some refactoring
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e6382913fa
commit
a4a3c086e2
@ -172,7 +172,7 @@ get_low_res :: (width: s32, height: s32, max_dimension: s32 = 720) -> (s32, s32)
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get_render_size :: () -> (s32, s32) {
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get_render_size :: () -> (s32, s32) {
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w,h := get_window_size();
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w,h := get_window_size();
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// w, h = get_low_res(w,h, 480);
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// w, h = get_low_res(w,h, 480);
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return w * 2, h * 2;
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return w, h;
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}
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}
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flip_y_if_plat :: inline (v: Vector2) -> Vector2 {
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flip_y_if_plat :: inline (v: Vector2) -> Vector2 {
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File diff suppressed because it is too large
Load Diff
@ -13,16 +13,16 @@ layout(binding=0) uniform trile_vs_params {
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out vec3 cam;
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out vec3 cam;
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out vec3 to_center;
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out vec3 to_center;
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out vec3 vpos; // The actual position;
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out vec3 vpos;
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out vec3 ipos; // Trile space position;
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out vec3 ipos;
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out vec4 fnormal;
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out vec4 fnormal;
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out vec3 orig_normal; // Unrotated object-space normal, used for trixel lookup
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out vec3 orig_normal;
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out vec3 trileCenter;
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out vec3 trileCenter;
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out vec3 cv;
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out vec3 cv;
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mat3 rot_x(float a) { float c=cos(a),s=sin(a); return mat3(1,0,0, 0,c,-s, 0,s,c); }
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mat3 rot_x(float a) { float c=cos(a),s=sin(a); return mat3(1,0,0, 0,c,-s, 0,s,c); }
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mat3 rot_z(float a) { float c=cos(a),s=sin(a); return mat3(c,-s,0, s,c,0, 0,0,1); }
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mat3 rot_y(float a) { float c=cos(a),s=sin(a); return mat3(c,0,s, 0,1,0, -s,0,c); }
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mat3 rot_y(float a) { float c=cos(a),s=sin(a); return mat3(c,0,s, 0,1,0, -s,0,c); }
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mat3 rot_z(float a) { float c=cos(a),s=sin(a); return mat3(c,-s,0, s,c,0, 0,0,1); }
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mat3 get_orientation_matrix(int ori) {
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mat3 get_orientation_matrix(int ori) {
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int face = ori / 4;
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int face = ori / 4;
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@ -46,8 +46,8 @@ void main() {
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gl_Position = mvp * vec4(rotated + instance.xyz, 1.0);
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gl_Position = mvp * vec4(rotated + instance.xyz, 1.0);
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fnormal = vec4(rot * normal.xyz, 0.0);
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fnormal = vec4(rot * normal.xyz, 0.0);
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orig_normal = normal.xyz; // unrotated, for trixel lookup
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orig_normal = normal.xyz;
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to_center = centre.xyz - position.xyz; // unrotated, for trixel lookup
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to_center = centre.xyz - position.xyz;
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vpos = rotated + instance.xyz;
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vpos = rotated + instance.xyz;
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ipos = position.xyz;
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ipos = position.xyz;
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cam = camera;
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cam = camera;
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@ -117,116 +117,68 @@ layout(binding = 4) uniform texture2D rdm_atlas;
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layout(binding = 5) uniform texture2D brdf_lut;
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layout(binding = 5) uniform texture2D brdf_lut;
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layout(binding = 3) uniform sampler rdmsmp;
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layout(binding = 3) uniform sampler rdmsmp;
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const float PI = 3.1412854;
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const float PI = 3.1415927;
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// --- SKY START ---
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const float ROUGHNESS_RAYMARCH_MAX = 0.2; // Below this roughness, actually try to get sharp reflection from RDM.
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const float ROUGHNESS_SPEC_CUTOFF = 0.7; // Above this roughness, disregard RDM specular lighting entirely.
