Spot works
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@@ -35,10 +35,10 @@ struct LightStructure
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uint padding1;
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};
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struct ShadowMapSet
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struct DirectionalShadowMapSet
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{
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uint entity_id;
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uint cascade_count;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane[8];
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@@ -47,6 +47,17 @@ struct ShadowMapSet
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mat4 light_space_view[6];
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};
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struct SpotShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float far_plane;
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uint padding[3];
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mat4 light_space_proj;
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mat4 light_space_view;
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};
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layout(binding = 0) uniform uniform_per_frame
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{
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@@ -76,12 +87,15 @@ layout (std430, binding = 4) readonly buffer light_buffer
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LightStructure lights[500];
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};
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layout (std430, binding = 5) readonly buffer shadow_map_sets
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layout (std430, binding = 5) readonly buffer directional_shadow_map_sets
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{
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ShadowMapSet shadows[10];
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DirectionalShadowMapSet directional_shadows[];
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};
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layout (std430, binding = 6) readonly buffer spot_shadow_map_sets
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{
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SpotShadowMapSet spot_shadows[];
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};
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layout (location=0) in VS_OUT
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{
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vec2 vsUV;
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@@ -235,28 +249,27 @@ vec3 SpotShading(vec3 normal,
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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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vec3 view_pos,
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float shadow_val)
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{
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vec3 direction_to_light = normalize(light_pos - world_pos);
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float theta = dot(direction_to_light, light_dir);
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float falloff = 0.0f;
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// if(theta > cutoff)
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// {
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float epsilon = cutoff - cutoff_outer;
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falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
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float epsilon = cutoff - cutoff_outer;
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//}
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falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
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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 / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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vec3 radiance = diffuse * attenuation * falloff;
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vec3 radiance = diffuse * attenuation * falloff * (1.0-shadow_val);
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, direction_to_light, diffuse, radiance, roughness, metallic);
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return Lo;
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return Lo;// * shadow;
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}
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mat3 GetRotationOnlyMatrix(mat4 model_mat)
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@@ -284,7 +297,7 @@ float SimpleSampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map
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return 1;
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}
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float SampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx, vec3 normal, vec3 light_dir)
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float SampleCascadeShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx, vec3 normal, vec3 light_dir)
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{
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vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
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frag_light_space = (frag_light_space * 0.5) + 0.5;
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@@ -319,6 +332,41 @@ float SampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint
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return shadow;
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}
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float SampleSingleShadow(vec4 frag_clip_space, sampler2D sampler_shadow_map, vec3 normal, vec3 light_dir)
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{
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vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
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frag_light_space = (frag_light_space * 0.5) + 0.5;
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float shadow_map_depth = texture(sampler_shadow_map, frag_light_space.xy).r;
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// calculate bias (based on depth map resolution and slope)
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float bias = max(0.00005 * (1.0 - dot(normal, light_dir)), 0.000005);
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// check whether current frag pos is in shadow
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// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// PCF
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//bias = 0;
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float shadow = 0.0;
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vec2 texel_size = 1.0 / textureSize(sampler_shadow_map, 0).xy;
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if((frag_light_space.x >= 0.0)&&(frag_light_space.y >= 0.0)
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&&(frag_light_space.x <= 1.0)&&(frag_light_space.y <= 1.0))
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{
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for(int x = -1; x <= 1; ++x)
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{
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for(int y = -1; y <= 1; ++y)
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{
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shadow_map_depth = texture(sampler_shadow_map, frag_light_space.xy + vec2(x, y) * texel_size).r;
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shadow += frag_light_space.z - bias > shadow_map_depth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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}
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// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
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if(frag_light_space.z > 1.0)
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shadow = 0.0;
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return shadow;
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}
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vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 light_dir, vec3 viewer_pos)
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{
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float shadow = 1;
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@@ -326,12 +374,12 @@ vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, ve
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//measure the distance of the fragment from the light
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float frag_distance = abs(length(viewer_pos - world_pos.xyz));
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uint shadow_trans_idx = 6;
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uint shadow_trans_idx = 5;
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uint ignore_shadow = 0;
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//Work out which shadowmap is appropriate for this distance
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for(uint i = 0; i < 6; i++)
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{
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if(frag_distance <= shadows[shadow_idx].far_plane[i])
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if(frag_distance <= directional_shadows[shadow_idx].far_plane[i])
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{
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//record the shadow map level
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shadow_trans_idx = i;
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@@ -343,39 +391,30 @@ vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, ve
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if(ignore_shadow == 1)
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{
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vec4 translated_pixel = shadows[shadow_idx].light_space_proj[shadow_trans_idx] *
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shadows[shadow_idx].light_space_view[shadow_trans_idx] *
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vec4 translated_pixel = directional_shadows[shadow_idx].light_space_proj[shadow_trans_idx] *
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directional_shadows[shadow_idx].light_space_view[shadow_trans_idx] *
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world_pos;
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uvec2 shadow_handle = textures[shadows[shadow_idx].shadow_texture_id];
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shadow = 1.0 - SampleShadow(translated_pixel, sampler2DArray(shadow_handle), shadow_trans_idx, normal, light_dir);
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uvec2 shadow_handle = textures[directional_shadows[shadow_idx].shadow_texture_id];
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shadow = 1.0 - SampleCascadeShadow(translated_pixel, sampler2DArray(shadow_handle), shadow_trans_idx, normal, light_dir);
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}
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return vec3(shadow);
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if(shadow_trans_idx == 0)
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{
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return vec3(1,0,0) * shadow;
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}
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if(shadow_trans_idx == 1)
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{
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return vec3(1,1,0) * shadow;
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}
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if(shadow_trans_idx == 2)
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{
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return vec3(0.5,0.5,1) * shadow;
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}
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if(shadow_trans_idx == 3)
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{
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return vec3(1,0,1) * shadow;
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}
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if(shadow_trans_idx == 4)
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{
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return vec3(1,1,1) * shadow;
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}
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return vec3(0,1,1) * shadow;
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}
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float CalculateSpotShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 light_dir, vec3 viewer_pos)
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{
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vec4 translated_pixel = spot_shadows[shadow_idx].light_space_proj *
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spot_shadows[shadow_idx].light_space_view *
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world_pos;
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uvec2 shadow_handle = textures[spot_shadows[shadow_idx].shadow_texture_id];
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float shadow =(SampleSingleShadow(translated_pixel, sampler2D(shadow_handle), normal, light_dir));
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return shadow;
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}
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void main()
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{
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uvec2 diffuse_handle = textures[texture_ids[DIFFUSE_TEXTURE_ID]];
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@@ -431,6 +470,16 @@ void main()
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}
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else if(lights[i].light_type == HYDRA_LIGHT_SPOT)
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{
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float shadow = 0;
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if(lights[i].shadow_caster == 1)
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{
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float distance = length(light_pos - world_pos);
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shadow = CalculateSpotShadow(vec4(world_pos, 1.0),
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lights[i].shadow_map_id,
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normal,
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light_direction,
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ubo_per_frame.viewer_pos);
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}
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Lo += SpotShading(normal,
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diffuse.xyz,
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rough,
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@@ -444,16 +493,15 @@ void main()
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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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ubo_per_frame.viewer_pos,
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shadow);
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}
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}
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float lighting = 0;
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// ambient lighting (note that the next IBL tutorial will replace
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// this ambient lighting with environment lighting).
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vec3 output_color = Lo;
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// HDR tonemapping
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