PBR-ish stuff
Subsurface scattering doesn't work, though
This commit is contained in:
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aabf8949a8
commit
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5 changed files with 207 additions and 113 deletions
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@ -26,6 +26,8 @@ T_Raymarcher::T_Raymarcher(
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glGenProgramPipelines( 1 , &pipeline_ );
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glGenProgramPipelines( 1 , &pipeline_ );
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program_.addFile( "raymarch-header.glsl" );
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program_.addFile( "raymarch-header.glsl" );
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program_.addFile( "pbr.glsl" );
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program_.addFile( "blinn-phong.glsl" );
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program_.addFile( "map.glsl" );
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program_.addFile( "map.glsl" );
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program_.addFile( "raymarcher.glsl" );
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program_.addFile( "raymarcher.glsl" );
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program_.load( );
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program_.load( );
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@ -67,7 +69,7 @@ void T_Raymarcher::render( )
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glProgramUniform3fv( program_.id( ) , U_CAM_UP , 1 , &camera_.up.x );
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glProgramUniform3fv( program_.id( ) , U_CAM_UP , 1 , &camera_.up.x );
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glProgramUniform1f( program_.id( ) , U_NEAR_PLANE , camera_.np );
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glProgramUniform1f( program_.id( ) , U_NEAR_PLANE , camera_.np );
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glProgramUniform3f( program_.id( ) , U_LIGHT_DIR , 0 , 1 , 1 );
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glProgramUniform3f( program_.id( ) , U_LIGHT_DIR , 0 , 1 , -1 );
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glProgramUniform4f( program_.id( ) , U_RAYMARCHER , rmIterations , rmStep ,
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glProgramUniform4f( program_.id( ) , U_RAYMARCHER , rmIterations , rmStep ,
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rmEpsilon , rmMaxDist );
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rmEpsilon , rmMaxDist );
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21
shaders/blinn-phong.glsl
Normal file
21
shaders/blinn-phong.glsl
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@ -0,0 +1,21 @@
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struct T_BPMaterial
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{
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vec3 cAlbedo, cSpecular;
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float specPower , ambient;
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};
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vec3 BP_Shade(
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in T_BPMaterial material ,
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in vec3 rayDir ,
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in vec3 normal ,
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in vec3 lightDir )
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{
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const vec3 halfVec = normalize( rayDir + lightDir );
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const float nDotL = dot( normal , lightDir ) ,
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nDotH = dot( normal , halfVec ) ,
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si = pow( clamp( nDotH , 0 , 1 ) , material.specPower ) ,
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di = material.ambient + ( 1 - material.ambient )
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* clamp( nDotL , 0 , 1 );
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return mix( material.cAlbedo * di , material.cSpecular , si );
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}
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@ -1,3 +1,38 @@
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#define USE_GLOW
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#define USE_MAP_MATERIAL
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T_BPMaterial BPMaterials[1] = {
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{ vec3( 1 , 1 , 0 ) , vec3( 1 ) , 4 , .3 }
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};
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T_PBRMaterial PBRMaterials[1] = {
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{
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// Albedo / specular colors
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vec3( 1 , 1 , 0 ) , vec3( 1 , 1 , .4 ) ,
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// Roughness , anisotropy , subsurface , metallic
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.1 , 0 , 0 , .75
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}
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};
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vec3 Glow[1] = {
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vec3( 5. , .1 , 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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type = 0;
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} else {
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type = 1;
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}
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tIndex = 0;
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glowIndex = -1;
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}
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vec2 map( vec3 pos )
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vec2 map( vec3 pos )
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{
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{
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vec3 q = pos;
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vec3 q = pos;
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102
shaders/pbr.glsl
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102
shaders/pbr.glsl
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@ -0,0 +1,102 @@
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struct T_PBRMaterial
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{
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vec3 cAlbedo, cSpecular;
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float roughness , anisotropy , subsurface , metallic;
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};
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struct T_PBRPrecomputed
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{
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float nDotC;
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float ffndc; // Fresnel from n.c
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vec3 tangent, bitangent;
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float specAlpha , viewSpecular;
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float aAspectX , aAspectY; // Anisotropy
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};
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float PBR_FresnelFrom( in float dotProduct ) {
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float d = clamp( 1.0 - dotProduct , 0.0 , 1.0 );
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return d * d * d * d * d;
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}
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float PBR_GetSpecular( in float cosine , in float alpha )
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{
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float cs = cosine * cosine;
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float as = alpha * alpha;
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return 1. / ( cosine + sqrt( cs + as - cs * as ) );
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}
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// Precompute some of the material's properties. This is independant of the
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// light source.
