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b8338311ea
For GL_EXT_vulkan_glsl_relaxed. When merging the default uniform block, there were cases where symbols in the tree wern't updated to match the new block structure after merging blocks together. This change traverses the symbol tree and updates any references to the merged block.
505 lines
13 KiB
GLSL
Executable File
505 lines
13 KiB
GLSL
Executable File
#version 460
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uniform sampler2D sTDNoiseMap;
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uniform sampler1D sTDSineLookup;
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uniform sampler2D sTDWhite2D;
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uniform sampler3D sTDWhite3D;
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uniform sampler2DArray sTDWhite2DArray;
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uniform samplerCube sTDWhiteCube;
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uniform int uTDInstanceIDOffset;
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uniform int uTDNumInstances;
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uniform float uTDAlphaTestVal;
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#define TD_NUM_COLOR_BUFFERS 1
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#define TD_NUM_LIGHTS 0
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#define TD_NUM_SHADOWED_LIGHTS 0
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#define TD_NUM_ENV_LIGHTS 0
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#define TD_LIGHTS_ARRAY_SIZE 1
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#define TD_ENV_LIGHTS_ARRAY_SIZE 1
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#define TD_NUM_CAMERAS 1
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struct TDLight
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{
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vec4 position;
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vec3 direction;
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vec3 diffuse;
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vec4 nearFar;
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vec4 lightSize;
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vec4 misc;
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vec4 coneLookupScaleBias;
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vec4 attenScaleBiasRoll;
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mat4 shadowMapMatrix;
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mat4 shadowMapCamMatrix;
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vec4 shadowMapRes;
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mat4 projMapMatrix;
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};
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struct TDEnvLight
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{
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vec3 color;
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mat3 rotate;
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};
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layout(std140) uniform TDLightBlock
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{
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TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
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};
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layout(std140) uniform TDEnvLightBlock
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{
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TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
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};
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layout(std430) readonly restrict buffer TDEnvLightBuffer
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{
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vec3 shCoeffs[9];
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} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
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struct TDPhongResult
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{
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vec3 diffuse;
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vec3 specular;
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vec3 specular2;
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float shadowStrength;
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};
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struct TDPBRResult
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{
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vec3 diffuse;
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vec3 specular;
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float shadowStrength;
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};
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struct TDMatrix
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{
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mat4 world;
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mat4 worldInverse;
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mat4 worldCam;
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mat4 worldCamInverse;
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mat4 cam;
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mat4 camInverse;
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mat4 camProj;
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mat4 camProjInverse;
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mat4 proj;
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mat4 projInverse;
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mat4 worldCamProj;
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mat4 worldCamProjInverse;
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mat4 quadReproject;
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mat3 worldForNormals;
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mat3 camForNormals;
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mat3 worldCamForNormals;
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};
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layout(std140) uniform TDMatricesBlock {
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TDMatrix uTDMats[TD_NUM_CAMERAS];
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};
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struct TDCameraInfo
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{
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vec4 nearFar;
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vec4 fog;
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vec4 fogColor;
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int renderTOPCameraIndex;
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};
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layout(std140) uniform TDCameraInfoBlock {
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TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
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};
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struct TDGeneral
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{
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vec4 ambientColor;
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vec4 nearFar;
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vec4 viewport;
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vec4 viewportRes;
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vec4 fog;
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vec4 fogColor;
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};
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layout(std140) uniform TDGeneralBlock {
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TDGeneral uTDGeneral;
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};
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layout(binding = 15) uniform samplerBuffer sTDInstanceT;
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layout(binding = 16) uniform samplerBuffer sTDInstanceTexCoord;
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layout(binding = 17) uniform samplerBuffer sTDInstanceColor;
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vec4 TDDither(vec4 color);
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vec3 TDHSVToRGB(vec3 c);
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vec3 TDRGBToHSV(vec3 c);
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#define PI 3.14159265
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vec4 TDColor(vec4 color) { return color; }
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void TDCheckOrderIndTrans() {
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}
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void TDCheckDiscard() {
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TDCheckOrderIndTrans();
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}
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vec4 TDDither(vec4 color)
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{
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float d = texture(sTDNoiseMap,
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gl_FragCoord.xy / 256.0).r;
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d -= 0.5;
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d /= 256.0;
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return vec4(color.rgb + d, color.a);
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}
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bool TDFrontFacing(vec3 pos, vec3 normal)
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{
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return gl_FrontFacing;
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}
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float TDAttenuateLight(int index, float lightDist)
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{
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return 1.0;
