8151e9a9a4
Conflicts: assets include/Engine/Core/ResourceManager.h include/Engine/Rendering/Image.h include/Engine/Rendering/TextureSprite.h resources/Schema/Entities/MovementTest.xml resources/Shaders/ForwardPlus.frag.glsl resources/Shaders/ForwardPlusShieldCheck.frag.glsl src/Engine/Rendering/CubeMapPass.cpp src/Engine/Rendering/Texture.cpp src/Game/Game.cpp
375 lines
12 KiB
GLSL
375 lines
12 KiB
GLSL
#version 430
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#include "Shaders/Util/CommonNormalFunc.glsl"
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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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 vec4 Color;
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uniform vec4 DiffuseColor;
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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;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform float FarDistance[MAX_SPLITS];
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uniform int NormalTextureType;
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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 = 30) uniform sampler2DArrayShadow DepthMap;
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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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vec4 ViewSpacePosition;
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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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vec4 PositionLightSpace[MAX_SPLITS];
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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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vec2 poissonDisk[16] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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vec2( 0.94558609, -0.76890725 ),
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vec2( -0.094184101, -0.92938870 ),
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vec2( 0.34495938, 0.29387760 ),
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vec2( -0.91588581, 0.45771432 ),
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vec2( -0.81544232, -0.87912464 ),
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vec2( -0.38277543, 0.27676845 ),
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vec2( 0.97484398, 0.75648379 ),
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vec2( 0.44323325, -0.97511554 ),
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vec2( 0.53742981, -0.47373420 ),
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vec2( -0.26496911, -0.41893023 ),
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vec2( 0.79197514, 0.19090188 ),
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vec2( -0.24188840, 0.99706507 ),
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vec2( -0.81409955, 0.91437590 ),
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vec2( 0.19984126, 0.78641367 ),
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vec2( 0.14383161, -0.14100790 )
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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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}
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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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// Returns a "random" value.
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float Random(vec3 seed, int i)
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{
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vec4 seed4 = vec4(seed, i);
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float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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int getShadowIndex(float far_distance[1])
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{
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return 0;
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}
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int getShadowIndex(float far_distance[2])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 1;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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return index;
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}
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int getShadowIndex(float far_distance[3])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 2;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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return index;
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}
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int getShadowIndex(float far_distance[4])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 3;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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else if ( depth < far_distance[2] && depth > far_distance[1] )
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{
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index = 2;
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}
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return index;
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}
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// Standard hardware-calculated PCF method
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float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
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{
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return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z));
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}
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// PCF + Poisson model method
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float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
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{
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int loop;
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float multiplier = 1.0 / float(taps);
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float shadowMapDepth;
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for (int i = 0; i < taps; i++)
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{
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loop = i;
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vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
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shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
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}
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return shadowMapDepth;
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}
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// PCF + Poisson + RandomSample model method
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float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
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{
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int loop;
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float multiplier = 1.0 / float(taps);
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float shadowMapDepth;
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for (int i = 0; i < taps; i++)
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{
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loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
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vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
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shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
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}
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return shadowMapDepth;
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}
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// Hardware PCF + Additional software PCF method
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float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias)
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{
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float shadow = 0.0;
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vec3 texelSize = 1.0 / textureSize(depth_texture_array, 0);
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for(int x = -1; x <= 1; x++)
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{
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for(int y = -1; y <= 1; y++)
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{
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shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
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}
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}
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return shadow / 9.0;
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}
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float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
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{
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float shadowMapDepth;
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float bias = 0.005;
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// Various bias methods.
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//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
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//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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// Calculate coordinates in projection space.
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vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
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projCoords = projCoords * 0.5 + 0.5;
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//projCoords = (floor(projCoords * 255.0)) / 255.0;
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// Various methods for shadow calculation in fastest to slowest order.
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//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
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//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
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return shadowMapDepth;
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}
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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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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture, NormalTextureType);
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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(-Input.ViewSpacePosition);
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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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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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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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float shadowFactor = 0.0;
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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, Input.ViewSpacePosition, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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int DepthMapIndex = getShadowIndex(FarDistance);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
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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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}
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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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 * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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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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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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//sceneColor = CommonUniforms.testColour;
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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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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