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Normalized line endings.
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@@ -1,79 +1,79 @@
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$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texNormal, 1);
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uniform vec4 u_lightPosRadius[4];
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uniform vec4 u_lightRgbInnerR[4];
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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vec4 powRgba(vec4 _rgba, float _pow)
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{
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vec4 result;
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result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
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result.w = _rgba.w;
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return result;
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}
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vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view)
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{
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vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
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float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
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vec3 lightDir = mul(_tbn, normalize(lp) );
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vec2 bln = blinn(lightDir, _normal, _view);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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vec3 rgb = u_lightRgbInnerR[_idx].xyz*max(0.0, saturate(lc.y) ) * attn;
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return rgb;
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}
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void main()
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{
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mat3 tbn = mat3(
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normalize(v_tangent),
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normalize(v_bitangent),
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normalize(v_normal)
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);
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vec3 normal;
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normal.xy = texture2D(u_texNormal, v_texcoord0).xy * 2.0 - 1.0;
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
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vec3 view = -normalize(v_view);
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vec3 lightColor;
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lightColor = calcLight(0, tbn, v_wpos, normal, view);
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lightColor += calcLight(1, tbn, v_wpos, normal, view);
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lightColor += calcLight(2, tbn, v_wpos, normal, view);
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lightColor += calcLight(3, tbn, v_wpos, normal, view);
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vec4 color = toLinear(texture2D(u_texColor, v_texcoord0) );
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gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz;
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gl_FragColor.w = 1.0;
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gl_FragColor = toGamma(gl_FragColor);
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}
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$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texNormal, 1);
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uniform vec4 u_lightPosRadius[4];
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uniform vec4 u_lightRgbInnerR[4];
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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vec4 powRgba(vec4 _rgba, float _pow)
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{
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vec4 result;
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result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
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result.w = _rgba.w;
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return result;
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}
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vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view)
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{
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vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
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float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
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vec3 lightDir = mul(_tbn, normalize(lp) );
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vec2 bln = blinn(lightDir, _normal, _view);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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vec3 rgb = u_lightRgbInnerR[_idx].xyz*max(0.0, saturate(lc.y) ) * attn;
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return rgb;
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}
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void main()
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{
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mat3 tbn = mat3(
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normalize(v_tangent),
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normalize(v_bitangent),
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normalize(v_normal)
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);
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vec3 normal;
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normal.xy = texture2D(u_texNormal, v_texcoord0).xy * 2.0 - 1.0;
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
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vec3 view = -normalize(v_view);
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vec3 lightColor;
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lightColor = calcLight(0, tbn, v_wpos, normal, view);
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lightColor += calcLight(1, tbn, v_wpos, normal, view);
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lightColor += calcLight(2, tbn, v_wpos, normal, view);
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lightColor += calcLight(3, tbn, v_wpos, normal, view);
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vec4 color = toLinear(texture2D(u_texColor, v_texcoord0) );
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gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz;
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gl_FragColor.w = 1.0;
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gl_FragColor = toGamma(gl_FragColor);
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}
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