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// ---- SKY ----
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const float cirrus = 0.5;
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const float cirrus = 0.5;
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const float cumulus = 20.0;
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float hash(float n)
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float hash(float n) {
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{
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return fract(sin(n) * 43758.5453123);
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return fract(sin(n) * 43758.5453123);
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}
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}
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float noise(vec3 x)
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float noise(vec3 x) {
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{
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vec3 f = fract(x);
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vec3 f = fract(x);
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float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
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float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
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return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
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return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
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mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
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mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
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mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
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mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
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mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
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mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
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}
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}
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const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
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const mat3 fbm_m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
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float fbm(vec3 p)
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{
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float f = 0.0;
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f += noise(p) / 2.0; p = m * p * 1.1;
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f += noise(p) / 4.0; p = m * p * 1.2;
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f += noise(p) / 6.0; p = m * p * 1.3;
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f += noise(p) / 12.0; p = m * p * 1.4;
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f += noise(p) / 24.0;
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return f;
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}
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vec3 filmic_aces(vec3 v)
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{
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v = v * mat3(
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0.59719f, 0.35458f, 0.04823f,
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0.07600f, 0.90834f, 0.01566f,
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0.02840f, 0.13383f, 0.83777f
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);
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return (v * (v + 0.0245786f) - 9.0537e-5f) /
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(v * (0.983729f * v + 0.4329510f) + 0.238081f) * mat3(
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1.60475f, -0.53108f, -0.07367f,
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-0.10208f, 1.10813f, -0.00605f,
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-0.00327f, -0.07276f, 1.07602f
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);
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}
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vec3 sky(vec3 skypos, vec3 sunpos) {
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vec3 sky(vec3 skypos, vec3 sunpos) {
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vec3 sunCol = sunDisk.xyz;
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vec3 baseSky = skyBase.xyz;
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vec3 topSky = skyTop.xyz;
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float sDist = dot(normalize(skypos), normalize(sunpos));
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vec3 npos = normalize(skypos);
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vec3 npos = normalize(skypos);
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float sDist = dot(npos, normalize(sunpos));
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vec3 skyGradient = mix(skyBase, skyTop, clamp(npos.y * 2.0, 0.0, 0.7));
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vec3 result = skyGradient;
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vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7));
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result += sunHalo * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
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vec3 final = skyGradient;
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if (sDist > 0.9999)
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final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
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result = sunDisk;
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// Sun disk
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result += mix(horizonHalo, vec3(0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
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if(sDist > 0.9999) {
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return result;
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final = sunDisk.xyz;
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}
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// Horizon halo
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final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
