Remove useless code
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104de39a04
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b787c09705
@ -29,23 +29,6 @@ float makeLinear(float f, float n, float z)
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return (2 * n) / (f + n - z * (f - n));
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return (2 * n) / (f + n - z * (f - n));
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}
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}
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vec3 fastBlur(vec2 uv, float spread)
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{
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vec4 sum = vec4(0.0);
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float X = uv.x;
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float Y = uv.y;
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vec2 pixel = vec2(spread);
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float biais = 1.0;
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sum += textureLod(albedo, vec2(X - 3.0 * pixel.x, Y), biais) * 0.03125;
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sum += textureLod(albedo, vec2(X - 1.3333 * pixel.x, Y), biais) * 0.328125;
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sum += textureLod(albedo, vec2(X, Y), biais) * 0.273438;
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sum += textureLod(albedo, vec2(X + 1.3333 * pixel.x, Y), biais) * 0.328125;
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sum += textureLod(albedo, vec2(X + 3.0 * pixel.x, Y), biais) * 0.03125;
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return sum.rgb;
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}
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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{
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{
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// Combine UV & depth into XY & Z (NDC)
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// Combine UV & depth into XY & Z (NDC)
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@ -62,12 +45,6 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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return ViewPosition.xyz / ViewPosition.w;
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return ViewPosition.xyz / ViewPosition.w;
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}
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}
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
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}
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vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
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vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
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{
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{
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dir *= 0.25f;
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dir *= 0.25f;
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@ -86,10 +63,8 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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{
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{
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
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{
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{
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// Mix with fallback (black area should be dark anyway)
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// FIXME We need to generate mipmap to take into account the gloss map
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vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
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vec3 finalColor = textureLod(albedo, projectedCoord.xy, spread).rgb;
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// FIXME, this is heavy, needs to be an option in the settings
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//vec3 finalColor = fastBlur(projectedCoord.xy, spread);
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if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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{
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{
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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@ -112,11 +87,6 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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return fallback;
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return fallback;
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}
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}
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float rand2(vec2 co)
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{
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return fract(sin(dot(co.xy,vec2(45.454545,5631.4))) * 43758.5453);
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}
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// Main ===================================================================
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// Main ===================================================================
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void main(void)
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void main(void)
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@ -153,21 +123,15 @@ void main(void)
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View_Pos /= View_Pos.w;
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View_Pos /= View_Pos.w;
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// Reflection vector
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// Reflection vector
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vec3 eyedir2 = eyedir;
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eyedir2.y *= clamp(rand(uv), 0.01, 2.7);
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vec3 normal2 = normal;
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normal2.y = 0.5; //clamp(rand2(uv), 0.01, 2.7);
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vec3 reflected = normalize(reflect(eyedir, normal));
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vec3 reflected = normalize(reflect(eyedir, normal));
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vec3 reflected2 = normalize(reflect(eyedir2, normal2));
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// Ray cast
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// Ray cast
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vec3 hitPos = View_Pos.xyz;
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vec3 hitPos = View_Pos.xyz;
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float dDepth;
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float dDepth;
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float minRayStep = 100.0f;
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float minRayStep = 100.0f;
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vec3 outColor = RayCast(mix(reflected, reflected2, 1.0 - specval) * max(minRayStep, -View_Pos.z),
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vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z),
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hitPos, dDepth, dtex, fallback, mix(0.001, 0.01, 1.0 - specval));
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hitPos, dDepth, dtex, fallback, 0.0);
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Spec = vec4(outColor.rgb, 1.0);
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Spec = vec4(outColor.rgb, 1.0);
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#endif
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#endif
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