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@@ -2,14 +2,14 @@
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* - Riccardo Balbo
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* - Riccardo Balbo
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*/
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*/
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-#import "Common/IBL/Math.glsllib"
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+#import "Common/ShaderLib/GLSLCompat.glsllib"
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+#import "Common/IBL/Math.glsl"
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// #define NUM_SH_COEFFICIENT 9
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// #define NUM_SH_COEFFICIENT 9
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#ifndef PI
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#ifndef PI
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#define PI 3.1415926535897932384626433832795
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#define PI 3.1415926535897932384626433832795
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#endif
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#endif
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-out vec4 outFragColor;
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in vec2 TexCoords;
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in vec2 TexCoords;
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in vec3 LocalPos;
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in vec3 LocalPos;
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@@ -22,9 +22,9 @@ uniform vec2 m_Resolution;
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uniform int m_FaceId;
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uniform int m_FaceId;
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const float sqrtPi = sqrt(PI);
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const float sqrtPi = sqrt(PI);
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-const float sqrt3Pi = sqrt(3 / PI);
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-const float sqrt5Pi = sqrt(5 / PI);
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-const float sqrt15Pi = sqrt(15 / PI);
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+const float sqrt3Pi = sqrt(3. / PI);
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+const float sqrt5Pi = sqrt(5. / PI);
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+const float sqrt15Pi = sqrt(15. / PI);
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#ifdef REMAP_MAX_VALUE
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#ifdef REMAP_MAX_VALUE
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uniform float m_RemapMaxValue;
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uniform float m_RemapMaxValue;
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@@ -42,31 +42,31 @@ vec3 getVectorFromCubemapFaceTexCoord(float x, float y, float mapSize, int face)
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// Warp texel centers in the proximity of the edges.
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// Warp texel centers in the proximity of the edges.
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- float a = pow(mapSize, 2.0) / pow(mapSize - 1, 3.0);
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+ float a = pow(mapSize, 2.0) / pow(mapSize - 1., 3.0);
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- u = a * pow(u, 3) + u;
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- v = a * pow(v, 3) + v;
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+ u = a * pow(u, 3.) + u;
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+ v = a * pow(v, 3.) + v;
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//compute vector depending on the face
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//compute vector depending on the face
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// Code from Nvtt : https://github.com/castano/nvidia-texture-tools/blob/master/src/nvtt/CubeSurface.cpp#L101
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// Code from Nvtt : https://github.com/castano/nvidia-texture-tools/blob/master/src/nvtt/CubeSurface.cpp#L101
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vec3 o =vec3(0);
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vec3 o =vec3(0);
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switch(face) {
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switch(face) {
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case 0:
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case 0:
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- o= normalize(vec3(1, -v, -u));
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+ o= normalize(vec3(1., -v, -u));
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break;
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break;
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case 1:
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case 1:
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- o= normalize(vec3(-1, -v, u));
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+ o= normalize(vec3(-1., -v, u));
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break;
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break;
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case 2:
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case 2:
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- o= normalize(vec3(u, 1, v));
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+ o= normalize(vec3(u, 1., v));
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break;
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break;
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case 3:
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case 3:
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- o= normalize(vec3(u, -1, -v));
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+ o= normalize(vec3(u, -1., -v));
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break;
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break;
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case 4:
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case 4:
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- o= normalize(vec3(u, -v, 1));
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+ o= normalize(vec3(u, -v, 1.));
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break;
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break;
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case 5:
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case 5:
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- o= normalize(vec3(-u, -v, -1.0));
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+ o= normalize(vec3(-u, -v, -1.));
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break;
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break;
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}
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}
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@@ -148,8 +148,8 @@ void sphKernel() {
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int width = int(m_Resolution.x);
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int width = int(m_Resolution.x);
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int height = int(m_Resolution.y);
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int height = int(m_Resolution.y);
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vec3 texelVect=vec3(0);
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vec3 texelVect=vec3(0);
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- float shDir=0;
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- float weight=0;
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+ float shDir=0.;
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+ float weight=0.;
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vec4 color=vec4(0);
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vec4 color=vec4(0);
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int i=int(gl_FragCoord.x);
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int i=int(gl_FragCoord.x);
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