401 lines
10 KiB
GLSL
401 lines
10 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 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 mtxCam;
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uniform mat4 mtxMdl;
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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 vec4 pickingColor;
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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 BOTWSpecularMap;
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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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// Shader Options
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uniform float bake_light_type;
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uniform float bake_calc_type;
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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 HasTransmissionMap;
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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 HasBOTWSpecularMap;
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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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// Diffuse Channel Toggles
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uniform int RedChannel;
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uniform int GreenChannel;
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uniform int BlueChannel;
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uniform int AlphaChannel;
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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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const float PI = 3.14159265359;
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struct BakedData
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{
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float shadowIntensity;
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float aoIntensity;
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vec3 indirectLighting;
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};
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// Defined in BFRES_Utility.frag.
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BakedData ShadowMapBaked(sampler2D ShadowMap, sampler2D LightMap, vec2 texCoordBake0, vec2 texCoordBake1, int ShadowType, int LightType, int CalcType, vec3 NormalMap);
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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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// Shader code adapted from learnopengl.com's PBR tutorial:
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// https://learnopengl.com/PBR/Theory
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vec3 FresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 saturation(vec3 rgb, float adjustment)
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{
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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vec3 intensity = vec3(dot(rgb, W));
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return mix(intensity, rgb, adjustment);
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}
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float GetComponent(int Type, vec4 Texture);
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void main()
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{
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bool RenderAsLighting = renderType == 2;
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fragColor = vec4(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.tangent = tangent;
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vert.bitangent = bitangent;
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vec3 lightColor = vec3(10);
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// Wireframe color.
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if (colorOverride == 1)
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{
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fragColor = vec4(1);
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return;
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}
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vec3 albedo = vec3(1);
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if (HasDiffuse == 1)
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{
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vec4 DiffuseTex = pow(texture(DiffuseMap, f_texcoord0).rgba, vec4(gamma));
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//Comp Selectors
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albedo.r = GetComponent(RedChannel, DiffuseTex);
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albedo.g = GetComponent(GreenChannel, DiffuseTex);
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albedo.b = GetComponent(BlueChannel, DiffuseTex);
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}
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float metallic = 0;
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if (HasMetalnessMap == 1)
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metallic = texture(MetalnessMap, f_texcoord0).r;
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float roughness = 0.5;
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if (HasRoughnessMap == 1)
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roughness = texture(RoughnessMap, f_texcoord0).r;
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float ao = 1;
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if (HasShadowMap == 1 && bake_shadow_type == 0 || UseAOMap == 1)
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ao = texture(BakeShadowMap, f_texcoord1).r;
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float shadow = 1;
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if (HasShadowMap == 1 && bake_shadow_type == 1)
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shadow = texture(BakeShadowMap, f_texcoord1).g;
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float cavity = 1;
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vec3 emissionTerm = vec3(0);
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if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map
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emissionTerm.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color);
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vec3 lightMapColor = vec3(1);
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float lightMapIntensity = 0;
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if (HasLightMap == 1)
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{
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lightMapColor = texture(BakeLightMap, f_texcoord1).rgb;
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lightMapIntensity = texture(BakeLightMap, f_texcoord1).a;
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}
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if (RenderAsLighting)
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{
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metallic = 0;
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roughness = 1;
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}
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float specIntensity = 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 = texture(MRA, f_texcoord0).a;
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}
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// Calculate shading vectors.
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vec3 I = vec3(0,0,-1) * mat3(mtxCam);
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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, 0);
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vec3 V = normalize(I); // view
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vec3 L = normalize(specLightDirection); // Light
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vec3 H = normalize(specLightDirection + I); // half angle
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vec3 R = reflect(-I, N); // reflection
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vec3 f0 = mix(vec3(0.04), albedo, metallic); // dialectric
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vec3 kS = FresnelSchlickRoughness(max(dot(N, V), 0.0), f0, roughness);
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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BakedData ShadowBake = ShadowMapBaked(BakeShadowMap,BakeLightMap, f_texcoord1, f_texcoord2, int(bake_shadow_type),int(bake_light_type), int(bake_calc_type), N );
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vec3 LightingDiffuse = vec3(0);
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if (HasLightMap == 1)
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{
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vec3 LightIntensity = vec3(0.1);
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LightingDiffuse += ShadowBake.indirectLighting.rgb * LightIntensity;
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}
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// shadow *= ShadowBake.shadowIntensity;
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// ao *= ShadowBake.aoIntensity;
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// Diffuse pass
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vec3 diffuseIblColor = texture(irradianceMap, N).rgb;
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vec3 diffuseTerm = diffuseIblColor * albedo;
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diffuseTerm *= kD;
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diffuseTerm *= cavity;
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diffuseTerm *= ao;
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diffuseTerm *= shadow;
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diffuseTerm += LightingDiffuse;
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// Adjust for metalness.
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diffuseTerm *= clamp(1 - metallic, 0, 1);
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diffuseTerm *= vec3(1) - kS.xxx;
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//
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// Specular pass.
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int maxSpecularLod = 8;
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vec3 specularIblColor = textureLod(specularIbl, R, roughness * maxSpecularLod).rgb;
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vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
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vec3 brdfTerm = (kS * envBRDF.x + envBRDF.y);
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// vec3 specularTerm = specularIblColor * (kS * brdfTerm.x + brdfTerm.y) * specIntensity;
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vec3 specularTerm = specularIblColor * brdfTerm * specIntensity;
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// Add render passes.
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fragColor.rgb = vec3(0);
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fragColor.rgb += diffuseTerm;
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fragColor.rgb += specularTerm;
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fragColor.rgb += emissionTerm;
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// Global brightness adjustment.
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fragColor.rgb *= 2.5;
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fragColor *= min(pickingColor, vec4(1));
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fragColor.rgb *= min(boneWeightsColored, vec3(1));
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// HDR tonemapping
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fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
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// Convert back to sRGB.
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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// Alpha calculations.
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if (isTransparent == 1)
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{
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float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0));
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fragColor.a = alpha;
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}
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if (RenderAsLighting)
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{
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fragColor.rgb = specularTerm;
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fragColor.rgb += emissionTerm;
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fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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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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