2022-09-20 12:48:22 +00:00
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#version 330
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uniform samplerCube environmentIrradianceMapId;
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uniform samplerCube environmentSpecularMapId;
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uniform sampler2D textureId;
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uniform int textureEnabled;
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uniform sampler2D normalMapId;
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uniform int normalMapEnabled;
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uniform sampler2D metalnessRoughnessAoMapId;
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uniform int metalnessMapEnabled;
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uniform int roughnessMapEnabled;
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uniform int aoMapEnabled;
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uniform vec3 eyePosition;
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2022-09-21 12:14:02 +00:00
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in vec3 pointPosition;
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in vec3 pointNormal;
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in vec3 pointColor;
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in vec2 pointTexCoord;
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in float pointAlpha;
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in float pointMetalness;
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in float pointRoughness;
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in mat3 pointTBN;
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out vec4 fragColor;
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const float PI = 3.1415926;
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2022-09-23 11:03:35 +00:00
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vec3 fresnelSchlickRoughness(float NoV, vec3 f0, float roughness)
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{
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return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(clamp(1.0 - NoV, 0.0, 1.0), 5.0);
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2022-09-22 13:07:27 +00:00
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}
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2022-09-20 12:48:22 +00:00
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void main()
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{
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vec3 color = pointColor;
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float alpha = pointAlpha;
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if (1 == textureEnabled) {
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vec4 textColor = texture(textureId, pointTexCoord);
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color = textColor.rgb;
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alpha = textColor.a;
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}
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vec3 normal = pointNormal;
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if (1 == normalMapEnabled) {
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normal = texture(normalMapId, pointTexCoord).rgb;
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normal = pointTBN * normalize(normal * 2.0 - 1.0);
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}
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float metalness = pointMetalness;
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if (1 == metalnessMapEnabled) {
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metalness = texture(metalnessRoughnessAoMapId, pointTexCoord).b;
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}
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float roughness = pointRoughness;
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if (1 == roughnessMapEnabled) {
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roughness = texture(metalnessRoughnessAoMapId, pointTexCoord).g;
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}
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float ambientOcclusion = 1.0;
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if (1 == aoMapEnabled) {
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ambientOcclusion = texture(metalnessRoughnessAoMapId, pointTexCoord).r;
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}
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vec3 n = normal;
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vec3 v = normalize(eyePosition - pointPosition);
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vec3 r = reflect(-v, n);
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float NoV = abs(dot(n, v)) + 1e-5;
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vec3 irradiance = texture(environmentIrradianceMapId, r).rgb;
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2022-10-23 03:14:30 +00:00
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vec3 diffuse = irradiance * (1.0 - metalness) * color;
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2022-10-23 03:14:30 +00:00
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vec3 f0 = mix(vec3(0.04), color, metalness);
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vec3 fresnelFactor = fresnelSchlickRoughness(NoV, f0, roughness);
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vec3 specular = fresnelFactor * texture(environmentSpecularMapId, r, 0.0).rgb;
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color = (diffuse + specular) * ambientOcclusion;
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color = color / (color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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fragColor = vec4(color, alpha);
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}
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