w - z_near + 1);
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return texture(tex_shadows_omni, vec4(uvwz.xyz, layer), d);
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//return step(uvwz.w, gt[3]);
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}
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#endif
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float rand(vec2 co) {
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float a = 12.9898;
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@@ -99,11 +124,15 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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vec4 light_map_pix = qgl_lightTexture(index, shp.xy / shp.w, vec4(0));
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light_color *= light_map_pix.rgb;
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spot *= light_map_pix.a;
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#endif
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if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1) {
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vec3 odir = -(view_mat * ldir);
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int layer = index - lights_start;
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float shadow = 0.;
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//float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1;
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float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 5;
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//bias = bias * bias + z_near;
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if (soft_shadows_enabled) {
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@@ -111,66 +140,40 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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vec2 so;
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for (int i = 1; i <= soft_shadows_samples; ++i) {
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//shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer)).r);
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#ifdef SPOT
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so = vec2(rand(vec2(shp.x + i, shp.y)), rand(vec2(shp.x + i + 1, shp.y)));
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vec4 shp = mapScreenToShadow(index, vds * so.x + vds2 * so.y);
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shp.xy /= shp.w;
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shadow += getShadow(shp.xyz, layer, vec2(0));
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shp.z -= bias;
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shadow += getShadowCone(shp.xyz, layer);
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#else
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so = vec2(rand(vec2(odir.x + i, odir.y)), rand(vec2(odir.x + i + 1, odir.y)));
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vec3 old = lpos.xyz - ((pos.xyz + vec3(vds * so.x + vds2 * so.y)) * lpos.w);
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odir = -(view_mat * old);
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shadow += getShadowOmni(vec4(odir, length(old) - bias), layer);
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#endif
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}
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//shadow = getShadow(shp.xyz, layer, vec2(0));
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spot *= shadow / (soft_shadows_samples + 0);// / 25.f;
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spot *= shadow / (soft_shadows_samples + 0);
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} else {
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#ifdef SPOT
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shp.xy /= shp.w;
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spot *= getShadow(shp.xyz, layer, vec2(0));
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shp.z -= bias;
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spot *= getShadowCone(shp.xyz, layer);
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#else
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spot *= getShadowOmni(vec4(odir, ldist - bias), layer);
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#endif
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}
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//shp.z -= bias;
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//shadow += getShadow(shp.xyz, layer, vec2(0));
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//shadow += getShadowCone(shp.xyz, layer, vec2(0));
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//spot *= dot(so,vec2(1)) / scount + 0.5;// / 25.f;
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//spot *= shadow_dz;
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//spot = texture(tex_shadows_cone, shp.xyz).r/20;
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//spot = sz;
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/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
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//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
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//bn2 = normalize(cross(lwdir, bn));
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float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
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//spot *= clamp(1. - sdist, 0, 1);
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
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shadow += getShadow(index, pos.xyz, vds ) * 2.;
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shadow += getShadow(index, pos.xyz, - vds ) * 2.;
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shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
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shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
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//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, vds + vds );
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//shadow += getShadow(index, pos.xyz, - vds - vds );
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//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
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//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
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//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
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//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
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//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
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//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
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//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
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//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
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spot *= mix(1., shadow / 11., shadow_on);*/
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}
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#endif
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vec3 dist_decay = vec3(1, ldist, ldist*ldist);
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spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
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@@ -190,24 +193,6 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float a = roughness;
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float k = (a * a) / 2.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v1 = texelFetch(tex_1, tc, 0);
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@@ -225,7 +210,7 @@ void main(void) {
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v4 = texelFetch(tex_4, tc, 0);
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vec3 diffuse = v0.rgb;
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vec3 normal = v1.xyz;
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normal = v1.xyz;
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vec3 emission = v3.rgb;
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float alpha = v0.a;
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float metalness = v2.r;
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@@ -272,7 +257,7 @@ void main(void) {
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//qgl_FragColor.rgb = vec3(qgl_light_parameter[0].size);
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#ifdef SPOT
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//vec4 shp = mapScreenToShadow(0, vec3(0));
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vec4 shp = mapScreenToShadow(0, vec3(0));
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//shp.xy /= shp.w;
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//shp.z -= bias;
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//for (int xi = -2; xi <= 2; ++xi) {
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@@ -280,13 +265,20 @@ void main(void) {
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//qgl_FragColor.rgb = vec3(step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, 0)).r));
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//qgl_FragColor.r = texture(tex_shadows_cone, vec3(0)).r;
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//qgl_FragColor.gb = vec2(1);
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//qgl_FragColor.rg = shp.xy;//vec4(res_col, alpha);
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//qgl_FragColor.rgb = vec3(shp.z / shp.w);//vec4(res_col, alpha);
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//shp.z += 0.095;
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//qgl_FragColor.rgb = vec3(texture(tex_sh, shp.xy).rgb);
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//qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp));
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//vec4 rp = qgl_ViewProjMatrix*vec4(qgl_FragTexture.xy,z,1);
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//qgl_FragColor.rgb = vec3(texture(tex_shadows_cone, vec3(gl_FragCoord.xy/1000, 0)).r);
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#else
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//vec3 odir = -(view_mat * ldir);
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//float otex = texture(tex_shadows_omni, vec4(odir, 0), 0.8);
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//qgl_FragColor.rgb = vec3(otex);
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//qgl_FragColor.rgb = vec3(ldist/50);
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//qgl_FragColor.rgb = vec3(abs(otex - ldist) * 1.);
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//qgl_FragColor.rgb = vec3(tan((1-abs(dot(view_mat*normal, odir)))));
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#endif
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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@@ -1,6 +1,8 @@
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// vert //
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flat out uint object_flags;
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out float distance;
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out vec4 pos;
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void main(void) {
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object_flags = qgl_ObjectFlags;
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@@ -8,13 +10,16 @@ void main(void) {
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return;
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qgl_MaterialIndex = qgl_Material;
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qgl_FragTexture = qgl_getFragTexture();
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gl_Position = qgl_ftransform();
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pos = qgl_ftransform();
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gl_Position = pos;
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}
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// frag //
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flat in uint object_flags;
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in float distance;
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in vec4 pos;
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float z_near = 0.1f;
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const float _pe = 2.4e-7;
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@@ -27,6 +32,13 @@ void main(void) {
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discard;
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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 + z + _pe - 2.); // infinite depth
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qgl_FragData[0].r = z;
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#ifdef OMNI
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gl_FragDepth = 1 - 1 / (length(pos.xyz) - z_near + 1);
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#else
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gl_FragDepth = 1 - 1 / (pos.z - z_near + 1);
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#endif
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//qgl_FragData[0].r = length(vec3(pos.xy, z));//1/gl_FragCoord.w;
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}
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