mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 06:35:41 +00:00
6595b9320e
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
505 lines
13 KiB
C
505 lines
13 KiB
C
#ifndef _R3DSHADERQUADS_H_
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#define _R3DSHADERQUADS_H_
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static const char *vertexShaderR3DQuads = R"glsl(
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#version 450 core
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// uniforms
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uniform float modelScale;
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uniform float nodeAlpha;
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uniform mat4 modelMat;
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uniform mat4 projMat;
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uniform bool translatorMap;
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// attributes
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in vec4 inVertex;
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in vec3 inNormal;
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in vec2 inTexCoord;
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in vec3 inFaceNormal; // used to emulate r3d culling
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in float inFixedShade;
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in vec4 inColour;
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// outputs to geometry shader
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out VS_OUT
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{
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vec3 viewVertex;
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vec3 viewNormal; // per vertex normal vector
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vec2 texCoord;
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vec4 color;
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float fixedShade;
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float discardPoly; // can't have varying bool (glsl spec)
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} vs_out;
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vec4 GetColour(vec4 colour)
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{
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vec4 c = colour;
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if(translatorMap) {
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c.rgb *= 16.0;
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}
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c.a *= nodeAlpha;
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return c;
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}
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float CalcBackFace(in vec3 viewVertex)
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{
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vec3 vt = viewVertex; // - vec3(0.0);
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vec3 vn = mat3(modelMat) * inFaceNormal;
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// dot product of face normal with view direction
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return dot(vt, vn);
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}
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void main(void)
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{
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vs_out.viewVertex = vec3(modelMat * inVertex);
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vs_out.viewNormal = (mat3(modelMat) * inNormal) / modelScale;
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vs_out.discardPoly = CalcBackFace(vs_out.viewVertex);
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vs_out.color = GetColour(inColour);
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vs_out.texCoord = inTexCoord;
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vs_out.fixedShade = inFixedShade;
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gl_Position = projMat * modelMat * inVertex;
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}
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)glsl";
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static const char *geometryShaderR3DQuads = R"glsl(
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#version 450 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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in VS_OUT
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{
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vec3 viewVertex;
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vec3 viewNormal; // per vertex normal vector
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vec2 texCoord;
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vec4 color;
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float fixedShade;
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float discardPoly; // can't have varying bool (glsl spec)
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} gs_in[4];
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out GS_OUT
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{
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noperspective vec2 v[4];
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noperspective float area[4];
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flat float oneOverW[4];
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//our regular attributes
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flat vec3 viewVertex[4];
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flat vec3 viewNormal[4]; // per vertex normal vector
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flat vec2 texCoord[4];
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flat vec4 color;
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flat float fixedShade[4];
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} gs_out;
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//a*b - c*d, computed in a stable fashion (Kahan)
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float DifferenceOfProducts(float a, float b, float c, float d)
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{
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precise float cd = c * d;
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precise float err = fma(-c, d, cd);
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precise float dop = fma(a, b, -cd);
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return dop + err;
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}
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void main(void)
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{
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if(gs_in[0].discardPoly > 0) {
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return; //emulate back face culling here (all vertices in poly have same value)
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}
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vec2 v[4];
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for (int i=0; i<4; i++) {
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float oneOverW = 1.0 / gl_in[i].gl_Position.w;
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gs_out.oneOverW[i] = oneOverW;
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v[i] = gl_in[i].gl_Position.xy * oneOverW;
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// our regular vertex attribs
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gs_out.viewVertex[i] = gs_in[i].viewVertex * oneOverW;
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gs_out.viewNormal[i] = gs_in[i].viewNormal * oneOverW;
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gs_out.texCoord[i] = gs_in[i].texCoord * oneOverW;
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gs_out.fixedShade[i] = gs_in[i].fixedShade * oneOverW;
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}
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// flat attributes
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gs_out.color = gs_in[0].color;
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// precompute crossproducts for all vertex combinations to be looked up in loop below for area computation
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precise float cross[4][4];
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for (int i=0; i<4; i++)
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{
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cross[i][i] = 0.0;
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for (int j=i+1; j<4; j++)
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cross[i][j] = DifferenceOfProducts(gl_in[i].gl_Position.x, gl_in[j].gl_Position.y, gl_in[j].gl_Position.x, gl_in[i].gl_Position.y) / (gl_in[i].gl_Position.w * gl_in[j].gl_Position.w);
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}
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for (int i=1; i<4; i++)
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for (int j=0; j<i; j++)
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cross[i][j] = -cross[j][i];
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for (int i=0; i<4; i++) {
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// Mapping of polygon vertex order to triangle strip vertex order.
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//
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// Quad (lines adjacency) Triangle strip
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// vertex order: vertex order:
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//
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// 1----2 1----3
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// | | ===> | \ |
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// | | | \ |
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// 0----3 0----2
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//
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int reorder[4] = int[]( 1, 0, 2, 3 );
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int ii = reorder[i];
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for (int j=0; j<4; j++) {
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gs_out.v[j] = v[j] - v[ii];
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int j_next = (j+1) % 4;
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// compute area via shoelace algorithm BUT divided by w afterwards to improve precision!
