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@@ -24,7 +24,7 @@
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#include "./brdf.glsl"
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#ifndef TORQUE_SHADERGEN
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-#line 26
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+#line 27
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// These are the uniforms used by most lighting shaders.
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uniform vec4 inLightPos[4];
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@@ -52,6 +52,18 @@ uniform vec4 albedo;
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#define MAX_FORWARD_LIGHT 4
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+#ifndef CAPTURING
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+#define CAPTURING 0
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+#endif
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+
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+#ifndef DEBUGVIZ_ATTENUATION
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+#define DEBUGVIZ_ATTENUATION 0
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+#endif
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+
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+#ifndef DEBUGVIZ_CONTRIB
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+#define DEBUGVIZ_CONTRIB 0
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+#endif
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+
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vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
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{
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float denum = dot( plane.xyz, direction.xyz );
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@@ -219,7 +231,7 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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vec3 Fr = D * F * Vis;
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-#if CAPTURING == true
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+#if (CAPTURING == 1)
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return mix(Fd + Fr,surface.f0,surface.metalness);
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#else
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return Fd + Fr;
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@@ -416,7 +428,7 @@ vec4 computeForwardProbes(Surface surface,
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}
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}
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-#if DEBUGVIZ_ATTENUATION == 1
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+#if (DEBUGVIZ_ATTENUATION == 1)
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float contribAlpha = 1;
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for (i = 0; i < numProbes; ++i)
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{
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@@ -426,7 +438,7 @@ vec4 computeForwardProbes(Surface surface,
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return vec4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
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#endif
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-#if DEBUGVIZ_CONTRIB == 1
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+#if (DEBUGVIZ_CONTRIB == 1)
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vec3 probeContribColors[4];
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probeContribColors[0] = vec3(1,0,0);
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probeContribColors[1] = vec3(0,1,0);
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@@ -653,4 +665,4 @@ vec4 debugVizForwardProbes(Surface surface,
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horizon *= horizon;
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return vec4((irradiance + specular) * horizon, 0);//alpha writes disabled
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-}
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+}
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