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Backing up on any changes regarding shading, focus on the rearr view mirror and stencil bug
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4 changed files with 7 additions and 11 deletions
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@ -146,7 +146,7 @@ void FBXReader::consolidateFBXMaterials() {
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// FIXME: Do not use the Specular Factor yet as some FBX models have it set to 0
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// metallic *= material.specularFactor;
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material._material->setMetallic(metallic);
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material._material->setGloss(material.shininess / 100.0f);
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material._material->setGloss(material.shininess);
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if (material.opacity <= 0.0f) {
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material._material->setOpacity(1.0f);
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@ -53,7 +53,7 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular,
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_fragColor0 = vec4(diffuse.rgb, alpha);
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_fragColor1 = vec4(bestFitNormal(normal), 1.0);
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_fragColor2 = vec4(specular, shininess);
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_fragColor2 = vec4(specular, shininess / 128.0);
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}
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
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@ -64,7 +64,7 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s
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_fragColor0 = vec4(diffuse.rgb, alpha);
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//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5);
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_fragColor2 = vec4(emissive, shininess);
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_fragColor2 = vec4(emissive, shininess / 128.0);
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}
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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@ -74,7 +74,7 @@ void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec
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_fragColor0 = vec4(diffuse.rgb, alpha);
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// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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// _fragColor2 = vec4(specular, shininess);
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// _fragColor2 = vec4(specular, shininess / 128.0);
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}
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<@endif@>
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@ -131,8 +131,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 positi
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color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
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// return color;
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return shading.rgb;
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return color;
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}
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<@endfunc@>
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@ -30,11 +30,8 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp
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float shlickPower = (1.0 - dot(fragLightDir,halfDir));
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float shlickPower2 = shlickPower * shlickPower;
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float shlickPower5 = shlickPower2 * shlickPower2 * shlickPower;
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// vec3 fresnel = specular + (1.0 - specular) * shlickPower5;
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vec3 fresnel = vec3( 0.1 + (1.0 - 0.1) * shlickPower5 );
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// vec3 reflect = specularPower * fresnel;
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vec3 reflect = fresnel;
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vec3 schlick = specular * (1.0 - shlickPower5) + vec3(shlickPower5);
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vec3 reflect = specularPower * schlick;
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return vec4(reflect, diffuse);
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}
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