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@@ -23,15 +23,15 @@ void main()
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#pragma anki include "shaders/pack.glsl"
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// uniforms
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-uniform sampler2D ms_normal_fai, ms_diffuse_fai, ms_specular_fai, ms_depth_fai;
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+uniform sampler2D msNormalFai, msDiffuseFai, msSpecularFai, msDepthFai;
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uniform vec2 planes; // for the calculation of frag pos in view space
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-uniform sampler2D light_tex;
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-uniform sampler2DShadow shadow_map;
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-uniform vec3 light_pos;
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-uniform float light_inv_radius;
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-uniform vec3 light_diffuse_col;
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-uniform vec3 light_specular_col;
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-uniform mat4 tex_projection_mat;
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+uniform sampler2D lightTex;
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+uniform sampler2DShadow shadowMap;
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+uniform vec3 lightPos;
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+uniform float lightInvRadius;
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+uniform vec3 lightDiffuseCol;
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+uniform vec3 lightSpecularCol;
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+uniform mat4 texProjectionMat;
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varying vec2 texCoords;
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varying vec3 vpos; // for the calculation of frag pos in view space
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@@ -45,7 +45,7 @@ return frag pos in view space
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*/
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vec3 FragPosVSpace()
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{
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- float _depth = texture2D( ms_depth_fai, texCoords ).r;
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+ float _depth = texture2D( msDepthFai, texCoords ).r;
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if( _depth == 1.0 ) discard;
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@@ -65,7 +65,7 @@ return the attenuation factor fiven the distance from the frag to the light sour
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*/
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float Attenuation( in float _frag_light_dist )
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{
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- return clamp(1.0 - light_inv_radius * sqrt(_frag_light_dist), 0.0, 1.0);
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+ return clamp(1.0 - lightInvRadius * sqrt(_frag_light_dist), 0.0, 1.0);
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//return 1.0 - _frag_light_dist * _inv_light_radius;
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}
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@@ -80,23 +80,23 @@ it returns a blured shadow
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float PCF_Off( in vec3 _shadow_uv )
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{
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- return shadow2D(shadow_map, _shadow_uv ).r;
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+ return shadow2D(shadowMap, _shadow_uv ).r;
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}
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float PCF_Low( in vec3 _shadow_uv )
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{
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- float _shadow_col = shadow2D(shadow_map, _shadow_uv ).r;
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+ float _shadow_col = shadow2D(shadowMap, _shadow_uv ).r;
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const float _map_scale = 1.0 / SHADOWMAP_SIZE;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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_shadow_col *= 1.0/9.0;
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return _shadow_col;
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@@ -105,28 +105,28 @@ float PCF_Low( in vec3 _shadow_uv )
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float PCF_Medium( in vec3 _shadow_uv )
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{
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- float _shadow_col = shadow2D(shadow_map, _shadow_uv ).r;
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+ float _shadow_col = shadow2D(shadowMap, _shadow_uv ).r;
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float _map_scale = 1.0 / SHADOWMAP_SIZE;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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_map_scale *= 2.0;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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_shadow_col *= 0.058823529; // aka: _shadow_col /= 17.0;
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return _shadow_col;
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@@ -135,37 +135,37 @@ float PCF_Medium( in vec3 _shadow_uv )
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float PCF_High( in vec3 _shadow_uv )
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{
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- float _shadow_col = shadow2D(shadow_map, _shadow_uv ).r;
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+ float _shadow_col = shadow2D(shadowMap, _shadow_uv ).r;
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float _map_scale = 1.0 / SHADOWMAP_SIZE;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( _map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3( 0.0, -_map_scale, 0.0)).r;
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float _map_scale_2 = 2.0 * _map_scale;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale_2, _map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale, _map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(0.0, _map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, _map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale_2, _map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale_2, _map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale_2, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale_2, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale_2, -_map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(0.0, -_map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale, -_map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale_2, -_map_scale_2, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale_2, -_map_scale, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale_2, 0.0, 0.0)).r;
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- _shadow_col += shadow2D(shadow_map, _shadow_uv.xyz + vec3(_map_scale_2, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale_2, _map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale, _map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(0.0, _map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, _map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale_2, _map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale_2, _map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale_2, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale_2, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale_2, -_map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(-_map_scale, -_map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(0.0, -_map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale, -_map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale_2, -_map_scale_2, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale_2, -_map_scale, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale_2, 0.0, 0.0)).r;
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+ _shadow_col += shadow2D(shadowMap, _shadow_uv.xyz + vec3(_map_scale_2, _map_scale, 0.0)).r;
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_shadow_col /= 25.0;
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return _shadow_col;
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@@ -182,15 +182,15 @@ Phong
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vec3 Phong( in vec3 _frag_pos_vspace, out float _frag_light_dist )
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{
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// get the lambert term
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- vec3 _light_pos_eyespace = light_pos;
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- vec3 _light_frag_vec = _light_pos_eyespace - _frag_pos_vspace;
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+ vec3 _lightPos_eyespace = lightPos;
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+ vec3 _light_frag_vec = _lightPos_eyespace - _frag_pos_vspace;
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_frag_light_dist = dot( _light_frag_vec, _light_frag_vec ); // instead of using normalize(_frag_light_dist) we brake the operation...
