Test - Compute shaders for raymarching
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3 changed files with 231 additions and 13 deletions
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@ -18,6 +18,12 @@
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(program prg-fullscreen "fullscreen.v.glsl")
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(set use-compute 1)
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(set render-compute-size-x 8)
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(set render-compute-size-y 8)
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(set combine-compute-size-x 8)
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(set combine-compute-size-y 32)
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(call scene-init)
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(call dof-init)
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(call bloom-init)
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@ -40,14 +46,22 @@
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# Scene
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(fn scene-init ()
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(texture tx-scene-output rgb-f16 $vp-width $vp-height)
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(texture tx-scene-depth r-f16 $vp-width $vp-height)
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(if $use-compute (
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(texture tx-scene-output rgba-f16 $vp-width $vp-height)
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(program prg-scene-p1 "scene.c.glsl")
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(pipeline pl-scene-p1 prg-scene-p1)
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)(
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(texture tx-scene-output rgb-f16 $vp-width $vp-height)
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(framebuffer rt-scene
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(color tx-scene-output)
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(color tx-scene-depth))
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(program prg-scene-p1 "scene.f.glsl")
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(pipeline pl-scene-p1 prg-fullscreen prg-scene-p1)
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))
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(odbg tx-scene-output hdr "Scene output")
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(odbg tx-scene-depth depth "Scene depth")
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@ -100,8 +114,6 @@
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(fn scene-render ()
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(profiling "Scene render"
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(uniforms prg-scene-p1 1 $vp-width $vp-height)
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(uniforms prg-scene-p1 0 $time)
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(uniforms prg-scene-p1 2
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(get-input camera-pos-x)
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@ -130,9 +142,18 @@
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(uniforms prg-scene-p1 7 (get-input fog))
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(uniforms-i prg-scene-p1 8 (get-input raymarcher-correction))
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(use-pipeline pl-scene-p1)
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(if $use-compute (
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(image 0 tx-scene-output 0)
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(compute
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(add 1 (div $vp-width $render-compute-size-x))
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(add 1 (div $vp-height $render-compute-size-y))
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1)
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)(
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(uniforms prg-scene-p1 1 $vp-width $vp-height)
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(use-framebuffer rt-scene)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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))
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)
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)
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@ -414,8 +435,6 @@
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(if $use-compute (
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(program prg-combine "combine.c.glsl")
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(pipeline pl-combine prg-combine)
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(set combine-compute-size-x 8)
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(set combine-compute-size-y 32)
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)(
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(framebuffer rt-combined tx-combined)
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(program prg-combine "combine.f.glsl")
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22
test/shaders/chunks/raymarcher-cs.glsl
Normal file
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test/shaders/chunks/raymarcher-cs.glsl
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//! type chunk
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layout(
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local_size_x = 8 ,
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local_size_y = 8
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) in;
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layout( location = 0 ) uniform float u_Time;
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//layout( location = 1 ) uniform vec2 u_Resolution;
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layout( location = 2 ) uniform vec3 u_CamPos;
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layout( location = 3 ) uniform vec3 u_LookAt;
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layout( location = 4 ) uniform vec3 u_CamUp;
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layout( location = 5 ) uniform float u_NearPlane;
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layout( location = 6 ) uniform vec4 u_Render;
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layout( location = 7 ) uniform float u_FogAttenuation;
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layout( location = 8 ) uniform int u_Correction;
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//layout( location = 0 ) out vec3 o_Color;
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//layout( location = 1 ) out float o_Z;
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layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output;
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//! include lib/raymarching.glsl
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177
test/shaders/scene.c.glsl
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177
test/shaders/scene.c.glsl
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#version 450 core
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//! type compute
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//! include chunks/raymarcher-cs.glsl
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//! include lib/hg_sdf.glsl
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//! include lib/shading-pbr.glsl
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//! include lib/shading-blinnphong.glsl
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//! include lib/fog.glsl
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T_BPMaterial BPMaterials[1] = {
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{ vec3( .95 , .8 , 1 ) * .2 , vec3( 10 ) , 800 , 0 }
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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( .9 , 1 , .9 ) ,
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// Roughness , metallic , subsurface , anisotropy
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.15 , .5 , .9 , .9 ,
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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( .95 , .8 , 1 ) * 5
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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 = 1;
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glowIndex = -1;
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} else {
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type = 0;