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T_PBRPrecomputed PBR_Precompute(
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in T_PBRMaterial material ,
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in vec3 rayDir ,
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in vec3 normal )
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{
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T_PBRPrecomputed rv;
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rv.nDotC = dot( normal , rayDir );
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rv.ffndc = PBR_FresnelFrom( rv.nDotC );
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rv.tangent = cross( vec3( 0. , 1. , 0. ) , normal );
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if ( length( rv.tangent ) == 0.0 ) {
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rv.tangent = cross( vec3( 1. , 0. , 0. ) , normal );
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}
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rv.tangent = normalize( rv.tangent );
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rv.bitangent = normalize( cross( normal , rv.tangent ) );
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rv.specAlpha = pow( material.roughness * .5 + .5 , 2. );
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rv.viewSpecular = PBR_GetSpecular( rv.nDotC , rv.specAlpha );
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const float sRoughness = material.roughness * material.roughness;
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const float aspect = sqrt( 1.0 - material.anisotropy * .9 );
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rv.aAspectX = max( .001, sRoughness / aspect );
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rv.aAspectY = max( .001, sRoughness * aspect );
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return rv;
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}
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// Actually compute a light source's contribution
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vec3 PBR_Shade(
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in T_PBRMaterial material ,
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in T_PBRPrecomputed precomputed ,
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in vec3 rayDir ,
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in vec3 normal ,
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in vec3 lightDir )
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{
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const float nDotL = dot( normal , lightDir );
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if ( nDotL <= 0. ) {
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return vec3( 0. );
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}
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const vec3 halfVec = normalize( lightDir + rayDir );
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const float nDotH = dot( normal , halfVec );
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const float lDotH = dot( lightDir , halfVec );
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const float ffndl = PBR_FresnelFrom( nDotL );
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float grazingDiffuse = lDotH * lDotH * material.roughness;
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float dSubsurface = mix( 1.0 , grazingDiffuse , ffndl )
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* mix( 1.0 , grazingDiffuse , precomputed.ffndc );
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dSubsurface = 1.25 * ( dSubsurface * ( 1.0 / ( nDotL + precomputed.nDotC ) - .5 ) + .5 );
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grazingDiffuse = .5 + 2. * grazingDiffuse;
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const float dFresnel = mix( 1.0 , grazingDiffuse , ffndl )
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* mix( 1.0 , grazingDiffuse , precomputed.ffndc );
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float specular = PBR_GetSpecular( nDotL , precomputed.specAlpha )
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* precomputed.viewSpecular;
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specular = mix( specular , 1.0 , PBR_FresnelFrom( lDotH ) );
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const vec3 d = vec3(
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dot( halfVec , precomputed.tangent ) / precomputed.aAspectX ,
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dot( halfVec , precomputed.bitangent ) / precomputed.aAspectY ,
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nDotH );
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const float ds = dot( d , d );
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const float anisotropic = precomputed.aAspectX * precomputed.aAspectY
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* ds * ds * 3.14159265;
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return nDotL * ( material.cAlbedo
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* mix( dFresnel , dSubsurface , material.subsurface )
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* pow( 1.0 - material.metallic , 3 )
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+ specular * material.cSpecular / anisotropic
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);
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}
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@ -28,23 +28,6 @@ vec3 march( vec3 o , vec3 d , int steps , float factor )
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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/*
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float computeIsolines( in float value , in float dist )
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{
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float f0 = u_DebugPlaneLines.w , f1 = f0 * f0 , f2 = f1 * f0;
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vec3 iso = vec3(
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fract( value * f0 ) * 2 - 1 ,
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fract( value * f1 ) * 2 - 1 ,
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fract( value * f2 ) * 2 - 1 );
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iso = pow( abs( iso ) , 100 / vec3( f0 , f1 , f2 ) )
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* pow( 1 - dist * .02 , 8 );
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return mix( mix( iso.z , iso.y , step( 1 / f1 , value ) ) ,
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iso.x , step( 1 / f0 , value ) );
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}
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*/
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// -----------------------------------------------------------------------------
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void main( )
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void main( )
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{
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{
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setCamFromUniforms( );
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setCamFromUniforms( );
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@ -60,105 +43,56 @@ void main( )
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vec3 r = march( camPos , rayDir , int( u_Render.x ) , u_Render.y );
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vec3 r = march( camPos , rayDir , int( u_Render.x ) , u_Render.y );
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vec3 hitPos = camPos + rayDir * r.x;
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vec3 hitPos = camPos + rayDir * r.x;
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vec3 bc;
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vec3 bc = vec3( 0 );
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if ( r.y >= 0. ) {
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if ( r.y >= 0. ) {
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bc = vec3( 1. , 1. , 0. );
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const int midx = int( r.y );
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vec3 hvec = normalize( rayDir - u_LightDir ) ,
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const vec3 normal = getNormal( hitPos );
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norm = getNormal( hitPos );
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float ndotl = dot( norm , -normalize( u_LightDir ) ) ,
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#if defined( USE_BP )
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ndoth = dot( norm , hvec );
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// Blinn-Phong only
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float si = pow( clamp( ndoth , 0 , 1 ) , 4 ) ,
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bc = BP_Shade( BPMaterials[ midx ] ,
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di = .6 + .3 * clamp( ndotl , 0 , 1 );
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rayDir , normal , -u_LightDir );
