Revert "Merge remote-tracking branch 'origin/master' into SniperSprint"
This reverts commit62653cf65d, reversing changes made tob81bb9eeea.
This commit is contained in:
@@ -1,7 +1,5 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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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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@@ -11,20 +9,15 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 5) uniform samplerCube CubeMap;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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layout (binding = 3) uniform sampler2D GlowMapTexture;
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#define TILE_SIZE 16
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@@ -79,7 +72,7 @@ struct LightResult {
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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 * falloff, radius, dist);
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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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@@ -126,8 +119,6 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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@@ -135,18 +126,14 @@ void main()
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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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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vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
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vec3 R = reflect(-I, Input.Normal);
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//R = vec3(P * vec4(R, 1.0));
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vec4 reflectionColor = texture(CubeMap, R);
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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 * ao, 1.0);
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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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@@ -164,15 +151,12 @@ void main()
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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 += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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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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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
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color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -182,10 +166,9 @@ void main()
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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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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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color_result += glowTexel*3;
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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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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