mirror of
https://github.com/4sval/FModel.git
synced 2026-08-04 17:57:47 -05:00
295 lines
7.8 KiB
GLSL
295 lines
7.8 KiB
GLSL
#version 460 core
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#define PI 3.1415926535897932384626433832795
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#define MAX_UV_COUNT 8
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#define MAX_LIGHT_COUNT 100
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in vec3 fPos;
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in vec3 fNormal;
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in vec3 fTangent;
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in vec2 fTexCoords;
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flat in int fTexLayer;
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in vec4 fColor;
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struct Texture
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{
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sampler2D Sampler;
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vec4 Color;
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};
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struct Boost
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{
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vec3 Color;
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float Exponent;
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};
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struct AoParams
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{
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sampler2D Sampler;
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float AmbientOcclusion;
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Boost ColorBoost;
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bool HasColorBoost;
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};
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struct Parameters
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{
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Texture Diffuse[MAX_UV_COUNT];
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Texture Normals[MAX_UV_COUNT];
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Texture SpecularMasks[MAX_UV_COUNT];
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Texture Emissive[MAX_UV_COUNT];
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AoParams Ao;
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bool HasAo;
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vec4 EmissiveRegion;
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float RoughnessMin;
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float RoughnessMax;
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float EmissiveMult;
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};
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struct BaseLight
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{
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vec4 Color;
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vec3 Position;
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float Intensity;
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};
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//struct PointLight
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//{
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// BaseLight Light;
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//
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// float Linear;
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// float Quadratic;
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//};
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//
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//struct SpotLight
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//{
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// BaseLight Light;
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//
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// float InnerConeAngle;
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// float OuterConeAngle;
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// float Attenuation;
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//};
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struct Light {
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BaseLight Base;
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float InnerConeAngle;
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float OuterConeAngle;
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float Attenuation;
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float Linear;
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float Quadratic;
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int Type; // 0 Point, 1 Spot
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};
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uniform Parameters uParameters;
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uniform Light uLights[MAX_LIGHT_COUNT];
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uniform int uNumLights;
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uniform int uUvCount;
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uniform float uOpacity;
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uniform bool uHasVertexColors;
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uniform vec3 uSectionColor;
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uniform bool bVertexColors[6];
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uniform vec3 uViewPos;
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out vec4 FragColor;
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int LayerToIndex()
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{
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return clamp(fTexLayer, 0, uUvCount - 1);
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}
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vec4 SamplerToVector(sampler2D s, vec2 coords)
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{
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return texture(s, coords);
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}
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vec4 SamplerToVector(sampler2D s)
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{
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return SamplerToVector(s, fTexCoords);
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}
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vec3 ComputeNormals(int layer)
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{
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vec3 normal = SamplerToVector(uParameters.Normals[layer].Sampler).rgb * 2.0 - 1.0;
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vec3 t = normalize(fTangent);
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vec3 n = normalize(fNormal);
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vec3 b = -normalize(cross(n, t));
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mat3 tbn = mat3(t, b, n);
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return normalize(tbn * normal);
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}
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vec3 schlickFresnel(vec3 fLambert, float metallic, float hDotv)
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{
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vec3 f0 = vec3(0.04);
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f0 = mix(f0, fLambert, metallic);
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return f0 + (1.0 - f0) * pow(clamp(1.0 - hDotv, 0.0, 1.0), 5);
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}
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float ggxDistribution(float roughness, float nDoth)
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{
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float alpha2 = roughness * roughness * roughness * roughness;
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float d = nDoth * nDoth * (alpha2- 1.0) + 1.0;
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return alpha2 / (PI * d * d);
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}
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float geomSmith(float roughness, float dp)
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{
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float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
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float denom = dp * (1.0 - k) + k;
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return dp / denom;
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}
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vec3 CalcLight(int layer, vec3 normals, vec3 position, vec3 color, float attenuation, bool global)
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{
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vec3 fLambert = SamplerToVector(uParameters.Diffuse[layer].Sampler).rgb * uParameters.Diffuse[layer].Color.rgb;
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vec3 specular_masks = SamplerToVector(uParameters.SpecularMasks[layer].Sampler).rgb;
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float cavity = specular_masks.g;
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if (uParameters.HasAo)
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{
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cavity = SamplerToVector(uParameters.Ao.Sampler).g;
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}
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float roughness = mix(uParameters.RoughnessMin, uParameters.RoughnessMax, specular_masks.b);
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vec3 l = normalize(uViewPos - fPos);
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vec3 n = normals;
