PBR Factored
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@@ -18,11 +18,17 @@ uint HYDRA_LIGHT_SPOT = 3;
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struct light_structure
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{
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vec4 light_colour;
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float light_intensity;
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uint chunk_id;
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uint light_type;
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float padding[1];
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float intensity;
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float constant;
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float linear;
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float quadratic;
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float falloff;
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float falloff_smooth;
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uint entity_id;
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uint light_type;
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};
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layout(binding = 0) uniform uniform_per_frame
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@@ -105,32 +111,20 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 DirectionalShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
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vec3 CalculatePBR(vec3 normal, vec3 view_pos, vec3 world_pos,vec3 light_dir, vec3 diffuse, vec3 radiance, float roughness, float metallic )
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{
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vec3 N = normalize(normal);
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vec3 V = normalize(viewPos - worldPos);
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vec3 V = normalize(view_pos - world_pos);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, diffuse, metallic);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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// calculate per-light radiance
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vec3 L = normalize(lightDir);
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vec3 L = normalize(light_dir);
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vec3 H = normalize(V + L);
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float distance = length(lightPos - worldPos);
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float attenuation = 1.0;
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// if(light_intensity > 0)
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// {
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// attenuation = light_intensity / (distance * distance);
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// }
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vec3 radiance = lightColour * attenuation;
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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@@ -156,61 +150,133 @@ vec3 DirectionalShading(vec3 normal, vec3 diffuse, float roughness, float metall
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float NdotL = max(dot(N, L), 0.0);
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// add to outgoing radiance Lo
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Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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vec3 Lo = (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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return Lo;
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}
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vec3 DirectionalShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 light_pos,
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vec3 world_pos,
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vec3 view_pos)
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{
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// vec3 N = normalize(normal);
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// vec3 V = normalize(vieview_pos - world_pos);
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// // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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// vec3 F0 = vec3(0.04);
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// F0 = mix(F0, diffuse, metallic);
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// // reflectance equation
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// vec3 Lo = vec3(0.0);
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// // calculate per-light radiance
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// vec3 L = normalize(lightDir);
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// vec3 H = normalize(V + L);
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float distance = length(light_pos - world_pos);
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float attenuation = 1.0;
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vec3 radiance = diffuse * attenuation;
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
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// // Cook-Torrance BRDF
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// float NDF = DistributionGGX(N, H, roughness);
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// float G = GeometrySmith(N, V, L, roughness);
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// vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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// vec3 numerator = NDF * G * F;
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// float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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// vec3 specular = numerator / denominator;
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// // kS is equal to Fresnel
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// vec3 kS = F;
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// // for energy conservation, the diffuse and specular light can't
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// // be above 1.0 (unless the surface emits light); to preserve this
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// // relationship the diffuse component (kD) should equal 1.0 - kS.
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// vec3 kD = vec3(1.0) - kS;
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// // multiply kD by the inverse metalness such that only non-metals
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// // have diffuse lighting, or a linear blend if partly metal (pure metals
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// // have no diffuse light).
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// kD *= 1.0 - metallic;
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// // scale light by NdotL
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// float NdotL = max(dot(N, L), 0.0);
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// // add to outgoing radiance Lo
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// Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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return Lo;
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}
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vec3 PointShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
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vec3 PointShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_pos,
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float light_constant,
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float light_linear,
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float light_quadratic,
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vec3 world_pos,
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vec3 view_pos)
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{
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vec3 N = normalize(normal);
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vec3 V = normalize(viewPos - worldPos);
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// vec3 N = normalize(normal);
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// vec3 V = normalize(viewPos - worldPos);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, diffuse, metallic);
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// // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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// vec3 F0 = vec3(0.04);
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// F0 = mix(F0, diffuse, metallic);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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// // reflectance equation
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// vec3 Lo = vec3(0.0);
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// calculate per-light radiance
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vec3 L = normalize(lightPos - worldPos);
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vec3 H = normalize(V + L);
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float distance = length(lightPos - worldPos);
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// // calculate per-light radiance
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// vec3 L = normalize(lightPos - worldPos);
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// vec3 H = normalize(V + L);
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float distance = length(light_pos - world_pos);
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float attenuation = 1.0;
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attenuation = light_intensity / (distance * distance);
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vec3 radiance = lightColour * attenuation;
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//attenuation = light_intensity / (distance * distance);
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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vec3 radiance = diffuse * attenuation;
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vec3 light_dir = normalize(light_pos - world_pos);
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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// // Cook-Torrance BRDF
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// float NDF = DistributionGGX(N, H, roughness);
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// float G = GeometrySmith(N, V, L, roughness);
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// vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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// vec3 numerator = NDF * G * F;
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// float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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// vec3 specular = (numerator / denominator) * attenuation;
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// kS is equal to Fresnel
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vec3 kS = F;
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// for energy conservation, the diffuse and specular light can't
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// be above 1.0 (unless the surface emits light); to preserve this
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// relationship the diffuse component (kD) should equal 1.0 - kS.
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vec3 kD = vec3(1.0) - kS;
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// multiply kD by the inverse metalness such that only non-metals
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// have diffuse lighting, or a linear blend if partly metal (pure metals
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// have no diffuse light).
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kD *= 1.0 - metallic;
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// // kS is equal to Fresnel
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// vec3 kS = F;
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// // for energy conservation, the diffuse and specular light can't
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// // be above 1.0 (unless the surface emits light); to preserve this
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// // relationship the diffuse component (kD) should equal 1.0 - kS.
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// vec3 kD = vec3(1.0) - kS;
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// // multiply kD by the inverse metalness such that only non-metals
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// // have diffuse lighting, or a linear blend if partly metal (pure metals
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// // have no diffuse light).
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// kD *= 1.0 - metallic;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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// // scale light by NdotL
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// float NdotL = max(dot(N, L), 0.0);
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// add to outgoing radiance Lo
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Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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// // add to outgoing radiance Lo
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// Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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return Lo;
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}
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@@ -245,21 +311,31 @@ void main()
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vec3 Lo = vec3(0,0,0);
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for(int i = 0; i < ubo_per_frame.light_count; i ++)
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{
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mat4 model = model_matrix[lights[i].chunk_id];
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mat4 model = model_matrix[lights[i].entity_id];
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mat3 rot_mat = GetRotationOnlyMatrix(model);
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vec3 light_direction = rot_mat * vec3(0,0,1);
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vec3 light_pos = model[3].xyz;
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if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL)
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{
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Lo+= DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].light_intensity, lights[i].light_colour.xyz, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
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Lo+= DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
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}
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else if(lights[i].light_type == HYDRA_LIGHT_POINT)
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{
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Lo+= PointShading(normal, diffuse.xyz, rough, metal, lights[i].light_intensity, lights[i].light_colour.xyz, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
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Lo+= PointShading(normal,
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diffuse.xyz,
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rough,
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metal,
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lights[i].intensity,
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light_pos,
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lights[i].constant,
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lights[i].linear,
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lights[i].quadratic,
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world_pos,
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ubo_per_frame.viewer_pos);
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}
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//uFragColor = vec4(light_direction, 1);
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}
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float lighting = 0;
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@@ -271,7 +347,7 @@ void main()
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float ao = 1;
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vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
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vec3 output_color = ambient + Lo;
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vec3 output_color = Lo;
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// HDR tonemapping
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output_color = output_color / (output_color + vec3(1.0));
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