mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-12-01 10:05:40 +00:00
493c5aae98
This new implementation uses the previously unused viewport parameter "cota"
518 lines
14 KiB
C
518 lines
14 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 float cota;
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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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in float inTextureNP;
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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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float LODBase;
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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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vs_out.LODBase = -vs_out.discardPoly * cota * inTextureNP;
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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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float LODBase;
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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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flat float LODBase;
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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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gs_out.LODBase = gs_in[0].LODBase;
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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 textureBank[2]; // 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 microTextureMinLOD;
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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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uniform int texturePage;
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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 bool smoothShading;
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uniform int hardwareStep;
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uniform int colourLayer;
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uniform bool polyAlpha;
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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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flat float LODBase;
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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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float fsLODBase;
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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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float Sqr(float a);
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float SqrLength(vec2 a);
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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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fsLODBase = fs_in.LODBase;
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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;
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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 < (1.0/32.0)) { // 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 = SqrLength((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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// We suspect that translucent polygons are always clamped (e.g. lasers in Daytona 2)
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if(sunClamp || polyAlpha) {
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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 specularFactor;
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if (smoothShading)
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{
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// Always clamp floor to zero
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float NdotL = max(0.0, sunFactor);
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vec4 expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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vec4 multIndex = vec4(1.6, 1.6, 2.4, 3.2);
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float exponent = expIndex[int(shininess)];
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specularFactor = pow(NdotL, exponent);
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specularFactor *= multIndex[int(shininess)];
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}
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else
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{
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// flat shaded polys use Phong reflection model (R dot V) without any exponent or multiplier
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// V = (0.0, 0.0, 1.0) is used by Model 3 as a fast approximation, so R dot V = R.z
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vec3 R = reflect(-sunVector, fsViewNormal);
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specularFactor = max(0.0, R.z);
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}
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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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}
|
|
)glsl";
|
|
|
|
#endif
|