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Early try fixing the lighting
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2 changed files with 34 additions and 2 deletions
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@ -33,7 +33,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp
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vec3 schlick = specular * (1.0 - shlickPower5) + vec3(shlickPower5);
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vec3 schlick = specular * (1.0 - shlickPower5) + vec3(shlickPower5);
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vec3 reflect = specularPower * schlick;
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vec3 reflect = specularPower * schlick;
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return vec4(reflect, diffuse);
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return vec4(reflect, diffuse * (1 - length(schlick)));
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}
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}
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<@endfunc@>
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<@endfunc@>
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@ -143,7 +143,39 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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{
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{
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//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
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//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
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auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
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const char BlitTextureGamma_frag[] = R"SCRIBE(#version 410 core
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// Generated on Sat Oct 24 09:34:37 2015
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//
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// Draw texture 0 fetched at texcoord.xy
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//
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// Created by Sam Gateau on 6/22/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D colorMap;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, varTexCoord0);
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if (gl_FragCoord.x > 1000) {
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outFragColor.xyz = pow( outFragColor.xyz , vec3(1.0/2.2) );
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}
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}
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)SCRIBE";
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auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(BlitTextureGamma_frag)));
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//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
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auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
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//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
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gpu::Shader::makeProgram(*blitProgram);
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gpu::Shader::makeProgram(*blitProgram);
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auto blitState = std::make_shared<gpu::State>();
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auto blitState = std::make_shared<gpu::State>();
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blitState->setBlendFunction(true,
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blitState->setBlendFunction(true,
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