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vec3 v = normalize(position - fPos);
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vec3 h = normalize(v + l);
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float nDotH = max(dot(n, h), 0.0);
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float hDotv = max(dot(h, v), 0.0);
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float nDotL = max(dot(n, l), 0.0);
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float nDotV = max(dot(n, v), 0.0);
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vec3 f = schlickFresnel(fLambert, specular_masks.g, hDotv);
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vec3 kS = f;
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - cavity;
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vec3 specBrdfNom = ggxDistribution(roughness, nDotH) * geomSmith(roughness, nDotL) * geomSmith(roughness, nDotV) * f;
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float specBrdfDenom = 4.0 * nDotV * nDotL + 0.0001;
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vec3 specBrdf = specBrdfNom / specBrdfDenom;
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vec3 diffuseBrdf = fLambert;
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if (!global) diffuseBrdf = kD * fLambert / PI;
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return (diffuseBrdf + specBrdf) * color * attenuation * nDotL;
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}
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vec3 CalcBaseLight(int layer, vec3 normals, BaseLight base, float attenuation, bool global)
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{
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return CalcLight(layer, normals, base.Position, base.Color.rgb * base.Intensity, attenuation, global);
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}
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vec3 CalcPointLight(int layer, vec3 normals, Light light)
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{
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float distanceToLight = length(light.Base.Position - fPos);
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float attenuation = 1.0 / (1.0 + light.Linear * distanceToLight + light.Quadratic * pow(distanceToLight, 2));
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return CalcBaseLight(layer, normals, light.Base, attenuation, true);
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}
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vec3 CalcSpotLight(int layer, vec3 normals, Light light)
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{
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vec3 v = normalize(light.Base.Position - fPos);
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float inner = cos(radians(light.InnerConeAngle));
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float outer = cos(radians(light.OuterConeAngle));
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float distanceToLight = length(light.Base.Position - fPos);
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float theta = dot(v, normalize(-vec3(0, -1, 0)));
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float epsilon = inner - outer;
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float attenuation = 1.0 / (1.0 + light.Attenuation * pow(distanceToLight, 2));
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light.Base.Intensity *= smoothstep(0.0, 1.0, (theta - outer) / epsilon);
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if(theta > outer)
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{
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return CalcBaseLight(layer, normals, light.Base, attenuation, true);
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}
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else
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{
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return vec3(0.0);
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}
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}
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void main()
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{
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int layer = LayerToIndex();
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vec3 normals = ComputeNormals(layer);
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vec3 lightDir = normalize(uViewPos - fPos);
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float diffuseFactor = max(dot(normals, lightDir), 0.4);
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if (bVertexColors[1])
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{
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FragColor = vec4(diffuseFactor * uSectionColor, uOpacity);
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}
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else if (bVertexColors[2] && uHasVertexColors)
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{
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FragColor = vec4(diffuseFactor * fColor.rgb, fColor.a);
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}
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else if (bVertexColors[3])
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{
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FragColor = vec4(normals, uOpacity);
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}
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else if (bVertexColors[4])
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{
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vec4 diffuse = SamplerToVector(uParameters.Diffuse[0].Sampler);
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FragColor = vec4(diffuseFactor * diffuse.rgb, diffuse.a);
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}
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else
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{
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vec4 diffuse = SamplerToVector(uParameters.Diffuse[layer].Sampler);
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vec3 result = diffuseFactor * diffuse.rgb * uParameters.Diffuse[layer].Color.rgb;
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if (uParameters.HasAo)
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{
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vec3 m = SamplerToVector(uParameters.Ao.Sampler).rgb;
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if (uParameters.Ao.HasColorBoost)
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{
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vec3 color = uParameters.Ao.ColorBoost.Color * uParameters.Ao.ColorBoost.Exponent;
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result = mix(result, result * color, m.b);
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}
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result *= m.r;
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}
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vec2 coords = fTexCoords;
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if (coords.x > uParameters.EmissiveRegion.x &&
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coords.y > uParameters.EmissiveRegion.y &&
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coords.x < uParameters.EmissiveRegion.z &&
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coords.y < uParameters.EmissiveRegion.w)
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{
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coords.x -= uParameters.EmissiveRegion.x;
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coords.y -= uParameters.EmissiveRegion.y;
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coords.x *= 1.0 / (uParameters.EmissiveRegion.z - uParameters.EmissiveRegion.x);
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coords.y *= 1.0 / (uParameters.EmissiveRegion.w - uParameters.EmissiveRegion.y);
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vec4 emissive = SamplerToVector(uParameters.Emissive[layer].Sampler, coords);
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result += uParameters.Emissive[layer].Color.rgb * emissive.rgb * uParameters.EmissiveMult;
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}
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{
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result += CalcLight(layer, normals, uViewPos, vec3(1.0), 1.0, false);
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vec3 lights = vec3(uNumLights > 0 ? 0 : 1);
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for (int i = 0; i < uNumLights; i++)
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{
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if (uLights[i].Type == 0)
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{
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lights += CalcPointLight(layer, normals, uLights[i]);
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}
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else if (uLights[i].Type == 1)
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{
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lights += CalcSpotLight(layer, normals, uLights[i]);
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}
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}
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result *= lights; // use * to darken the scene, + to lighten it
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}
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result = result / (result + vec3(1.0));
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FragColor = vec4(pow(result, vec3(1.0 / 2.2)), uOpacity);
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}
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}
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