PBR Shader
This commit is contained in:
13
src/main.zig
13
src/main.zig
@@ -46,9 +46,10 @@ fn init() callconv(.c) void {
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bindings.vertex_buffers[0] = sg.makeBuffer(.{
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bindings.vertex_buffers[0] = sg.makeBuffer(.{
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.data = sg.asRange(&[_]f32{
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.data = sg.asRange(&[_]f32{
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0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
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// positionOS texCoord normalOS tangentOS
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0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
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0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
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0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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}),
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}),
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});
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});
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@@ -56,8 +57,10 @@ fn init() callconv(.c) void {
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.shader = sg.makeShader(shader.programShaderDesc(sg.queryBackend())),
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.shader = sg.makeShader(shader.programShaderDesc(sg.queryBackend())),
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.layout = blk: {
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.layout = blk: {
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var ret: sg.VertexLayoutState = .{};
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var ret: sg.VertexLayoutState = .{};
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ret.attrs[shader.ATTR_program_position_CS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_positionOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_color].format = .FLOAT4;
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ret.attrs[shader.ATTR_program_texCoord].format = .FLOAT2;
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ret.attrs[shader.ATTR_program_normalOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_tangentOS].format = .FLOAT4;
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break :blk ret;
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break :blk ret;
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},
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},
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});
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});
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207
src/shader.glsl
207
src/shader.glsl
@@ -1,23 +1,208 @@
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@vs vert
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@vs vertex
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in vec4 position_CS;
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in vec4 color;
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out vec4 varColor;
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layout(location = 0) in vec3 positionOS;
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layout(location = 1) in vec2 texCoord;
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layout(location = 2) in vec3 normalOS;
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layout(location = 3) in vec4 tangentOS;
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layout(location = 0) out vec3 var_positionVS;
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layout(location = 1) out vec2 var_texCoord;
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layout(location = 2) out vec3 var_normalVS;
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layout(location = 3) out vec3 var_tangentVS;
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layout(location = 4) out vec3 var_bitangentVS;
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layout(binding = 0) uniform Global_Uniforms_Vertex {
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mat4 _MatrixWStoVS;
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mat4 _MatrixVStoCS;
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};
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layout(binding = 1) uniform Object_Uniforms {
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mat4 _MatrixOStoWS;
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mat4 _MatrixOStoWSNormal;
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};
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void main() {
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void main() {
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gl_Position = position_CS;
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vec3 positionWS = (_MatrixOStoWS * vec4(positionOS, 1.0)).xyz;
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varColor = color;
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vec3 positionVS = (_MatrixWStoVS * vec4(positionWS, 1.0)).xyz;
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vec4 positionCS = _MatrixVStoCS * vec4(positionVS, 1.0);
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vec3 normalWS = normalize((_MatrixOStoWSNormal * vec4(normalOS, 0.0)).xyz);
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vec3 normalVS = normalize((_MatrixWStoVS * vec4(normalWS, 0.0)).xyz);
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vec3 tangentWS = normalize((_MatrixOStoWS * vec4(tangentOS.xyz, 0.0)).xyz);
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vec3 tangentVS = normalize((_MatrixWStoVS * vec4(tangentWS, 0.0)).xyz);
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vec3 bitangentVS = tangentOS.w * normalize(cross(normalVS, tangentVS));
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gl_Position = positionCS;
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var_positionVS = positionVS;
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var_texCoord = texCoord;
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var_normalVS = normalVS;
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var_tangentVS = tangentVS;
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var_bitangentVS = bitangentVS;
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}
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}
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@end
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@end
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@fs frag
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@fs fragment
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in vec4 varColor;
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struct Point_Light {
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vec3 positionWS;
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vec3 color;
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};
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struct Directional_Light {
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vec3 directionWS;
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vec3 color;
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};
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layout(location = 0) in vec3 var_positionVS;
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layout(location = 1) in vec2 var_texCoord;
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layout(location = 2) in vec3 var_normalVS;
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layout(location = 3) in vec3 var_tangentVS;
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layout(location = 4) in vec3 var_bitangentVS;
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out vec4 fragColor;
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out vec4 fragColor;
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void main() {
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layout(binding = 2) uniform Global_Uniforms_Fragment {
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fragColor = varColor;
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mat4 _MatrixWStoVS;
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vec3 _AmbientLight;
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int _PointLightCount;
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int _DirectionalLightCount;
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};
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layout(binding = 3) uniform Material_Uniforms {
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int _TextureIndex;
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};
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layout(binding = 0) readonly buffer Point_Lights {
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Point_Light _PointLights[];
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};
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layout(binding = 1) readonly buffer Directional_Lights {
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Directional_Light _DirectionalLights[];
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};
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layout(binding = 2) uniform texture2DArray _BaseColorTexture;