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final = vec3(final);
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// Cirrus Clouds
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if(hasClouds == 1) {
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float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3;
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final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0);
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}
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return final;
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}
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}
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// ---- PBR FUNCTIONS ----
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vec3 sky_reflect(vec3 R, vec3 sunpos) {
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if (R.y < 0.0) R = reflect(R, vec3(0.0, 1.0, 0.0));
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return sky(R, sunpos);
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}
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// ---- PBR ----
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness*roughness;
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float a = roughness * roughness;
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float a2 = a*a;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float denom = NdotH * NdotH * (a2 - 1.0) + 1.0;
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float num = a2;
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return a2 / (PI * denom * denom);
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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float NdotV = max(dot(N, V), 0.0);
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = NdotL / (NdotL * (1.0 - k) + k);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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float ggx2 = NdotV / (NdotV * (1.0 - k) + k);
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return ggx1 * ggx2;
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return ggx1 * ggx2;
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}
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}
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@ -238,176 +190,115 @@ vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) {
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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}
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// ---- RDM FUNCTIONS ----
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// ---- RDM HELPERS ----
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float roughness_to_rdm_size(int roughness) {
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// Hemioct encoding (Cigolle2014)
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return pow(2.0, float((7 - roughness) + 1));
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vec2 rdm_hemioct(vec3 v, int face) {
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}
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int rdm_index_from_normal(vec3 N) {
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vec3 n_leftright = vec3(0.0, 0.0, 1.0);
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vec3 n_updown = vec3(0.0, 1.0, 0.0);
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vec3 n_frontback = vec3(1.0, 0.0, 0.0);
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int res = 0;
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res += int(dot(-n_updown, N) >= 0.98) * 1;
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res += int(dot(n_leftright, N) >= 0.98) * 2;
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res += int(dot(-n_leftright, N) >= 0.98) * 3;
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res += int(dot(n_frontback, N) >= 0.98) * 4;
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res += int(dot(-n_frontback, N) >= 0.98) * 5;
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return res;
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}
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// Taken from Cigolle2014Vector.pdf
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vec2 rdm_get_hemioct(vec3 v, int index, vec2 off) {
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vec3 vc = v;
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vec3 vc = v;
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if(index / 2 == 0) {
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if (face / 2 == 0) { vc.z = v.y; vc.y = v.z; }
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vc.z = v.y;
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if (face / 2 == 2) { vc.z = v.x; vc.x = v.z; }
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vc.y = v.z;
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if (face % 2 == 1) { vc.z *= -1.0; }
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}
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if(index / 2 == 2) {
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vc.z = v.x;
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vc.x = v.z;
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}
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if(index % 2 == 1) {
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vc.z *= -1.0;
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}
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vc.x += off.x;
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vc.y += off.y;
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normalize(vc);
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vec2 p = vc.xy * (1.0 / (abs(vc.x) + abs(vc.y) + vc.z));
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vec2 p = vc.xy * (1.0 / (abs(vc.x) + abs(vc.y) + vc.z));
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vec2 res = vec2(p.x + p.y, p.x - p.y);
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return vec2(p.x + p.y, p.x - p.y) * 0.5 + 0.5;
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res.x = (res.x + 1.0) * 0.5;
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res.y = (res.y + 1.0) * 0.5;
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return res;
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}
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}
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float rdm_offset_y(int index) {
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int rdm_face_from_normal(vec3 N) {
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return float((index / 2)) * (1.0/3.0);
