Revert "Prepare shader for specmap value"
This reverts commit 88954a5d88a735cb1e9246b22b028f3ef3ab4e16.
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88954a5d88
commit
780482edba
@ -16,7 +16,7 @@ varying vec2 uv_bis;
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#define FragColor gl_FragColor
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#endif
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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@ -28,5 +28,6 @@ void main(void)
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#endif
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vec4 detail = texture(Detail, uv_bis);
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color *= detail;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1. - color.a);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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@ -12,18 +12,10 @@ in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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vec4 color = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#endif
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if (color.a < 0.5) discard;
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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@ -39,6 +31,13 @@ void main(void)
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float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), 1.);
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vec4 color = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#endif
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if (color.a < 0.5) discard;
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vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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@ -11,7 +11,7 @@ in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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@ -26,5 +26,6 @@ void main(void)
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vec4 detail = texture(Detail, uv_bis);
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#endif
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color *= detail;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1. - color.a);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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@ -14,20 +14,10 @@ in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#else
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vec4 color = texture(Albedo, uv);
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#endif
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if (color.a < 0.5) discard;
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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@ -43,7 +33,15 @@ void main(void)
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float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), 1.);
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FragColor = vec4(LightFactor, 1.);
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#else
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vec4 color = texture(Albedo, uv);
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#endif
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if (color.a < 0.5) discard;
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vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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@ -9,7 +9,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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@ -22,5 +22,6 @@ void main(void)
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vec4 col = texture(Albedo, uv);
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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}
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@ -12,7 +12,7 @@ out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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@ -29,6 +29,7 @@ void main() {
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#else
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vec4 detail0 = texture(tex, r.xy / m + .5);
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#endif
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 1.), 1.);
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FragColor = vec4(detail0.xyz * LightFactor, 1.);
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}
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@ -9,7 +9,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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@ -23,5 +23,6 @@ void main(void)
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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}
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@ -8,7 +8,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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@ -21,5 +21,6 @@ void main(void)
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vec4 col = texture(Albedo, uv);
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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}
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@ -15,7 +15,7 @@ varying vec3 nor;
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#endif
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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@ -30,6 +30,7 @@ void main() {
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detail0.xyz = pow(detail0.xyz, vec3(2.2));
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#endif
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#endif
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 1.), 1.);
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FragColor = vec4(detail0.xyz * LightFactor, 1.);
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}
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@ -8,7 +8,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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@ -20,5 +20,6 @@ void main(void)
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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}
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@ -22,7 +22,7 @@ varying vec2 uv_bis;
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#define FragColor gl_FragColor
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#endif
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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vec3 getLightFactor(float specMapValue);
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void main() {
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// Splatting part
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@ -46,5 +46,6 @@ void main() {
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splatting.b * detail2 +
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max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
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FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 1.), 1.);
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(splatted.xyz * LightFactor, 1.);
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}
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@ -8,12 +8,12 @@ uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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#endif
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue)
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vec3 getLightFactor(float specMapValue)
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{
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 tmp = diffuseMatColor * DiffuseComponent + specularMatColor * SpecularComponent * specMapValue;
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vec3 tmp = DiffuseComponent + SpecularComponent * specMapValue;
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return tmp * ao;
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}
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