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layout(binding = 3) uniform texture2DArray _OcclusionRoughnessMetallicTexture;
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layout(binding = 4) uniform texture2DArray _NormalTexture;
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layout(binding = 0) uniform sampler _Sampler;
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const float INV_PI = 0.31830987;
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const float IOR = 1.45;
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const vec3 DIELECTRIC_F0 = vec3(pow((IOR - 1.0) / (IOR + 1.0), 2.0));
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const vec3 F90 = vec3(1.0);
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vec3 fresnelSchlick(float dotVH, vec3 f0) {
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return mix(f0, F90, pow(1.0 - dotVH, 5.0));
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}
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}
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float visibilityGGX(float dotNL, float dotNV, float alpha) {
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float alphaSquared = alpha * alpha;
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float vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
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float lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
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float GGX = vGGX + lGGX;
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return mix(0.0, 0.5 / GGX, GGX > 0.0);
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}
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float distributionGGX(float dotNH, float alpha) {
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float alphaSquared = alpha * alpha;
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float tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
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return alphaSquared * INV_PI / (tmp * tmp);
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}
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vec3 toneMapAcesNarkowicz(vec3 color) {
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const float A = 2.51;
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const float B = 0.03;
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const float C = 2.43;
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const float D = 0.59;
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const float E = 0.14;
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return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
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}
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vec3 lightOutgoingRadiance(
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vec3 viewDirectionVS, vec3 normalVS, float dotNV,
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vec3 baseColor, float alpha, float metallic, vec3 f0,
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vec3 incomingRadiance, vec3 lightDirectionVS
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) {
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vec3 halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
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float dotVH = clamp(dot(viewDirectionVS, halfVectorVS), 0.0, 1.0);
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float dotNH = clamp(dot(normalVS, halfVectorVS), 0.0, 1.0);
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float dotNL = clamp(dot(normalVS, lightDirectionVS), 0.0, 1.0);
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vec3 fresnel = fresnelSchlick(dotVH, f0);
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float visibility = visibilityGGX(dotNL, dotNV, alpha);
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float distribution = distributionGGX(dotNH, alpha);
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vec3 scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
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vec3 reflectedFactor = fresnel * visibility * distribution;
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return (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
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}
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void main() {
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vec4 baseColorTexel = texture(sampler2DArray(_BaseColorTexture, _Sampler), vec3(var_texCoord, float(_TextureIndex)));
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vec4 occlusionRoughnessMetallicTexel = texture(sampler2DArray(_OcclusionRoughnessMetallicTexture, _Sampler), vec3(var_texCoord, float(_TextureIndex)));
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vec4 normalTextureTexel = texture(sampler2DArray(_NormalTexture, _Sampler), vec3(var_texCoord, float(_TextureIndex)));
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vec3 baseColor = baseColorTexel.rgb;
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float occlusion = occlusionRoughnessMetallicTexel.r;
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float roughness = occlusionRoughnessMetallicTexel.g;
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float metallic = occlusionRoughnessMetallicTexel.b;
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vec3 tangentVS = normalize(var_tangentVS);
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vec3 bitangentVS = normalize(var_bitangentVS);
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mat3 matrixTStoVS = mat3(tangentVS, bitangentVS, var_normalVS);
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vec3 normalTS = normalTextureTexel.xyz * 2.0 - 1.0;
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vec3 normalVS = normalize(matrixTStoVS * normalTS);
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vec3 positionVS = var_positionVS;
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vec3 viewDirectionVS = normalize(-positionVS);
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float dotNV = clamp(dot(normalVS, viewDirectionVS), 0.0, 1.0);
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float alpha = roughness * roughness;
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vec3 f0 = mix(DIELECTRIC_F0, baseColor, metallic);
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vec3 outgoingRadiance = vec3(0.0);
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for (int i = 0; i < _PointLightCount; i++) {
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Point_Light light = _PointLights[i];
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vec3 lightPositionVS = (_MatrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
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vec3 lightDirectionVS = normalize(lightPositionVS - positionVS);
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float lightDistance = distance(positionVS, lightPositionVS);
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float lightAttenuation = 1.0 / (lightDistance * lightDistance);
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vec3 incomingRadiance = light.color * lightAttenuation;
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outgoingRadiance += lightOutgoingRadiance(
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viewDirectionVS, normalVS, dotNV,
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baseColor, alpha, metallic, f0,
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incomingRadiance, lightDirectionVS
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);
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}
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for (int i = 0; i < _DirectionalLightCount; i++) {
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Directional_Light light = _DirectionalLights[i];
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vec3 lightDirectionVS = normalize((_MatrixWStoVS * vec4(light.directionWS, 0.0)).xyz);
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vec3 incomingRadiance = light.color;
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outgoingRadiance += lightOutgoingRadiance(
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viewDirectionVS, normalVS, dotNV,
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baseColor, alpha, metallic, f0,
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incomingRadiance, lightDirectionVS
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);
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}
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outgoingRadiance += _AmbientLight * baseColor * occlusion;
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vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
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vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
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fragColor = vec4(toneMappedSrgbColor, 1.0);
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}
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@end
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@end
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@program program vert frag
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@program program vertex fragment
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