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https://github.com/lubosz/overte.git
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Create render forward version of pixel shaders
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parent
3b70fa08a3
commit
5602479988
6 changed files with 309 additions and 5 deletions
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@ -34,6 +34,13 @@
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#include "model_normal_map_frag.h"
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#include "model_normal_specular_map_frag.h"
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#include "model_specular_map_frag.h"
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#include "forward_model_frag.h"
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#include "forward_model_unlit_frag.h"
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#include "forward_model_normal_map_frag.h"
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#include "forward_model_normal_specular_map_frag.h"
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#include "forward_model_specular_map_frag.h"
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#include "model_lightmap_frag.h"
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#include "model_lightmap_normal_map_frag.h"
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#include "model_lightmap_normal_specular_map_frag.h"
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@ -227,11 +234,11 @@ void initForwardPipelines(render::ShapePlumber& plumber) {
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auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
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// Pixel shaders
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auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
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auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
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auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
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auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
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auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
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auto modelPixel = gpu::Shader::createPixel(std::string(forward_model_frag));
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auto modelUnlitPixel = gpu::Shader::createPixel(std::string(forward_model_unlit_frag));
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auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_map_frag));
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auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_specular_map_frag));
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auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_specular_map_frag));
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using Key = render::ShapeKey;
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auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
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59
libraries/render-utils/src/forward_model.slf
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59
libraries/render-utils/src/forward_model.slf
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@ -0,0 +1,59 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright 2013 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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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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float scattering = getMaterialScattering(mat);
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packDeferredFragment(
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normalize(_normal.xyz),
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opacity,
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albedo,
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roughness,
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getMaterialMetallic(mat),
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emissive,
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occlusionTex,
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scattering);
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}
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64
libraries/render-utils/src/forward_model_normal_map.slf
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libraries/render-utils/src/forward_model_normal_map.slf
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@ -0,0 +1,64 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_normal_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 10/29/13.
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// Copyright 2013 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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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION, SCATTERING)$>
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, scatteringTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 viewNormal;
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<$tangentToViewSpace(normalTex, _normal, _tangent, viewNormal)$>
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float scattering = getMaterialScattering(mat);
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<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
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packDeferredFragment(
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viewNormal,
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opacity,
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albedo,
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roughness,
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getMaterialMetallic(mat),
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emissive,
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occlusionTex,
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scattering);
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}
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@ -0,0 +1,66 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_normal_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/6/14.
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// Copyright 2014 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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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 viewNormal;
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<$tangentToViewSpace(normalTex, _normal, _tangent, viewNormal)$>
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float metallic = getMaterialMetallic(mat);
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<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
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float scattering = getMaterialScattering(mat);
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packDeferredFragment(
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normalize(viewNormal.xyz),
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opacity,
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albedo,
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roughness,
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metallic,
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emissive,
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occlusionTex,
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scattering);
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}
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63
libraries/render-utils/src/forward_model_specular_map.slf
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libraries/render-utils/src/forward_model_specular_map.slf
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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float metallic = getMaterialMetallic(mat);
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<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
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float scattering = getMaterialScattering(mat);
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packDeferredFragment(
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normalize(_normal),
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opacity,
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albedo,
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roughness,
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metallic,
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emissive,
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occlusionTex,
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scattering);
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}
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45
libraries/render-utils/src/forward_model_unlit.slf
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libraries/render-utils/src/forward_model_unlit.slf
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// material_opaque_unlit.frag
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// fragment shader
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//
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// Created by Sam Gateau on 5/5/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include LightingModel.slh@>
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO)$>
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in vec2 _texCoord0;
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in vec3 _normal;
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in vec3 _color;
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in float _alpha;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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packDeferredFragmentUnlit(
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normalize(_normal),
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opacity,
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albedo * isUnlitEnabled());
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}
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