2017-10-04 17:29:48 +02:00
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#version 450 core
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//! type fragment
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2017-10-04 19:06:50 +02:00
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//! include chunks/raymarcher.glsl
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//! include lib/shading-pbr.glsl
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//! include lib/shading-blinnphong.glsl
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T_BPMaterial BPMaterials[1] = {
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{ vec3( 1 , 1 , .4 ) * .1 , vec3( 1 , 1 , .4 ) , 40 , .1 }
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};
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T_PBRMaterial PBRMaterials[1] = {
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{
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// Albedo color
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vec3( 1 , 1 , .4 ) ,
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// Roughness , metallic , subsurface , anisotropy
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.4 , .7 , 1 , .1 ,
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// Specular strength / tint%
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.5 , .5
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}
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};
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vec3 Glow[1] = {
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vec3( 2 , .4 , 5 ) * 4
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};
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void mapMaterial(
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in int matIndex ,
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out int type ,
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out int tIndex ,
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out int glowIndex )
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{
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if ( matIndex == 0 ) {
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glowIndex = -1;
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} else {
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//type = 1;
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glowIndex = 0;
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}
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type = 1;
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tIndex = 0;
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}
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vec2 RM_Map( vec3 pos )
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{
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pos = pos - vec3( 0 , 0 , 0 );
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vec3 q = pos;
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q.xy = mod( q.xy + 4. , 8. ) - 4.;
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return vec2( length( q ) - 1.8 , step( 0. , 1.9 - length( pos.xy ) ) );
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}
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void main( )
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{
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vec2 uv = ( gl_FragCoord.xy / u_Resolution ) * 2 - 1;
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vec3 camDir = normalize( u_LookAt - u_CamPos );
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vec3 side = normalize( cross( u_CamUp , camDir ) );
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vec3 up = normalize( cross( camDir , side ) );
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vec3 rayDir = normalize( camDir * u_NearPlane
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+ uv.x * side * u_Resolution.x / u_Resolution.y
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+ uv.y * up );
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vec3 r = RM_Advanced( u_CamPos , rayDir ,
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int( u_Render.x ) , u_Render.y ,
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u_Render.z , .001 , u_Render.w );
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vec3 hitPos = u_CamPos + rayDir * r.x;
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vec3 bc = vec3( 0 );
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if ( r.y >= 0. ) {
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const int midx = int( r.y );
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const vec3 normal = RM_GetNormal( hitPos );
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const vec3 lightDir = normalize( -u_LightDir );
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// Remap materials through mapMaterials
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int mtype , mtidx , glowidx;
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mapMaterial( midx , mtype , mtidx , glowidx );
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if ( mtype == 0 ) {
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bc = BP_Shade( BPMaterials[ mtidx ] ,
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-rayDir , normal , lightDir );
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} else {
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bc = PBR_Shade( PBRMaterials[ mtidx ] ,
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-rayDir , normal , lightDir );
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}
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if ( glowidx >= 0 ) {
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bc += Glow[ glowidx ];
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}
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}
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o_Color = bc;
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o_Z = r.x;
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}
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