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54 lines
1.7 KiB
Text
54 lines
1.7 KiB
Text
<@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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// directional_light_shadow.frag
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// fragment shader
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//
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// Created by Zach Pomerantz on 1/18/2016.
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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 Shadow.slh@>
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<@include DeferredBuffer.slh@>
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<@include DeferredGlobalLight.slh@>
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<$declareEvalLightmappedColor()$>
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<$declareEvalAmbientGlobalColor()$>
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in vec2 _texCoord0;
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out vec4 _fragColor;
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void main(void) {
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DeferredTransform deferredTransform = getDeferredTransform();
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DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
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vec4 worldPos = deferredTransform.viewInverse * vec4(frag.position.xyz, 1.0);
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float shadowAttenuation = evalShadowAttenuation(worldPos);
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// Light mapped or not ?
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if (frag.mode == LIGHT_MAPPED) {
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vec3 color = evalLightmappedColor(
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deferredTransform.viewInverse,
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shadowAttenuation,
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frag.obscurance,
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frag.normal,
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frag.diffuse,
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frag.specularVal.xyz);
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_fragColor = vec4(color, 1.0);
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} else {
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vec3 color = evalAmbientGlobalColor(
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deferredTransform.viewInverse,
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shadowAttenuation,
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frag.obscurance,
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frag.position.xyz,
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frag.normal,
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frag.diffuse,
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frag.specular,
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frag.gloss);
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_fragColor = vec4(color, frag.normalVal.a);
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}
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}
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