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}
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void TDAlphaTest(float alpha) {
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}
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float TDHardShadow(int lightIndex, vec3 worldSpacePos)
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{ return 0.0; }
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float TDSoftShadow(int lightIndex, vec3 worldSpacePos, int samples, int steps)
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{ return 0.0; }
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float TDSoftShadow(int lightIndex, vec3 worldSpacePos)
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{ return 0.0; }
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float TDShadow(int lightIndex, vec3 worldSpacePos)
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{ return 0.0; }
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vec3 TDEquirectangularToCubeMap(vec2 mapCoord);
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vec2 TDCubeMapToEquirectangular(vec3 envMapCoord);
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vec2 TDCubeMapToEquirectangular(vec3 envMapCoord, out float mipMapBias);
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vec2 TDTexGenSphere(vec3 envMapCoord);
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float iTDRadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 iTDHammersley(uint i, uint N)
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{
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return vec2(float(i) / float(N), iTDRadicalInverse_VdC(i));
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}
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vec3 iTDImportanceSampleGGX(vec2 Xi, float roughness2, vec3 N)
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{
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float a = roughness2;
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float phi = 2 * 3.14159265 * Xi.x;
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float cosTheta = sqrt( (1 - Xi.y) / (1 + (a*a - 1) * Xi.y) );
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float sinTheta = sqrt( 1 - cosTheta * cosTheta );
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vec3 H;
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H.x = sinTheta * cos(phi);
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H.y = sinTheta * sin(phi);
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H.z = cosTheta;
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vec3 upVector = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0);
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vec3 tangentX = normalize(cross(upVector, N));
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vec3 tangentY = cross(N, tangentX);
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// Tangent to world space
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vec3 worldResult = tangentX * H.x + tangentY * H.y + N * H.z;
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return worldResult;
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}
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float iTDDistributionGGX(vec3 normal, vec3 half_vector, float roughness2)
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{
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const float Epsilon = 0.000001;
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float NdotH = clamp(dot(normal, half_vector), Epsilon, 1.0);
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float alpha2 = roughness2 * roughness2;
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float denom = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
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denom = max(1e-8, denom);
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return alpha2 / (PI * denom * denom);
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}
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vec3 iTDCalcF(vec3 F0, float VdotH) {
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return F0 + (vec3(1.0) - F0) * pow(2.0, (-5.55473*VdotH - 6.98316) * VdotH);
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}
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float iTDCalcG(float NdotL, float NdotV, float k) {
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float Gl = 1.0 / (NdotL * (1.0 - k) + k);
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float Gv = 1.0 / (NdotV * (1.0 - k) + k);
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return Gl * Gv;
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}
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// 0 - All options
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TDPBRResult TDLightingPBR(int index,vec3 diffuseColor,vec3 specularColor,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float roughness)
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{
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TDPBRResult res;
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return res;
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}
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// 0 - All options
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void TDLightingPBR(inout vec3 diffuseContrib,inout vec3 specularContrib,inout float shadowStrengthOut,int index,vec3 diffuseColor,vec3 specularColor,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float roughness)
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{
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TDPBRResult res = TDLightingPBR(index,diffuseColor,specularColor,worldSpacePos,normal,shadowStrength,shadowColor,camVector,roughness); diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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shadowStrengthOut = res.shadowStrength;
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}
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// 0 - All options
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void TDLightingPBR(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 diffuseColor,vec3 specularColor,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float roughness)
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{
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TDPBRResult res = TDLightingPBR(index,diffuseColor,specularColor,worldSpacePos,normal,shadowStrength,shadowColor,camVector,roughness); diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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}
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// 0 - All options
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TDPBRResult TDEnvLightingPBR(int index,vec3 diffuseColor,vec3 specularColor,vec3 normal,vec3 camVector,float roughness,float ambientOcclusion)
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{
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TDPBRResult res;
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return res;
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}
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// 0 - All options
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void TDEnvLightingPBR(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 diffuseColor,vec3 specularColor,vec3 normal,vec3 camVector,float roughness,float ambientOcclusion)
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{
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TDPBRResult res = TDEnvLightingPBR(index, diffuseColor, specularColor, normal, camVector, roughness, ambientOcclusion);
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diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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}
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// 0 - All options
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TDPhongResult TDLighting(int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess,float shininess2)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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return res;
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}
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// 0 - Legacy
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void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,inout vec3 specularContrib2,inout float shadowStrengthOut,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess,float shininess2)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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specularContrib2 = res.specular2;
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shadowStrengthOut = res.shadowStrength;
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}
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// 0 - Legacy
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void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,inout vec3 specularContrib2,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess,float shininess2)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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specularContrib2 = res.specular2;
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}
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// 1 - Without specular2
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void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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}
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// 2 - Without shadows
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void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,inout vec3 specularContrib2,int index,vec3 worldSpacePos,vec3 normal,vec3 camVector,float shininess,float shininess2)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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specularContrib2 = res.specular2;
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}
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// 3 - diffuse and specular only
