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https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Removing the changes that i introduced by mistake from another branch :((((
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4cc0a46998
commit
9652902911
9 changed files with 35 additions and 52 deletions
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@ -15,18 +15,18 @@
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// Unpack the metallic-mode value
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const float FRAG_PACK_SHADED_NON_METALLIC = 0.0;
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const float FRAG_PACK_SHADED_METALLIC = 0.5;
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const float FRAG_PACK_SHADED_METALLIC = 0.1;
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const float FRAG_PACK_SHADED_RANGE_INV = 1.0 / (FRAG_PACK_SHADED_METALLIC - FRAG_PACK_SHADED_NON_METALLIC);
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const float FRAG_PACK_SCATTERING_NON_METALLIC = 0.501;
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const float FRAG_PACK_SCATTERING_METALLIC = 0.6;
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const float FRAG_PACK_SCATTERING_NON_METALLIC = 0.2;
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const float FRAG_PACK_SCATTERING_METALLIC = 0.3;
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const float FRAG_PACK_SCATTERING_RANGE_INV = 1.0 / (FRAG_PACK_SCATTERING_METALLIC - FRAG_PACK_SCATTERING_NON_METALLIC);
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const float FRAG_PACK_LIGHTMAPPED_NON_METALLIC = 0.601;
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const float FRAG_PACK_LIGHTMAPPED_METALLIC = 0.99;
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const float FRAG_PACK_LIGHTMAPPED_NON_METALLIC = 0.4;
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const float FRAG_PACK_LIGHTMAPPED_METALLIC = 0.5;
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const float FRAG_PACK_LIGHTMAPPED_RANGE_INV = 1.0 / (FRAG_PACK_LIGHTMAPPED_METALLIC - FRAG_PACK_LIGHTMAPPED_NON_METALLIC);
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const float FRAG_PACK_UNLIT = 1.0;
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const float FRAG_PACK_UNLIT = 0.6;
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const int FRAG_MODE_UNLIT = 0;
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const int FRAG_MODE_SHADED = 1;
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@ -37,12 +37,12 @@ void unpackModeMetallic(float rawValue, out int mode, out float metallic) {
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if (rawValue <= FRAG_PACK_SHADED_METALLIC) {
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mode = FRAG_MODE_SHADED;
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metallic = clamp((rawValue - FRAG_PACK_SHADED_NON_METALLIC) * FRAG_PACK_SHADED_RANGE_INV, 0.0, 1.0);
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} else if (rawValue <= FRAG_PACK_SCATTERING_METALLIC) {
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mode = FRAG_MODE_SCATTERING;
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metallic = clamp((rawValue - FRAG_PACK_SCATTERING_NON_METALLIC) * FRAG_PACK_SCATTERING_RANGE_INV, 0.0, 1.0);
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} else if (rawValue <= FRAG_PACK_LIGHTMAPPED_METALLIC) {
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mode = FRAG_MODE_LIGHTMAPPED;
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metallic = clamp((rawValue - FRAG_PACK_LIGHTMAPPED_NON_METALLIC) * FRAG_PACK_LIGHTMAPPED_RANGE_INV, 0.0, 1.0);
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} else if (rawValue <= FRAG_PACK_SCATTERING_METALLIC) {
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mode = FRAG_MODE_SCATTERING;
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metallic = clamp((rawValue - FRAG_PACK_SCATTERING_NON_METALLIC) * FRAG_PACK_SCATTERING_RANGE_INV, 0.0, 1.0);
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} else if (rawValue >= FRAG_PACK_UNLIT) {
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mode = FRAG_MODE_UNLIT;
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metallic = 0.0;
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@ -73,15 +73,13 @@ DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
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frag.scattering = specularVal.x;
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}
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/*
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if (frag.metallic <= 0.5) {
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frag.metallic = 0.0;
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frag.fresnel = vec3(0.03); // Default Di-electric fresnel value
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} else {
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frag.fresnel = vec3(diffuseVal.xyz);
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frag.metallic = 1.0;
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}*/
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frag.fresnel = mix(vec3(0.03), diffuseVal.xyz, frag.metallic);
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}
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return frag;
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}
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@ -109,7 +107,6 @@ DeferredFragment unpackDeferredFragmentNoPositionNoAmbient(vec2 texcoord) {
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frag.obscurance = 1.0;
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/*
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if (frag.metallic <= 0.5) {
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frag.metallic = 0.0;
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frag.fresnel = vec3(0.03); // Default Di-electric fresnel value
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@ -117,8 +114,6 @@ DeferredFragment unpackDeferredFragmentNoPositionNoAmbient(vec2 texcoord) {
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frag.fresnel = vec3(diffuseVal.xyz);
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frag.metallic = 1.0;
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}
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*/
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frag.fresnel = mix(vec3(0.03), diffuseVal.xyz, frag.metallic);
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return frag;
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}
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@ -135,7 +135,7 @@ float specularDistributionGloss(float gloss2, vec3 normal, vec3 halfDir) {
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float ndoth = clamp(dot(halfDir, normal), 0.0, 1.0);
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// float gloss2 = pow(0.001 + roughness, 4);
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float denom = (ndoth * ndoth*(gloss2 - 1.0) + 1.0);
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float power = gloss2 * gloss2 / (3.14159 * denom * denom);
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float power = gloss2 / (3.14159 * denom * denom);
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return power;
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}
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<! //NOTE: ANother implementation for specularDistribution
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@ -47,15 +47,13 @@ void main(void) {
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albedo *= _color;
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float metallic = getMaterialMetallic(mat);
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/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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fresnel = albedo;
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metallic = 1.0;
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}
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*/
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vec3 fresnel = mix(vec3(0.03), albedo, metallic);
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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@ -50,15 +50,13 @@ void main(void) {
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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float metallic = getMaterialMetallic(mat);
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/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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fresnel = albedo;
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metallic = 1.0;
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}
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*/
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vec3 fresnel = mix(vec3(0.03), albedo, metallic);
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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@ -50,15 +50,13 @@ void main(void) {
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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float metallic = getMaterialMetallic(mat);
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/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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fresnel = albedo;
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metallic = 1.0;
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}
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*/
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vec3 fresnel = mix(vec3(0.03), albedo, metallic);
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vec3 emissive = getMaterialEmissive(mat);
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@ -60,15 +60,13 @@ void main(void) {
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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float metallic = getMaterialMetallic(mat);
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/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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fresnel = albedo;
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metallic = 1.0;
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}
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*/
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vec3 fresnel = mix(vec3(0.03), albedo, metallic);
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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@ -46,15 +46,13 @@ void main(void) {
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albedo *= _color;
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float metallic = getMaterialMetallic(mat);
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/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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fresnel = albedo;
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metallic = 1.0;
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}
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*/
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vec3 fresnel = mix(vec3(0.03), albedo, metallic);
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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@ -44,15 +44,13 @@ void main(void) {
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albedo *= _color;
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float metallic = getMaterialMetallic(mat);
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/* vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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fresnel = albedo;
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metallic = 1.0;
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}
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*/
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vec3 fresnel = mix(vec3(0.03), albedo, metallic);
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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