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// in addition also use Kahans algorithm to further improve precision of the 2D crossproducts
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gs_out.area[j] = cross[j][j_next] + cross[j_next][ii] + cross[ii][j];
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}
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gl_Position = gl_in[ii].gl_Position;
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EmitVertex();
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}
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}
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)glsl";
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static const char *fragmentShaderR3DQuads = R"glsl(
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#version 450 core
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uniform usampler2D tex1; // entire texture sheet
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// texturing
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uniform bool textureEnabled;
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uniform bool microTexture;
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uniform float microTextureScale;
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uniform int microTextureID;
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uniform ivec4 baseTexInfo; // x/y are x,y positions in the texture sheet. z/w are with and height
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uniform int baseTexType;
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uniform bool textureInverted;
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uniform bool textureAlpha;
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uniform bool alphaTest;
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uniform bool discardAlpha;
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uniform ivec2 textureWrapMode;
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// general
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uniform vec3 fogColour;
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uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
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uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
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uniform vec3 spotColor; // spotlight RGB color
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uniform vec3 spotFogColor; // spotlight RGB color on fog
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uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
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uniform bool lightEnabled; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
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uniform bool sunClamp; // not used by daytona and la machine guns
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uniform bool intensityClamp; // some games such as daytona and
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uniform bool specularEnabled; // specular enabled
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uniform float specularValue; // specular coefficient
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uniform float shininess; // specular shininess
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uniform float fogIntensity;
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uniform float fogDensity;
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uniform float fogStart;
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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uniform int colourLayer;
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// matrices (shared with vertex shader)
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uniform mat4 projMat;
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//interpolated inputs from geometry shader
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in GS_OUT
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{
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noperspective vec2 v[4];
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noperspective float area[4];
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flat float oneOverW[4];
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//our regular attributes
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flat vec3 viewVertex[4];
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flat vec3 viewNormal[4]; // per vertex normal vector
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flat vec2 texCoord[4];
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flat vec4 color;
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flat float fixedShade[4];
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} fs_in;
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//our calculated vertex attributes from the above
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vec3 fsViewVertex;
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vec3 fsViewNormal;
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vec2 fsTexCoord;
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float fsFixedShade;
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vec4 fsColor;
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//outputs
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layout(location = 0) out vec4 out0; // opaque
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layout(location = 1) out vec4 out1; // trans layer 1
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layout(location = 2) out vec4 out2; // trans layer 2
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// forward declarations (see common file)
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float CalcFog();
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void Step15Luminous(inout vec4 colour);
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vec4 GetTextureValue();
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void WriteOutputs(vec4 colour, int layer);
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void QuadraticInterpolation()
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{
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vec2 s[4];
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float A[4];
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for (int i=0; i<4; i++) {
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s[i] = fs_in.v[i];
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A[i] = fs_in.area[i];
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}
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float D[4];
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float r[4];
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for (int i=0; i<4; i++) {
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int i_next = (i+1)%4;
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D[i] = dot(s[i], s[i_next]);
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r[i] = length(s[i]);
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if (fs_in.oneOverW[i] < 0.0) { // is w[i] negative?
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r[i] = -r[i];
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}
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}
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float t[4];
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for (int i=0; i<4; i++) {
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int i_next = (i+1)%4;
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if(A[i]==0.0) t[i] = 0.0; // check for zero area + div by zero
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else t[i] = (r[i]*r[i_next] - D[i]) / A[i];
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}
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float uSum = 0.0;
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float u[4];
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for (uint i=0; i<4; i++) {
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uint i_prev = (i-1)%4;
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u[i] = (t[i_prev] + t[i]) / r[i];
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uSum += u[i];
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}
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float lambda[4];
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for (int i=0; i<4; i++) {
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lambda[i] = u[i] / uSum;
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}
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/* Discard fragments when all the weights are neither all negative nor all positive. */
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int lambdaSignCount = 0;
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for (int i=0; i<4; i++) {
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if (fs_in.oneOverW[i] * lambda[i] < 0.0) {
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lambdaSignCount--;
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} else {
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lambdaSignCount++;
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}
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}
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if (lambdaSignCount != 4) {
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if(!gl_HelperInvocation) {
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discard;
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}
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}
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float interp_oneOverW = 0.0;
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fsViewVertex = vec3(0.0);
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fsViewNormal = vec3(0.0);
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fsTexCoord = vec2(0.0);
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fsFixedShade = 0.0;
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fsColor = fs_in.color;
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for (int i=0; i<4; i++) {
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fsViewVertex += lambda[i] * fs_in.viewVertex[i];
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fsViewNormal += lambda[i] * fs_in.viewNormal[i];
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fsTexCoord += lambda[i] * fs_in.texCoord[i];
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fsFixedShade += lambda[i] * fs_in.fixedShade[i];
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interp_oneOverW += lambda[i] * fs_in.oneOverW[i];
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}
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fsViewVertex /= interp_oneOverW;
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fsViewNormal /= interp_oneOverW;