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bc = mix( bc * di , vec3( 1. ) , si );
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if ( r.y >= 1. ) {
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#else
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bc += vec3( 5. , .1 , 4. ) * 4;
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#if defined( USE_PBR )
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// PBR only
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T_PBRMaterial material = PBRMaterials[ midx ];
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T_PBRPrecomputed precomputed = PBR_Precompute(
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material , rayDir , normal );
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bc = PBR_Shade( material , precomputed ,
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rayDir , normal , -u_LightDir );
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#else
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#if defined( USE_MAP_MATERIAL )
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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 , -u_LightDir );
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} else {
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T_PBRMaterial material = PBRMaterials[ mtidx ];
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T_PBRPrecomputed precomputed = PBR_Precompute(
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material , rayDir , normal );
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bc = PBR_Shade( material , precomputed ,
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rayDir , normal , -u_LightDir );
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}
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}
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} else {
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#if defined( USE_GLOW )
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bc = vec3( 0. );
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if ( glowidx > 0 ) {
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bc += Glow[ glowidx ];
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}
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#endif
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#endif
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#endif
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#endif
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#ifdef USE_GLOW
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#ifndef USE_MAP_MATERIAL
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bc += Glow[ midx ];
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#endif
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#endif
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}
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}
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o_Color = bc;
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o_Color = bc;
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o_Z = r.x;
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o_Z = r.x;
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/*
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if ( r.y == -2 ) {
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// Debug plane
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float v = map( hitPos ).x;
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vec3 pc = mix( mix( mix(
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vec3( .4 , .05 , .4 ) ,
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vec3( .6 , .2 , .2 ) ,
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smoothstep( 0 , 1 , v ) ) ,
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vec3( 1 , .8 , .4 ) ,
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smoothstep( 1 , 2 , v ) ) ,
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vec3( 1 ) , smoothstep( 2 , 3 , v ) );
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color = vec4( mix( pc , u_DebugPlaneLines.rgb ,
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computeIsolines( v , r.x ) ) , 1 );
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} else if ( r.y == -1 ) {
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color = vec4( 0 , 0 , 0 , 1 );
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} else {
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// Base color
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vec3 bc;
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if ( dispMode == 1 ) {
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// Single color mode
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bc = u_ObjColor;
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} else if ( dispMode == 2 ) {
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// Iterations
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bc = mix( u_ObjColor , u_ObjColor2 , r.z / u_Render.x );
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} else {
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// Distance
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bc = mix( u_ObjColor , u_ObjColor2 , r.x / u_Render.w );
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}
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// Grid
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if ( ( u_DebugFeatures.x & 0x04 ) != 0 ) {
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vec3 hpf = fract( hitPos / u_DebugGrid.x ) * 2 - 1;
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hpf = 1 - smoothstep( vec3( 1 - .01 / u_DebugGrid.x ) ,
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vec3( 1 ) , abs( hpf ) );
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bc = mix( u_DebugGrid.yzw , bc ,
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hpf.x * hpf.y * hpf.z );
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}
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if ( ( u_DebugFeatures & 0x20 ) != 0 ) {
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vec3 hvec = normalize( rayDir - u_LightDir ) ,
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norm = getNormal( hitPos );
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float ndotl = dot( norm , -normalize( u_LightDir ) ) ,
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ndoth = dot( norm , hvec );
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float si = pow( clamp( ndoth , 0 , 1 ) , 4 ) ,
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di = .6 + .3 * clamp( ndotl , 0 , 1 );
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bc = mix( bc * di , vec3( u_ObjColor ) , si );
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}
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color = vec4( bc , 1 );
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}
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*/
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// Translucent isolines
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/*
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if ( ( u_DebugFeatures.x & 3 ) == 2 ) {
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float pint = dot( rayDir , u_DebugPlane.xyz );
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if ( abs( pint ) > .0001 ) {
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float pdist = u_DebugPlane.w - .5 * u_DebugPlaneTrans.x * u_DebugPlaneTrans.y;
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float cpdotpn = dot( camPos , u_DebugPlane.xyz );
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int nbp = int( u_DebugPlaneTrans.x );
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for ( int i = 0 ; i < nbp ; i ++ ) {
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float t = ( pdist - cpdotpn ) / pint;
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if ( t > .0001 && ( t < r.x || r.y == -1. ) ) {
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float v = map( camPos + t * rayDir ).x;
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bool inside = v <= 0;
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vec3 col = inside
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? ( vec3(1) - u_DebugPlaneLines.rgb )
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: u_DebugPlaneLines.rgb;
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color.rgb += mix(
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vec3( .05 ) ,
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col * u_DebugPlaneTrans.w ,
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computeIsolines( v , t ) )
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* ( 1 - min( 1 , abs( v ) / u_DebugPlaneTrans.z ) );
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}
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pdist += u_DebugPlaneTrans.y;
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}
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}
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}
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*/
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}
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}
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