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adding the DeferredBUfferRead.slh
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libraries/render-utils/src/DeferredBufferRead.slh
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libraries/render-utils/src/DeferredBufferRead.slh
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<!
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// DeferredBufferRead.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 5/4/16.
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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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<@if not DEFERRED_BUFFER_READ_SLH@>
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<@def DEFERRED_BUFFER_READ_SLH@>
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<@include DeferredBuffer.slh@>
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// the albedo texture
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uniform sampler2D albedoMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// the obscurance texture
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uniform sampler2D obscuranceMap;
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// the lighting texture
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uniform sampler2D lightingMap;
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struct DeferredTransform {
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mat4 projection;
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mat4 viewInverse;
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float stereoSide;
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vec3 _spareABC;
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};
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layout(std140) uniform deferredTransformBuffer {
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DeferredTransform _deferredTransform;
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};
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DeferredTransform getDeferredTransform() {
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return _deferredTransform;
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}
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bool getStereoMode(DeferredTransform deferredTransform) {
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return (deferredTransform.stereoSide != 0.0);
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}
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float getStereoSide(DeferredTransform deferredTransform) {
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return (deferredTransform.stereoSide);
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}
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vec4 evalEyePositionFromZ(DeferredTransform deferredTransform, float depthVal, vec2 texcoord) {
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vec3 nPos = vec3(texcoord.xy * 2.0f - 1.0f, depthVal * 2.0f - 1.0f);
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// compute the view space position using the depth
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// basically manually pick the proj matrix components to do the inverse
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float Ze = -deferredTransform.projection[3][2] / (nPos.z + deferredTransform.projection[2][2]);
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float Xe = (-Ze * nPos.x - Ze * deferredTransform.projection[2][0] - deferredTransform.projection[3][0]) / deferredTransform.projection[0][0];
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float Ye = (-Ze * nPos.y - Ze * deferredTransform.projection[2][1] - deferredTransform.projection[3][1]) / deferredTransform.projection[1][1];
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return vec4(Xe, Ye, Ze, 1.0f);
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}
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struct DeferredFragment {
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vec4 normalVal;
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vec4 diffuseVal;
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vec4 specularVal;
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vec4 position;
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vec3 normal;
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float metallic;
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vec3 diffuse;
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float obscurance;
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vec3 specular;
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float roughness;
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vec3 emissive;
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int mode;
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float depthVal;
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};
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vec4 unpackDeferredPosition(DeferredTransform deferredTransform, float depthValue, vec2 texcoord) {
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if (getStereoMode(deferredTransform)) {
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if (texcoord.x > 0.5) {
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texcoord.x -= 0.5;
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}
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texcoord.x *= 2.0;
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}
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return evalEyePositionFromZ(deferredTransform, depthValue, texcoord);
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}
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DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
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DeferredFragment frag;
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frag.depthVal = -1;
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frag.normalVal = texture(normalMap, texcoord);
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frag.diffuseVal = texture(albedoMap, texcoord);
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frag.specularVal = texture(specularMap, texcoord);
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frag.obscurance = texture(obscuranceMap, texcoord).x;
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// Unpack the normal from the map
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frag.normal = normalize(frag.normalVal.xyz * 2.0 - vec3(1.0));
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frag.roughness = 2.0 * frag.normalVal.a;
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// Diffuse color and unpack the mode and the metallicness
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frag.diffuse = frag.diffuseVal.xyz;
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unpackModeMetallic(frag.diffuseVal.w, frag.mode, frag.metallic);
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if (frag.metallic <= 0.5) {
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frag.metallic = 0.0;
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frag.specular = vec3(0.03); // Default Di-electric fresnel value
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} else {
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frag.specular = vec3(frag.diffuseVal.xyz);
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frag.metallic = 1.0;
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}
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frag.emissive = frag.specularVal.xyz;
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frag.obscurance = min(frag.specularVal.w, frag.obscurance);
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return frag;
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}
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DeferredFragment unpackDeferredFragment(DeferredTransform deferredTransform, vec2 texcoord) {
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float depthValue = texture(depthMap, texcoord).r;
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DeferredFragment frag = unpackDeferredFragmentNoPosition(texcoord);
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frag.depthVal = depthValue;
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frag.position = unpackDeferredPosition(deferredTransform, frag.depthVal, texcoord);
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return frag;
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}
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<@endif@>
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