341 lines
8.5 KiB
GLSL
341 lines
8.5 KiB
GLSL
#version 330
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec2 f_texcoord3;
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in vec3 objectPosition;
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in vec3 normal;
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in vec3 viewNormal;
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in vec4 vertexColor;
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in vec3 tangent;
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in vec3 bitangent;
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in vec3 boneWeightsColored;
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// Viewport Camera/Lighting
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uniform mat4 mtxMdl;
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uniform mat4 mtxCam;
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uniform vec3 specLightDirection;
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uniform vec3 difLightDirection;
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uniform mat4 projMatrix;
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uniform mat4 normalMatrix;
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uniform mat4 modelViewMatrix;
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uniform mat4 rotationMatrix;
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uniform int useImageBasedLighting;
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uniform int enableCellShading;
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uniform vec3 camPos;
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uniform vec3 light1Pos;
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const float levels = 3.0;
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// Viewport Settings
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uniform int uvChannel;
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uniform int renderType;
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uniform int useNormalMap;
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uniform vec4 colorSamplerUV;
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uniform int renderVertColor;
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uniform vec3 difLightColor;
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uniform vec3 ambLightColor;
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uniform int colorOverride;
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uniform float DefaultMetalness;
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uniform float DefaultRoughness;
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// Channel Toggles
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uniform int renderR;
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uniform int renderG;
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uniform int renderB;
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uniform int renderAlpha;
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// Texture Samplers
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uniform sampler2D DiffuseMap;
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uniform sampler2D BakeShadowMap;
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uniform sampler2D NormalMap;
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uniform sampler2D BakeLightMap;
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uniform sampler2D UVTestPattern;
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uniform sampler2D TransparencyMap;
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uniform sampler2D EmissionMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D DiffuseLayer;
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uniform sampler2D MetalnessMap;
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uniform sampler2D RoughnessMap;
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uniform sampler2D MRA;
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uniform sampler2D TeamColorMap;
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uniform sampler2D SphereMap;
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uniform sampler2D SubSurfaceScatteringMap;
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uniform samplerCube irradianceMap;
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uniform samplerCube specularIbl;
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uniform sampler2D brdfLUT;
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// Shader Params
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uniform float normal_map_weight;
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uniform float ao_density;
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uniform float emission_intensity;
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uniform vec4 fresnelParams;
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uniform vec4 base_color_mul_color;
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uniform vec3 emission_color;
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uniform vec3 specular_color;
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// Shader Options
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uniform float uking_texture2_texcoord;
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uniform float bake_shadow_type;
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uniform float enable_fresnel;
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uniform float enable_emission;
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uniform float cSpecularType;
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uniform int UseSpecularColor;
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// Texture Map Toggles
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uniform int HasDiffuse;
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uniform int HasNormalMap;
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uniform int HasSpecularMap;
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uniform int HasShadowMap;
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uniform int HasAmbientOcclusionMap;
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uniform int HasLightMap;
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uniform int HasTransparencyMap;
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uniform int HasEmissionMap;
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uniform int HasDiffuseLayer;
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uniform int HasMetalnessMap;
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uniform int HasRoughnessMap;
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uniform int HasMRA;
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uniform int HasSubSurfaceScatteringMap;
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uniform int roughnessAmount;
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uniform int UseAOMap;
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uniform int UseCavityMap;
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uniform int UseMetalnessMap;
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uniform int UseRoughnessMap;
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int isTransparent;
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struct VertexAttributes {
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vec3 objectPosition;
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vec2 texCoord;
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vec2 texCoord2;
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vec2 texCoord3;
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vec4 vertexColor;
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vec3 normal;
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vec3 viewNormal;
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vec3 tangent;
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vec3 bitangent;
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};
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out vec4 fragColor;
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#define gamma 2.2
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// Defined in Utility.frag.
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//float Luminance(vec3 rgb);
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// Defined in BFRES_Utility.frag.
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vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex);
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//float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density);
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//vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color);
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vec2 displayTexCoord = f_texcoord0;
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void main()
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{
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if (uvChannel == 1)
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displayTexCoord = f_texcoord0;
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if (uvChannel == 2)
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displayTexCoord = f_texcoord2;
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if (uvChannel == 3)
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displayTexCoord = f_texcoord3;
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fragColor = vec4(vec3(0), 1);
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// Create a struct for passing all the vertex attributes to other functions.
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VertexAttributes vert;
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vert.objectPosition = objectPosition;
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vert.texCoord = f_texcoord0;
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vert.texCoord2 = f_texcoord1;
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vert.texCoord3 = f_texcoord2;
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vert.vertexColor = vertexColor;
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vert.normal = normal;
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vert.viewNormal = viewNormal;
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vert.tangent = tangent;
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vert.bitangent = bitangent;
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// Wireframe color.