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vec3 a = abs(N);
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if (a.y >= a.x && a.y >= a.z) return N.y >= 0.0 ? 0 : 1;
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if (a.z >= a.x && a.z >= a.y) return N.z >= 0.0 ? 2 : 3;
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return N.x >= 0.0 ? 4 : 5;
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}
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}
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float rdm_offset_x(int index) {
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vec4 rdm_atlas_rect(ivec3 local_pos, int roughness) {
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return float((index % 2)) * (1.0/2.0);
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}
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vec4 rdm_get_atlas_rect(ivec3 local_pos, int roughness) {
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int rdm_index = local_pos.x + local_pos.y * 32 + local_pos.z * 1024 + roughness * 32768;
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int rdm_index = local_pos.x + local_pos.y * 32 + local_pos.z * 1024 + roughness * 32768;
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int tx = rdm_index % 512;
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return texelFetch(sampler2D(rdm_lookup, trilesmp), ivec2(rdm_index % 512, rdm_index / 512), 0);
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int ty = rdm_index / 512;
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return texelFetch(sampler2D(rdm_lookup, trilesmp), ivec2(tx, ty), 0);
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}
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}
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ivec2 rdm_face_pixel_offset(vec4 atlas_rect, int face, int rdmSize) {
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ivec2 rdm_face_offset(vec4 rect, int face, int rdmSize, ivec2 atlasSize) {
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ivec2 atlasSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
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int col = face % 2;
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int col = face % 2;
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int row = face / 2;
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int row = face / 2;
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int ox = int(atlas_rect.x * float(atlasSize.x)) + col * rdmSize;
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return ivec2(int(rect.x * float(atlasSize.x)) + col * rdmSize,
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int oy = int(atlas_rect.y * float(atlasSize.y)) + row * rdmSize;
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int(rect.y * float(atlasSize.y)) + row * rdmSize);
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return ivec2(ox, oy);
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}
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}
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vec3 sample_rdm(vec3 N, vec3 V, vec3 rdm_center, vec3 diff, int roughness, ivec3 local_pos) {
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vec2 rdm_face_uv(int face) {
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int face = rdm_index_from_normal(N);
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if (face <= 1) return vec2(ipos.x, ipos.z);
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vec4 atlas_rect = rdm_get_atlas_rect(local_pos, roughness);
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if (face <= 3) return vec2(ipos.x, ipos.y);
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if (atlas_rect.z <= 0.0) return vec3(1.0, 0.0, 1.0); // No data - magenta
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return vec2(ipos.z, ipos.y);
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}
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ivec2 atlasTexSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
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// ---- RDM SPECULAR ----
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int rdmSizeInt = int(atlas_rect.z * float(atlasTexSize.x)) / 2;
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float rdmSize = float(rdmSizeInt);
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ivec2 faceOffset = rdm_face_pixel_offset(atlas_rect, face, rdmSizeInt);
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vec2 uv;
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if (face == 0 || face == 1) { // +Y / -Y
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uv = vec2(ipos.x, ipos.z);
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} else if (face == 2 || face == 3) { // +Z / -Z
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uv = vec2(ipos.x, ipos.y);
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} else { // +X / -X
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uv = vec2(ipos.z, ipos.y);
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}
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||||||
|
|
||||||
vec3 reflected = normalize(reflect(V, N));
|
|
||||||
|
|
||||||
if (roughness > 1) {
|
|
||||||
vec3 samplePos = normalize(diff + 2.0 * reflected);
|
|
||||||
vec2 hemiUV = rdm_get_hemioct(samplePos, face, vec2(0.0));
|
|
||||||
vec2 atlasSize = vec2(textureSize(sampler2D(rdm_atlas, rdmsmp), 0));
|
|
||||||
vec2 texUV = (vec2(faceOffset) + hemiUV * rdmSize) / atlasSize;
|
|
||||||
return texture(sampler2D(rdm_atlas, rdmsmp), texUV).rgb;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
vec3 rdm_spec_raymarch(vec3 N, vec3 V, vec3 diff, int face, ivec2 faceOffset, int rdmSize, vec2 atlasInvSize) {
|
||||||
|
vec3 reflected = reflect(V, N);
|
||||||
float maxDist = 20.0;
|
float maxDist = 20.0;
|
||||||
int steps = 10;
|
int steps = 40;
|
||||||
|
float stepSize = maxDist / float(steps);
|
||||||
|
|
||||||
for (int i = 0; i < steps; i++) {
|
for (int i = 0; i < steps; i++) {
|
||||||
float t = maxDist * float(i + 1) / float(steps);
|
float t = stepSize * float(i + 1);
|
||||||
vec3 samplePos = diff + t * reflected;
|
vec3 samplePos = diff + t * reflected;
|
||||||
if (dot(samplePos, N) < 0.0) continue;
|
if (dot(samplePos, N) < 0.0) continue;
|
||||||
|
|
||||||
vec2 hemiUV = rdm_get_hemioct(normalize(samplePos), face, vec2(0.0));
|
vec3 dir = normalize(samplePos);
|
||||||
vec2 atlasSize = vec2(textureSize(sampler2D(rdm_atlas, rdmsmp), 0));
|
vec2 hemiUV = rdm_hemioct(dir, face);
|
||||||
