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KEep exploring the ambient lighting
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2 changed files with 5 additions and 10 deletions
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@ -77,18 +77,13 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
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// Diffuse from ambient
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diffuse = (1.0 - metallic) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
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if (gl_FragCoord.x > 1000) {
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vec3 ambientFresnel = vec3 (1.0) - fresnelSchlickAmbient(fresnel, eyeDir, normal, 1.0 - roughness);
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diffuse *= ambientFresnel * (1.0 / 3.14);
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if (gl_FragCoord.x > 2000) {
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diffuse *= obscurance;
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}
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if (gl_FragCoord.x > 300) {
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vec3 ambientFresnelDiffuse = vec3 (1.0) - fresnelSchlickAmbient(fresnel, eyeDir, normal, 1.0 - roughness);
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diffuse *= ambientFresnelDiffuse;
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}
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// Specular highlight from ambient
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specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness, fresnel) * obscurance * getLightAmbientIntensity(ambient);
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specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness, fresnel);
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<@if supportScattering@>
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@ -307,7 +307,7 @@ void initForwardPipelines(render::ShapePlumber& plumber) {
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void addPlumberPipeline(ShapePlumber& plumber,
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const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel) {
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// These key-values' pipelines are added by this functor in addition to the key passed
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assert(!key.isWireFrame());
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assert(!key.isWireframe());
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assert(!key.isDepthBiased());
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assert(key.isCullFace());
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