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if (colorOverride == 1)
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{
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if (renderVertColor == 1)
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fragColor = vec4(vertexColor);
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else
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fragColor = vec4(1);
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return;
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}
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vec3 N = normal;
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if (HasNormalMap == 1 && useNormalMap == 1)
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N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord);
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float metallic = 0;
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float roughness = 1;
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vec3 specIntensity = vec3(1);
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float ao = 1;
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if (HasMRA == 1) //Kirby Star Allies PBR map
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{
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//Note KSA has no way to tell if one gets unused or not because shaders :(
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//Usually it's just metalness with roughness and works fine
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metallic = texture(MRA, f_texcoord0).r;
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roughness = texture(MRA, f_texcoord0).g;
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ao = texture(MRA, f_texcoord0).b;
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specIntensity = vec3(texture(MRA, f_texcoord0).a);
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}
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else if (HasShadowMap == 1)
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{
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ao = texture(BakeShadowMap, f_texcoord1).r;
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}
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if (HasMetalnessMap == 1)
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{
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metallic = texture(MetalnessMap, displayTexCoord).r;
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}
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if (HasRoughnessMap == 1)
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{
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roughness = texture(RoughnessMap, displayTexCoord).r;
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}
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if (HasSpecularMap == 1)
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{
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specIntensity = texture(SpecularMap, f_texcoord0).rgb;
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}
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if (renderType == 1) // normals vertexColor
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{
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vec3 displayNormal = (N * 0.5) + 0.5;
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fragColor = vec4(displayNormal,1);
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}
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else if (renderType == 2) // Lighting
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{
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float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
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fragColor = vec4(vec3(halfLambert), 1);
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}
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else if (renderType == 4) //Display Normal
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{
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if (uking_texture2_texcoord == 1)
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fragColor.rgb = texture(NormalMap, f_texcoord1).rgb;
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else
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fragColor.rgb = texture(NormalMap, displayTexCoord).rgb;
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}
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else if (renderType == 3) //DiffuseColor
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fragColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
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else if (renderType == 5) // vertexColor
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fragColor = vertexColor;
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else if (renderType == 6) //Display Ambient Occlusion
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{
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fragColor = vec4(vec3(ao), 1);
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}
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else if (renderType == 7) // uv coords
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fragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
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else if (renderType == 8) // uv test pattern
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{
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fragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
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}
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else if (renderType == 9) //Display tangents
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{
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vec3 displayTangent = (tangent * 0.5) + 0.5;
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if (dot(tangent, vec3(1)) == 0)
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displayTangent = vec3(0);
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fragColor = vec4(displayTangent,1);
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}
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else if (renderType == 10) //Display bitangents
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{
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vec3 displayBitangent = (bitangent * 0.5) + 0.5;
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if (dot(bitangent, vec3(1)) == 0)
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displayBitangent = vec3(0);
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fragColor = vec4(displayBitangent,1);
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}
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else if (renderType == 12)
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{
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fragColor.rgb = boneWeightsColored;
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}
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else if (renderType == 11) //Light map
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{
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if (HasLightMap == 1)
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{
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vec4 lightMap = texture(BakeLightMap, f_texcoord2);
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fragColor = vec4(lightMap.rgb, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 13) //Specular
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{
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if (UseSpecularColor == 1)
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fragColor = vec4(specIntensity.rgb, 1);
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else
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fragColor = vec4(vec3(specIntensity.r), 1);
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}
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else if (renderType == 14) //Shadow
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{
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if (HasShadowMap == 1)
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{
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float Shadow = texture(BakeShadowMap, f_texcoord1).g;
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fragColor = vec4(vec3(Shadow), 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 15) //MetalnessMap
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{
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fragColor = vec4(vec3(metallic), 1);
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}
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else if (renderType == 16) //RoughnessMap
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{
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fragColor = vec4(vec3(roughness), 1);
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}
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else if (renderType == 17) //SubSurfaceScatteringMap
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{
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if (HasSubSurfaceScatteringMap == 1)
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{
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vec3 sss = texture(SubSurfaceScatteringMap, displayTexCoord).rgb;
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fragColor = vec4(sss, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 18) //EmmissionMap
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{
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if (HasEmissionMap == 1)
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{
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vec3 emm = texture(EmissionMap, displayTexCoord).rgb;
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fragColor = vec4(emm, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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// Toggles rendering of individual color channels for all render modes.
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fragColor.rgb *= vec3(renderR, renderG, renderB);
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if (renderR == 1 && renderG == 0 && renderB == 0)
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fragColor.rgb = fragColor.rrr;
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else if (renderG == 1 && renderR == 0 && renderB == 0)
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fragColor.rgb = fragColor.ggg;
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else if (renderB == 1 && renderR == 0 && renderG == 0)
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fragColor.rgb = fragColor.bbb;
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}
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