vec2 texCoord = (vec2(faceOffset) + hemiUV * rdmSize) / atlasSize;
|
vec2 texCoord = (vec2(faceOffset) + hemiUV * float(rdmSize)) * atlasInvSize;
|
||||||
vec4 rdmSample = texture(sampler2D(rdm_atlas, rdmsmp), texCoord, 0);
|
vec4 s = texture(sampler2D(rdm_atlas, rdmsmp), texCoord, 0);
|
||||||
float depth = rdmSample.a;
|
|
||||||
float dist = length(samplePos);
|
|
||||||
float stepSize = maxDist / float(steps);
|
|
||||||
|
|
||||||
if (depth > 0.0 && depth < dist && depth + stepSize > dist) {
|
float dist = length(samplePos);
|
||||||
return rdmSample.rgb;
|
if (s.a > 0.0 && s.a < dist && s.a + stepSize > dist)
|
||||||
}
|
return s.rgb;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 skyDir = reflected;
|
return sky_reflect(reflected, sunPosition);
|
||||||
if (skyDir.y < 0.0) skyDir = reflect(skyDir, vec3(0.0, 1.0, 0.0));
|
|
||||||
return sky(skyDir, sunPosition);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 sample_rdm_diff_map(vec3 N, ivec3 local_pos, vec3 fallback) {
|
vec3 rdm_spec_single(vec3 N, vec3 V, vec3 diff, int face, ivec2 faceOffset, int rdmSize, vec2 atlasInvSize) {
|
||||||
vec4 atlas_rect = rdm_get_atlas_rect(local_pos, 7);
|
vec3 reflected = reflect(V, N);
|
||||||
if (atlas_rect.z <= 0.0) return fallback;
|
vec3 sampleDir = normalize(diff + 2.0 * reflected);
|
||||||
|
vec2 hemiUV = rdm_hemioct(sampleDir, face);
|
||||||
int face = rdm_index_from_normal(N);
|
vec2 texCoord = (vec2(faceOffset) + hemiUV * float(rdmSize)) * atlasInvSize;
|
||||||
int rdmSize = int(roughness_to_rdm_size(7));
|
return texture(sampler2D(rdm_atlas, rdmsmp), texCoord).rgb;
|
||||||
ivec2 faceOffset = rdm_face_pixel_offset(atlas_rect, face, rdmSize);
|
|
||||||
vec2 pos = rdm_get_hemioct(N, face, vec2(0.0));
|
|
||||||
ivec2 texCoord = ivec2(faceOffset.x + int(pos.x * float(rdmSize)),
|
|
||||||
faceOffset.y + int(pos.y * float(rdmSize)));
|
|
||||||
return texelFetch(sampler2D(rdm_atlas, rdmsmp), texCoord, 0).rgb;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int isign(float f) {
|
vec3 rdm_sample_diff_probe(vec3 N, ivec3 local_pos, vec3 fallback) {
|
||||||
return f < 0.0 ? -1 : 1;
|
vec4 rect = rdm_atlas_rect(local_pos, 7);
|
||||||
|
if (rect.z <= 0.0) return fallback;
|
||||||
|
|
||||||
|
int face = rdm_face_from_normal(N);
|
||||||
|
int rdmSize = int(pow(2.0, float((7 - 7) + 1)));
|
||||||
|
ivec2 atlasSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
|
||||||
|
ivec2 fOff = rdm_face_offset(rect, face, rdmSize, atlasSize);
|
||||||
|
vec2 pos = rdm_hemioct(N, face);
|
||||||
|
return texelFetch(sampler2D(rdm_atlas, rdmsmp),
|
||||||
|
ivec2(fOff.x + int(pos.x * float(rdmSize)),
|
||||||
|
fOff.y + int(pos.y * float(rdmSize))), 0).rgb;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int isign(float f) { return f < 0.0 ? -1 : 1; }
|
||||||
|
|
||||||
vec3 smix(vec3 a, vec3 b, float t) {
|
vec3 smix(vec3 a, vec3 b, float t) {
|
||||||
float power = 1.6;
|
float power = 1.6;
|
||||||
float smoothT = pow(t, power) / (pow(t, power) + pow(1.0 - t, power));
|
float st = pow(t, power) / (pow(t, power) + pow(1.0 - t, power));
|
||||||
return mix(a, b, smoothT);
|
return mix(a, b, st);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 sample_rdm_diff(vec3 N, vec3 diff, ivec3 local_pos) {
|
vec3 rdm_indirect_diffuse(vec3 N, vec3 diff, ivec3 local_pos) {
|
||||||
int face = rdm_index_from_normal(N);
|
int face = rdm_face_from_normal(N);
|
||||||
vec3 ambientPlaceholder = vec3(0.3, 0.3, 0.4);
|
vec3 ambient = vec3(0.3, 0.3, 0.4);
|
||||||
|
|
||||||
vec2 delta = vec2(0.0);
|
vec2 delta;
|
||||||
if (face == 0 || face == 1) {
|
if (face <= 1) delta = vec2(diff.x, diff.z);
|
||||||
delta = vec2(diff.x, diff.z);
|
else if (face <= 3) delta = vec2(diff.x, diff.y);
|
||||||
} else if (face == 2 || face == 3) {
|
else delta = vec2(diff.z, diff.y);
|
||||||
delta = vec2(diff.x, diff.y);
|
|
||||||
} else {
|
|
||||||
delta = vec2(diff.z, diff.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
ivec3 s0 = ivec3(0, 0, 0);
|
|
||||||
ivec3 s1, s2, s3;
|
ivec3 s1, s2, s3;
|
||||||
if (face == 0 || face == 1) {
|
if (face <= 1) {
|
||||||
s1 = ivec3(isign(delta.x), 0, 0);
|
s1 = ivec3(isign(delta.x), 0, 0);
|
||||||
s2 = ivec3(0, 0, isign(delta.y));
|
s2 = ivec3(0, 0, isign(delta.y));
|
||||||
s3 = ivec3(isign(delta.x), 0, isign(delta.y));
|
s3 = ivec3(isign(delta.x), 0, isign(delta.y));
|
||||||
} else if (face == 2 || face == 3) {
|
} else if (face <= 3) {
|
||||||
s1 = ivec3(isign(delta.x), 0, 0);
|
s1 = ivec3(isign(delta.x), 0, 0);
|
||||||
s2 = ivec3(0, isign(delta.y), 0);
|
s2 = ivec3(0, isign(delta.y), 0);
|
||||||
s3 = ivec3(isign(delta.x), isign(delta.y), 0);
|
s3 = ivec3(isign(delta.x), isign(delta.y), 0);
|
||||||
@ -417,18 +308,18 @@ vec3 sample_rdm_diff(vec3 N, vec3 diff, ivec3 local_pos) {
|
|||||||
s3 = ivec3(0, isign(delta.y), isign(delta.x));
|
s3 = ivec3(0, isign(delta.y), isign(delta.x));
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 p0 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s0), 32.0)), ambientPlaceholder);
|
vec3 p0 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos), 32.0)), ambient);
|
||||||
vec3 p1 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s1), 32.0)), ambientPlaceholder);
|
vec3 p1 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos + s1), 32.0)), ambient);
|
||||||
vec3 p2 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s2), 32.0)), ambientPlaceholder);
|
vec3 p2 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos + s2), 32.0)), ambient);
|
||||||
vec3 p3 = sample_rdm_diff_map(N, ivec3(mod(vec3(local_pos + s3), 32.0)), ambientPlaceholder);
|
vec3 p3 = rdm_sample_diff_probe(N, ivec3(mod(vec3(local_pos + s1 + s2),32.0)), ambient);
|
||||||
|
|
||||||
return smix(
|
return smix(smix(p0, p1, abs(delta.x)),
|
||||||
smix(p0, p1, abs(delta.x)),
|
smix(p2, p3, abs(delta.x)),
|
||||||
smix(p2, p3, abs(delta.x)),
|
abs(delta.y));
|
||||||
abs(delta.y)
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ---- HSV ----
|
||||||
|
|
||||||
vec3 rgb2hsv(vec3 c) {
|
vec3 rgb2hsv(vec3 c) {
|
||||||
vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
|
vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
|
||||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||||
@ -444,152 +335,146 @@ vec3 hsv2rgb(vec3 c) {
|
|||||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ---- MAIN ----
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (vpos.y < planeHeight - 0.01 && is_reflection == 1) {
|
if (vpos.y < planeHeight - 0.01 && is_reflection == 1) discard;
|
||||||
discard;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Trixel material sampling
|
Get trixel material.