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fsTexCoord /= interp_oneOverW;
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fsFixedShade /= interp_oneOverW;
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vec4 vertex;
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float depth;
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// dirty hack for co-planar polys that really need 100% identical values to depth test correctly
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// the reason we waste cycles and calculate depth value here is because we have run out of vertex attribs
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if(fs_in.oneOverW[0]==fs_in.oneOverW[1] &&
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fs_in.oneOverW[1]==fs_in.oneOverW[2] &&
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fs_in.oneOverW[2]==fs_in.oneOverW[3]) {
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fsViewVertex.z = fs_in.viewVertex[0].z / fs_in.oneOverW[0];
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vertex = projMat * vec4(fsViewVertex,1.0);
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depth = vertex.z / vertex.w;
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}
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else {
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vertex.z = projMat[2][2] * fsViewVertex.z + projMat[3][2]; // standard projMat * vertex - but just using Z components
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depth = vertex.z * interp_oneOverW;
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}
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gl_FragDepth = depth * 0.5 + 0.5;
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}
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float sqr(float a)
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{
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return a*a;
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}
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float sqr_length(vec2 a)
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{
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return a.x*a.x + a.y*a.y;
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}
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void main()
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{
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vec4 tex1Data;
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vec4 colData;
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vec4 finalData;
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vec4 fogData;
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QuadraticInterpolation(); // calculate our vertex attributes
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fogData = vec4(fogColour.rgb * fogAmbient, CalcFog());
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tex1Data = vec4(1.0, 1.0, 1.0, 1.0);
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if(textureEnabled) {
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tex1Data = GetTextureValue();
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}
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colData = fsColor;
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Step15Luminous(colData); // no-op for step 2.0+
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finalData = tex1Data * colData;
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if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
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discard;
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}
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float ellipse;
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ellipse = sqr_length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw); // decay rate = square of distance from center
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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// Compute spotlight and apply lighting
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float enable, absExtent, d, inv_r, range;
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// start of spotlight
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enable = step(spotRange.x, -fsViewVertex.z);
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if (spotRange.y == 0.0) {
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range = 0.0;
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}
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else {
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absExtent = abs(spotRange.y);
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d = spotRange.x + absExtent + fsViewVertex.z;
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d = min(d, 0.0);
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// slope of decay function
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inv_r = 1.0 / (1.0 + absExtent);
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// inverse-linear falloff
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// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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// y = 1 / (d/r + 1)^2
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range = 1.0 / sqr(d * inv_r - 1.0);
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range *= enable;
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}
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float lobeEffect = range * ellipse;
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float lobeFogEffect = enable * ellipse;
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if (lightEnabled) {
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vec3 lightIntensity;
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vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
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float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
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// Sun angle
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sunVector = lighting[0];
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// Compute diffuse factor for sunlight
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if(fixedShading) {
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sunFactor = fsFixedShade;
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}
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else {
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sunFactor = dot(sunVector, fsViewNormal);
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}
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// Clamp ceil, fix for upscaled models without "modelScale" defined
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sunFactor = clamp(sunFactor,-1.0,1.0);
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// Optional clamping, value is allowed to be negative
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if(sunClamp) {
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sunFactor = max(sunFactor,0.0);
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}
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// Total light intensity: sum of all components
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lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y); // diffuse + ambient
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lightIntensity.rgb += spotColor*lobeEffect;
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// Upper clamp is optional, step 1.5+ games will drive brightness beyond 100%
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if(intensityClamp) {
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lightIntensity = min(lightIntensity,1.0);
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}
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finalData.rgb *= lightIntensity;
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// for now assume fixed shading doesn't work with specular
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if (specularEnabled) {
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float exponent, NdotL, specularFactor;
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vec4 biasIndex, expIndex, multIndex;
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// Always clamp floor to zero, we don't want deep black areas
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NdotL = max(0.0,sunFactor);
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expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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multIndex = vec4(2.0, 2.0, 3.0, 4.0);
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biasIndex = vec4(0.95, 0.95, 1.05, 1.0);
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exponent = expIndex[int(shininess)] / biasIndex[int(shininess)];
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specularFactor = pow(NdotL, exponent);
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specularFactor *= multIndex[int(shininess)];
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specularFactor *= biasIndex[int(shininess)];
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specularFactor *= specularValue;
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specularFactor *= lighting[1].x;
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if (colData.a < 1.0) {
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/// Specular hi-light affects translucent polygons alpha channel ///
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finalData.a = max(finalData.a, specularFactor);
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}
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finalData.rgb += vec3(specularFactor);
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}
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}
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// Final clamp: we need it for proper shading in dimmed light and dark ambients
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finalData.rgb = min(finalData.rgb, vec3(1.0));
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// Spotlight on fog
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vec3 lSpotFogColor = spotFogColor * fogAttenuation * fogColour.rgb * lobeFogEffect;
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// Fog & spotlight applied
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finalData.rgb = mix(finalData.rgb, fogData.rgb + lSpotFogColor, fogData.a);
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// Write outputs to colour buffers
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WriteOutputs(finalData,colourLayer);
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}
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)glsl";
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#endif
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