Splatmapping now working.
Rendering pipleline now support 3 different types of Material: Basic: a material with a single color on every property (diffuse, specular, ect). SingleTextures: a material with a single texture in all or any property. Have a single color on the rest. SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted. All materials with a texture has a UVRepeat, telling how many time to till in U and in V. modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture MayaExported exports 3 differnt types of material, the same as the piplen now supports.
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec2 ScreenDimensions;
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uniform float FillPercentage;
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uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 3) uniform sampler2D DiffuseTexture3;
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layout (binding = 4) uniform sampler2D DiffuseTexture4;
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layout (binding = 5) uniform sampler2D DiffuseTexture5;
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layout (binding = 6) uniform sampler2D NormalMapTexture1;
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layout (binding = 7) uniform sampler2D NormalMapTexture2;
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layout (binding = 8) uniform sampler2D NormalMapTexture3;
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layout (binding = 9) uniform sampler2D NormalMapTexture4;
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layout (binding = 10) uniform sampler2D NormalMapTexture5;
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layout (binding = 11) uniform sampler2D SpecularMapTexture1;
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layout (binding = 12) uniform sampler2D SpecularMapTexture2;
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layout (binding = 13) uniform sampler2D SpecularMapTexture3;
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layout (binding = 14) uniform sampler2D SpecularMapTexture4;
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layout (binding = 15) uniform sampler2D SpecularMapTexture5;
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layout (binding = 16) uniform sampler2D GlowMapTexture1;
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layout (binding = 17) uniform sampler2D GlowMapTexture2;
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layout (binding = 18) uniform sampler2D GlowMapTexture3;
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layout (binding = 19) uniform sampler2D GlowMapTexture4;
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layout (binding = 20) uniform sampler2D GlowMapTexture5;
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#define TILE_SIZE 16
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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float LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist, falloff);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
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}
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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#define TEXTURE_TILE 5.0
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vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D, vec2 tileValues){
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vec4 R_Channel = texture2D(R, Input.TextureCoordinate * tileValues);
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vec4 G_Channel = texture2D(G, Input.TextureCoordinate * tileValues);
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vec4 B_Channel = texture2D(B, Input.TextureCoordinate * tileValues);
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vec4 A_Channel = texture2D(A, Input.TextureCoordinate * tileValues);
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vec4 D_Channel = texture2D(D, Input.TextureCoordinate * tileValues);
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
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blendValue.a / total;
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}
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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return blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.b * B_Channel
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+ blendValue.a * A_Channel
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+ D_percent * D_Channel;
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}
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vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D, vec2 tileValues){
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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vec3 R_Channel = texture(R, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 G_Channel = texture(G, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 B_Channel = texture(B, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 A_Channel = texture(A, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 D_Channel = texture(D, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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if(blendValue.length() > 1.0f){
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blendValue = normalize(blendValue);
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}
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float D_percent = 1.0f - blendValue.r - blendValue.g - blendValue.b - blendValue.a;
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vec3 Normal_result = blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.b * B_Channel
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+ blendValue.a * A_Channel
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+ D_percent * D_Channel;
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return vec4(TBN * normalize(Normal_result), 0.0);
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}
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void main()
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{
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseTexture4, DiffuseTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowMapTexture4, GlowMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularMapTexture4, SpecularMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 position = V * M * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalMapTexture4, NormalMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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for(int i = start; i < start + amount; i++) {
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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LightResult light_result;
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//These if statements should be removed.
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if(light.Type == 1) { // point
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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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}
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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if(pos <= FillPercentage) {
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel*3;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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//Tiled Debug Code
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/*
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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sceneColor += vec4(0.5, 0, 0, 0);
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} else {
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sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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}
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*/
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}
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