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vec3 _light_dir = _light_frag_vec * inversesqrt(_frag_light_dist); // ...because we want frag_light_dist for the calc of the attenuation
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// read the normal
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- //vec3 _normal = texture2D( ms_normal_fai, texCoords ).rgb;
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- vec3 _normal = UnpackNormal( texture2D( ms_normal_fai, texCoords ).rg );
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+ //vec3 _normal = texture2D( msNormalFai, texCoords ).rgb;
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+ vec3 _normal = UnpackNormal( texture2D( msNormalFai, texCoords ).rg );
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// the lambert term
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float _lambert_term = dot( _normal, _light_dir );
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@@ -199,19 +199,19 @@ vec3 Phong( in vec3 _frag_pos_vspace, out float _frag_light_dist )
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//_lambert_term = max( 0.0, _lambert_term );
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// diffuce lighting
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- vec3 _diffuse = texture2D( ms_diffuse_fai, texCoords ).rgb;
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- _diffuse = (_diffuse * light_diffuse_col);
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+ vec3 _diffuse = texture2D( msDiffuseFai, texCoords ).rgb;
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+ _diffuse = (_diffuse * lightDiffuseCol);
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vec3 _color = _diffuse * _lambert_term;
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// specular lighting
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- vec4 _specular_mix = texture2D( ms_specular_fai, texCoords );
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+ vec4 _specular_mix = texture2D( msSpecularFai, texCoords );
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vec3 _specular = _specular_mix.xyz;
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float _shininess = _specular_mix.w;
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vec3 _eye_vec = normalize( -_frag_pos_vspace );
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vec3 _h = normalize( _light_dir + _eye_vec );
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float _spec_intensity = pow(max(0.0, dot(_normal, _h)), _shininess);
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- _color += _specular * light_specular_col * (_spec_intensity * _lambert_term);
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+ _color += _specular * lightSpecularCol * (_spec_intensity * _lambert_term);
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return _color;
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}
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@@ -242,7 +242,7 @@ void main()
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// SPOT LIGHT =
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//===================================================================================================================================
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#elif defined(_SPOT_LIGHT_)
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- vec4 _tex_coord2 = tex_projection_mat * vec4(_frag_pos_vspace, 1.0);
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+ vec4 _tex_coord2 = texProjectionMat * vec4(_frag_pos_vspace, 1.0);
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vec3 _texCoords3 = _tex_coord2.xyz / _tex_coord2.w;
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if
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@@ -252,13 +252,13 @@ void main()
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_texCoords3.x < 1.0 &&
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_texCoords3.y > 0.0 &&
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_texCoords3.y < 1.0 &&
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- _tex_coord2.w < 1.0/light_inv_radius
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+ _tex_coord2.w < 1.0/lightInvRadius
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)
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{
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#if defined( _SHADOW_ )
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#if defined( _SHADOW_MAPPING_PCF_ )
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float _shadow_color = PCF_Low( _texCoords3 );
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- //float _shadow_color = MedianFilterPCF( shadow_map, _texCoords3 );
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+ //float _shadow_color = MedianFilterPCF( shadowMap, _texCoords3 );
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#else
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float _shadow_color = PCF_Off( _texCoords3 );
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#endif
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@@ -269,7 +269,7 @@ void main()
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float _frag_light_dist;
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vec3 _color = Phong( _frag_pos_vspace, _frag_light_dist );
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- vec3 _texel = texture2DProj( light_tex, _tex_coord2.xyz ).rgb;
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+ vec3 _texel = texture2DProj( lightTex, _tex_coord2.xyz ).rgb;
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float _att = Attenuation(_frag_light_dist);
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#if defined( _SHADOW_ )
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@@ -285,7 +285,7 @@ void main()
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#endif // spot light
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/*#if defined(_SPOT_LIGHT_)
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- gl_FragData[0] = vec4( UnpackNormal(texture2D( ms_normal_fai, texCoords ).rg), 1.0 );
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- //gl_FragData[0] = vec4( texture2D( ms_depth_fai, texCoords ).rg), 1.0 );
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+ gl_FragData[0] = vec4( UnpackNormal(texture2D( msNormalFai, texCoords ).rg), 1.0 );
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+ //gl_FragData[0] = vec4( texture2D( msDepthFai, texCoords ).rg), 1.0 );
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#endif*/
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}
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