|
||||||
vec3 pos_after_adjust = ipos - orig_normal * 0.02;
|
vec3 sample_pos = ipos - orig_normal * 0.02;
|
||||||
int count = 0;
|
|
||||||
vec4 trixel_material;
|
vec4 trixel_material;
|
||||||
int maxCount = 5;
|
int maxSteps = is_reflection == 1 ? 1 : 3;
|
||||||
if(is_reflection == 1) maxCount = 1;
|
for (int i = 0; i < maxSteps; i++) {
|
||||||
while (count < maxCount) {
|
ivec2 texel = ivec2(
|
||||||
int xpos = int(clamp(pos_after_adjust.z, 0.0001, 0.99999) * 16.0);
|
int(clamp(sample_pos.z, 0.0001, 0.99999) * 16.0),
|
||||||
int ypos = int(clamp(pos_after_adjust.y, 0.0001, 0.99999) * 16.0);
|
int(clamp(sample_pos.y, 0.0001, 0.99999) * 16.0) +
|
||||||
int zpos = int(clamp(pos_after_adjust.x, 0.0001, 0.99999) * 16.0);
|
int(clamp(sample_pos.x, 0.0001, 0.99999) * 16.0) * 16
|
||||||
|
);
|
||||||
trixel_material = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos, ypos + zpos * 16), 0);
|
trixel_material = texelFetch(sampler2D(triletex, trilesmp), texel, 0);
|
||||||
if (length(trixel_material) > 0.01) break;
|
if (dot(trixel_material, trixel_material) > 0.0001) break;
|
||||||
pos_after_adjust += to_center * 0.1;
|
sample_pos += to_center * 0.1;
|
||||||
count++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 albedo = trixel_material.xyz;
|
vec3 albedo = vec3(1.0, 1.0, 1.0);
|
||||||
int packedMaterial = int(round(trixel_material.w * 255.0));
|
|
||||||
float emittance = 0.0;
|
int packed = int(round(trixel_material.w * 255.0));
|
||||||
int roughnessInt = 0;
|
float emittance = 0.0;
|
||||||
float roughness = 0.05;
|
int roughnessInt = 7;
|
||||||
float metallic = 0.0;
|
float roughness = 1.0;
|
||||||
if ((packedMaterial & 0x1) != 0) {
|
float metallic = 0.0;
|
||||||
emittance = float((packedMaterial >> 1) & 0x7F) / 127.0;
|
|
||||||
|
if ((packed & 0x1) != 0) {
|
||||||
|
emittance = float((packed >> 1) & 0x7F) / 127.0;
|
||||||
} else {
|
} else {
|
||||||
roughnessInt = (packedMaterial >> 5) & 0x7;
|
roughnessInt = (packed >> 5) & 0x7;
|
||||||
roughness = max(float(roughnessInt) / 7.0, 0.05);
|
roughness = max(float(roughnessInt) / 7.0, 0.05);
|
||||||
metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
|
metallic = float((packed >> 3) & 0x3) / 3.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Snap normal to nearest axis to avoid interpolation noise
|
// Avoid noise in normals which appears for some reason.
|
||||||
vec3 absN = abs(fnormal.xyz);
|
vec3 absN = abs(fnormal.xyz);
|
||||||
vec3 N;
|
vec3 N;
|
||||||
if (absN.x >= absN.y && absN.x >= absN.z) {
|
if (absN.x >= absN.y && absN.x >= absN.z) N = vec3(sign(fnormal.x), 0.0, 0.0);
|
||||||
N = vec3(sign(fnormal.x), 0.0, 0.0);
|
else if (absN.y >= absN.x && absN.y >= absN.z) N = vec3(0.0, sign(fnormal.y), 0.0);
|
||||||
} else if (absN.y >= absN.x && absN.y >= absN.z) {
|
else N = vec3(0.0, 0.0, sign(fnormal.z));
|
||||||
N = vec3(0.0, sign(fnormal.y), 0.0);
|
|
||||||
} else {
|
|
||||||
N = vec3(0.0, 0.0, sign(fnormal.z));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// Simplified lighting evaluation for planar reflection.