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glowIndex = 0;
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}
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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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vec3 q = pos;
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HG_pMod2( q.xy , vec2( 8. ) );
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HG_pR( q.xz , 1 );
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return vec2( HG_fOpUnionStairs(
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HG_fBox( q , vec3( 2.3 ) ) ,
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HG_fSphere( q , 2.6 ) ,
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1. , 4 ) ,
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step( 0. , -HG_fSphere( pos , 3 ) ) );
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}
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vec3 pointlight(
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in T_PBRMaterial material ,
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in T_PBRPrecomputed pre ,
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in vec3 hitPos ,
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in vec3 rayDir ,
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in vec3 normal ,
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in vec3 lightPos ,
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in vec3 lightColor ,
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in float lightIntensity )
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{
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vec3 lightRay = lightPos - hitPos;
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float lPwr = lightIntensity / max( .001 , dot( lightRay , lightRay ) );
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if ( lPwr < .00005 ) {
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return vec3( 0 );
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}
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return lightColor * lPwr * PBR_Shade( material , pre ,
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-rayDir , normal , normalize( lightRay ) );
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}
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vec3 pointlight(
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in T_BPMaterial material ,
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in vec3 hitPos ,
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in vec3 rayDir ,
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in vec3 normal ,
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in vec3 lightPos ,
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in vec3 lightColor ,
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in float lightIntensity )
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{
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vec3 lightRay = lightPos - hitPos;
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float lPwr = lightIntensity / max( .1 , dot( lightRay , lightRay ) );
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if ( lPwr < .00005 ) {
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return vec3( 0 );
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}
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return lightColor * lPwr * BP_Shade(
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material , -rayDir , normal , lightRay );
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}
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void main( )
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{
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vec2 res = imageSize( u_Output );
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ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
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vec2 uv = ( vec2( coords ) / res ) * 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 * res.x / res.y
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+ uv.y * up );
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float tanPhi = RM_TanPhi( uv , u_Render.z );
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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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tanPhi , .01 , u_Render.w );
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const vec3 background = vec3( .005 );
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vec3 bc = background;
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vec4 outValue;
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if ( r.y >= 0. ) {
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const vec3 hitPos = RM_ReduceDiscontinuity(
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u_CamPos , rayDir , r.x ,
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tanPhi , u_Correction );
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const vec3 normal = RM_GetNormal( hitPos );
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const int midx = int( r.y );
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const vec3 sunlightDir = normalize( vec3( 0 , 1 , 1 ) );
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const vec3 sunlightColor = vec3( 1 , 1 , .99 ) * .05;
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const vec3 pl1Pos = vec3( 3 , 3 , 5 );
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const vec3 pl1Color = vec3( 1 , .7 , .8 );
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const float pl1Power = 20;
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const vec3 pl2Pos = vec3( -3 , -3 , 5 );
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const vec3 pl2Color = vec3( .6 , 1 , .8 );
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const float pl2Power = 20;
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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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T_BPMaterial mat = BPMaterials[ mtidx ];
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bc = sunlightColor * BP_Shade( mat ,
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-rayDir , normal , sunlightDir );
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bc += pointlight( mat ,
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hitPos , rayDir , normal ,
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pl1Pos , pl1Color , pl1Power );
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bc += pointlight( mat ,
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hitPos , rayDir , normal ,
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pl2Pos , pl2Color , pl2Power );
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} else {
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T_PBRMaterial mat = PBRMaterials[ mtidx ];
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T_PBRPrecomputed pre = PBR_Precompute(
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mat , -rayDir , normal );
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bc = sunlightColor * PBR_Shade( mat , pre ,
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-rayDir , normal , sunlightDir );
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bc += pointlight( mat , pre ,
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hitPos , rayDir , normal ,
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pl1Pos , pl1Color , pl1Power );
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bc += pointlight( mat , pre ,
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hitPos , rayDir , normal ,
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pl2Pos , pl2Color , pl2Power );
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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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bc = FOG_Apply( bc , length( u_CamPos - hitPos ) ,
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u_FogAttenuation , background );
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outValue.w = r.x;
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} else {
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outValue.w = u_Render.w;
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}
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outValue.xyz = bc;
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imageStore( u_Output , coords , outValue );
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}
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