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void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 worldSpacePos,vec3 normal,vec3 camVector,float shininess)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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specularContrib = res.specular;
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}
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// 4 - Diffuse only
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void TDLighting(inout vec3 diffuseContrib,int index, vec3 worldSpacePos, vec3 normal)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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}
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// 5 - diffuse only with shadows
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void TDLighting(inout vec3 diffuseContrib,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor)
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{
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TDPhongResult res;
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switch (index)
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{
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default:
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res.diffuse = vec3(0.0);
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res.specular = vec3(0.0);
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res.specular2 = vec3(0.0);
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res.shadowStrength = 0.0;
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break;
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}
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diffuseContrib = res.diffuse;
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}
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vec4 TDProjMap(int index, vec3 worldSpacePos, vec4 defaultColor) {
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switch (index)
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{
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default: return defaultColor;
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}
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}
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vec4 TDFog(vec4 color, vec3 lightingSpacePosition, int cameraIndex) {
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switch (cameraIndex) {
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default:
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case 0:
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{
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return color;
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}
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}
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}
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vec4 TDFog(vec4 color, vec3 lightingSpacePosition)
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{
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return TDFog(color, lightingSpacePosition, 0);
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}
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vec3 TDInstanceTexCoord(int index, vec3 t) {
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vec3 v;
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int coord = index;
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vec4 samp = texelFetch(sTDInstanceTexCoord, coord);
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v[0] = t.s;
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v[1] = t.t;
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v[2] = samp[0];
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t.stp = v.stp;
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return t;
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}
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bool TDInstanceActive(int index) {
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index -= uTDInstanceIDOffset;
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float v;
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int coord = index;
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vec4 samp = texelFetch(sTDInstanceT, coord);
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v = samp[0];
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return v != 0.0;
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}
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vec3 iTDInstanceTranslate(int index, out bool instanceActive) {
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int origIndex = index;
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index -= uTDInstanceIDOffset;
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vec3 v;
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int coord = index;
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vec4 samp = texelFetch(sTDInstanceT, coord);
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v[0] = samp[1];
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v[1] = samp[2];
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v[2] = samp[3];
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instanceActive = samp[0] != 0.0;
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return v;
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}
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vec3 TDInstanceTranslate(int index) {
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index -= uTDInstanceIDOffset;
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vec3 v;
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int coord = index;
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vec4 samp = texelFetch(sTDInstanceT, coord);
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v[0] = samp[1];
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v[1] = samp[2];
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v[2] = samp[3];
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return v;
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}
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mat3 TDInstanceRotateMat(int index) {
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index -= uTDInstanceIDOffset;
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vec3 v = vec3(0.0, 0.0, 0.0);
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mat3 m = mat3(1.0);
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{
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mat3 r;
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}
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return m;
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}
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vec3 TDInstanceScale(int index) {
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index -= uTDInstanceIDOffset;
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vec3 v = vec3(1.0, 1.0, 1.0);
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return v;
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}
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vec3 TDInstancePivot(int index) {
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index -= uTDInstanceIDOffset;
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vec3 v = vec3(0.0, 0.0, 0.0);
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return v;
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}
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vec3 TDInstanceRotTo(int index) {
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index -= uTDInstanceIDOffset;
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vec3 v = vec3(0.0, 0.0, 1.0);
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return v;
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}
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vec3 TDInstanceRotUp(int index) {
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index -= uTDInstanceIDOffset;
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vec3 v = vec3(0.0, 1.0, 0.0);
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return v;
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}
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mat4 TDInstanceMat(int id) {
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bool instanceActive = true;
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vec3 t = iTDInstanceTranslate(id, instanceActive);
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if (!instanceActive)
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{
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return mat4(0.0);
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}
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mat4 m = mat4(1.0);
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{
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vec3 tt = t;
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m[3][0] += m[0][0]*tt.x;
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m[3][1] += m[0][1]*tt.x;
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m[3][2] += m[0][2]*tt.x;
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m[3][3] += m[0][3]*tt.x;
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m[3][0] += m[1][0]*tt.y;
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m[3][1] += m[1][1]*tt.y;
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m[3][2] += m[1][2]*tt.y;
|
|
m[3][3] += m[1][3]*tt.y;
|
|
m[3][0] += m[2][0]*tt.z;
|
|
m[3][1] += m[2][1]*tt.z;
|
|
m[3][2] += m[2][2]*tt.z;
|
|
m[3][3] += m[2][3]*tt.z;
|
|
}
|
|
return m;
|
|
}
|
|
mat3 TDInstanceMat3(int id) {
|
|
mat3 m = mat3(1.0);
|
|
return m;
|
|
}
|
|
mat3 TDInstanceMat3ForNorm(int id) {
|
|
mat3 m = TDInstanceMat3(id);
|
|
return m;
|
|
}
|
|
vec4 TDInstanceColor(int index, vec4 curColor) {
|
|
index -= uTDInstanceIDOffset;
|
|
vec4 v;
|
|
int coord = index;
|
|
vec4 samp = texelFetch(sTDInstanceColor, coord);
|
|
v[0] = samp[0];
|
|
v[1] = samp[1];
|
|
v[2] = samp[2];
|
|
v[3] = 1.0;
|
|
curColor[0] = v[0];
|
|
;
|
|
curColor[1] = v[1];
|
|
;
|
|
curColor[2] = v[2];
|
|
;
|
|
return curColor;
|
|
}
|