|
||||||
if (is_reflection == 1) {
|
if (is_reflection == 1) {
|
||||||
vec3 V = normalize(cam - vpos.xyz);
|
|
||||||
vec3 L = normalize(sunPosition);
|
vec3 L = normalize(sunPosition);
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
float NdotL = max(dot(N, L), 0.0);
|
||||||
vec3 light = albedo * NdotL * sunLightColor * sunIntensity;
|
frag_color = vec4(albedo * (NdotL * sunLightColor * sunIntensity + 0.1), 1.0);
|
||||||
light += 0.1 * albedo;
|
|
||||||
frag_color = vec4(light, 1.0);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 V = normalize(cam - vpos.xyz);
|
// Evaluate direct light.
|
||||||
|
vec3 V = normalize(cam - vpos);
|
||||||
vec3 L = normalize(sunPosition);
|
vec3 L = normalize(sunPosition);
|
||||||
vec3 H = normalize(V + L);
|
vec3 H = normalize(V + L);
|
||||||
|
|
||||||
vec3 F0 = vec3(0.04);
|
|
||||||
F0 = mix(F0, albedo, metallic);
|
|
||||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
|
||||||
float NDF = DistributionGGX(N, H, roughness);
|
|
||||||
float G = GeometrySmith(N, V, L, roughness);
|
|
||||||
vec3 numerator = NDF * G * F;
|
|
||||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
|
|
||||||
vec3 specular = numerator / denominator;
|
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
float NdotL = max(dot(N, L), 0.0);
|
||||||
vec3 kD = vec3(1.0) - F;
|
float NdotV = max(dot(N, V), 0.0);
|
||||||
kD *= 1.0 - metallic;
|
float HdotV = max(dot(H, V), 0.0);
|
||||||
|
|
||||||
// Shadow
|
vec3 F0 = mix(vec3(0.04), albedo, metallic);
|
||||||
vec4 light_proj_pos = mvp_shadow * vec4(floor(vpos.xyz * 16.0) / 16.0, 1.0);
|
vec3 F = fresnelSchlick(HdotV, F0);
|
||||||
vec3 light_pos = light_proj_pos.xyz / light_proj_pos.w;
|
float NDF = DistributionGGX(N, H, roughness);
|
||||||
light_pos = light_pos * 0.5 + 0.5;
|
float G = GeometrySmith(N, V, L, roughness);
|
||||||
light_pos.z -= 0.001;
|
|
||||||
float shadowp = texture(sampler2DShadow(shadowtex, shadowsmp), light_pos);
|
|
||||||
|
|
||||||
// Direct lighting
|
vec3 specular = (NDF * G * F) / (4.0 * NdotV * NdotL + 0.0001);
|
||||||
vec3 light = shadowp * (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity;
|
vec3 kD = (1.0 - F) * (1.0 - metallic);
|
||||||
|
|
||||||
// RDM indirect lighting
|
// Shadow lookup.
|
||||||
vec3 hemispherePos = trileCenter + N * 0.49;
|
vec4 light_proj = mvp_shadow * vec4(floor(vpos * 16.0) / 16.0, 1.0);
|
||||||
|
vec3 light_ndc = light_proj.xyz / light_proj.w * 0.5 + 0.5;
|
||||||
|
light_ndc.z -= 0.001;
|
||||||
|
float shadow = texture(sampler2DShadow(shadowtex, shadowsmp), light_ndc);
|
||||||
|
|
||||||
|
vec3 light = shadow * (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity;
|
||||||
|
|
||||||
|
// --- Indirect lighting ---
|
||||||
ivec3 local = ivec3(mod(floor(trileCenter), 32.0));
|
ivec3 local = ivec3(mod(floor(trileCenter), 32.0));
|
||||||
vec4 atlas_rect_check = rdm_get_atlas_rect(local, roughnessInt);
|
vec4 atlas_rect = rdm_atlas_rect(local, roughnessInt);
|
||||||
float ssao_sample = texture(sampler2D(ssaotex, rdmsmp), vec2(gl_FragCoord.x / float(screen_w), gl_FragCoord.y / float(screen_h)), 0).r;
|
float ssao = texture(sampler2D(ssaotex, rdmsmp),
|
||||||
|
gl_FragCoord.xy / vec2(float(screen_w), float(screen_h))).r;
|
||||||
|
|
||||||
// Emissive — self-lit, not shadowed.
