ecd823cb9f
- Soft shadow
241 lines
7.3 KiB
GLSL
241 lines
7.3 KiB
GLSL
#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 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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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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layout (binding = 4) uniform sampler2D 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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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;
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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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vec2 poissonDisk[4] = 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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);
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float CalcShadowValue(vec4 positionLightSpace, vec4 normal, vec4 lightDir, sampler2D depthTexture)
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{
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float bias = max(0.05 * (1.0 - dot(normal, -lightDir)), 0.005);
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// perform perspective divide
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vec3 projCoords = positionLightSpace.xyz / positionLightSpace.w;
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// Transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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//float lightDepth = texture(depthTexture, positionLightSpace.xy).r;
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float closestDepth = texture(depthTexture, projCoords.xy).r;
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// Get depth of current fragment from light's perspective
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//float currentDepth = positionLightSpace.z;
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float currentDepth = projCoords.z;
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// Check whether current frag pos is in shadow
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//float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
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float shadow = 0.0;
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//soft shadow - using percentage-closer filtering (PCF) is to simply sample the surrounding texels of the depth map and average the results:
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vec2 texelSize = 1.0 / textureSize(depthTexture, 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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float pcfDepth = texture(depthTexture, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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return shadow;
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}
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void main()
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
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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, 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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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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float shadowFactor = 1.0;
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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, 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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shadowFactor = CalcShadowValue(Input.PositionLightSpace, vec4(Input.Normal, 0.0), light.Direction, DepthMap);
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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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totalLighting.Diffuse += (1.0 - shadowFactor);
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totalLighting.Specular += (1.0 - shadowFactor);
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//LightResult getInformation;
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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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//color_result = (totalLighting.Diffuse + (1.0 - shadowFactor) * (getInformation.Diffuse + (getInformation.Specular * specularTexel))) * color_result;
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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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