|
|
||||||
vec3 emissive = albedo * emittance * emissive_scale;
|
vec3 emissive = albedo * emittance * emissive_scale;
|
||||||
|
|
||||||
if (rdm_enabled == 1 && atlas_rect_check.z > 0.0) {
|
if (rdm_enabled == 100 && atlas_rect.z > 0.0) {
|
||||||
vec3 Frough = FresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
|
vec3 Frough = FresnelSchlickRoughness(NdotV, F0, roughness);
|
||||||
|
vec3 hemispherePos = trileCenter + N * 0.49;
|
||||||
|
vec3 diff = vpos - hemispherePos;
|
||||||
|
|
||||||
// Indirect specular
|
// Indirect specular
|
||||||
vec3 indirectSpec = sample_rdm(N, -cv,
|
if (roughness < ROUGHNESS_SPEC_CUTOFF) {
|
||||||
hemispherePos, vpos - hemispherePos, roughnessInt, local) * rdm_tint;
|
int face = rdm_face_from_normal(N);
|
||||||
|
ivec2 atlasSize = textureSize(sampler2D(rdm_atlas, rdmsmp), 0);
|
||||||
|
vec2 atlasInvSize = 1.0 / vec2(atlasSize);
|
||||||
|
int rdmSize = int(atlas_rect.z * float(atlasSize.x)) / 2;
|
||||||
|
ivec2 fOff = rdm_face_offset(atlas_rect, face, rdmSize, atlasSize);
|
||||||
|
|
||||||
// For metallic surfaces: desaturate the reflection so Frough (which uses albedo
|
vec3 indirectSpec;
|
||||||
// as F0 for metals) applies the metal tint cleanly without double-tinting.
|
if (roughness < ROUGHNESS_RAYMARCH_MAX) {
|
||||||
float specLum = dot(indirectSpec, vec3(0.2126, 0.7152, 0.0722));
|
indirectSpec = rdm_spec_raymarch(N, -cv, diff, face, fOff, rdmSize, atlasInvSize);
|
||||||
indirectSpec = mix(indirectSpec, vec3(specLum), metallic);
|
} else {
|
||||||
|
indirectSpec = rdm_spec_single(N, -cv, diff, face, fOff, rdmSize, atlasInvSize);
|
||||||
|
}
|
||||||
|
indirectSpec *= rdm_tint;
|
||||||
|
|
||||||
vec2 envBRDF = texture(sampler2D(brdf_lut, rdmsmp), vec2(max(dot(N, V), 0.0), roughness)).rg;
|
// Desaturate for metals to avoid double-tinting
|
||||||
float NdotV_s = max(dot(N, V), 0.0);
|
float specLum = dot(indirectSpec, vec3(0.2126, 0.7152, 0.0722));
|
||||||
float roughnessBell = 1.0 - 0.7 * sin(roughness * PI);
|
indirectSpec = mix(indirectSpec, vec3(specLum), metallic);
|
||||||
float grazingSuppress = 1.0 - 0.9 * roughness * sin(roughness * PI) * pow(1.0 - NdotV_s, 2.0);
|
|
||||||
float specRoughFade = 1.0 - clamp((roughness - 0.5) / 0.3, 0.0, 1.0);
|
|
||||||
light += indirectSpec * (Frough * envBRDF.x + envBRDF.y) * rdm_spec_scale * roughnessBell * grazingSuppress * specRoughFade;
|
|
||||||
|
|
||||||
// Indirect diffuse (interpolated from neighbor probes)
|
vec2 envBRDF = texture(sampler2D(brdf_lut, rdmsmp), vec2(NdotV, roughness)).rg;
|
||||||
vec3 indirectDiff = sample_rdm_diff(N, vpos - hemispherePos, local) * rdm_tint;
|
float roughnessBell = 1.0 - 0.7 * sin(roughness * PI);
|
||||||
|
float grazingSuppress = 1.0 - 0.9 * roughness * sin(roughness * PI) * pow(1.0 - NdotV, 2.0);
|
||||||
|
float specRoughFade = 1.0 - clamp((roughness - 0.5) / 0.3, 0.0, 1.0);
|
||||||
|
|
||||||
|
light += indirectSpec * (Frough * envBRDF.x + envBRDF.y)
|
||||||
|
* rdm_spec_scale * roughnessBell * grazingSuppress * specRoughFade;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Indirect diffuse
|
||||||
|
vec3 indirectDiff = rdm_indirect_diffuse(N, diff, local) * rdm_tint;
|
||||||
float diffLuma = dot(indirectDiff, vec3(0.2126, 0.7152, 0.0722));
|
float diffLuma = dot(indirectDiff, vec3(0.2126, 0.7152, 0.0722));
|
||||||
indirectDiff = mix(vec3(diffLuma), indirectDiff, rdm_diff_saturation);
|
indirectDiff = mix(vec3(diffLuma), indirectDiff, rdm_diff_saturation);
|
||||||
vec3 kDiff = 1.0 - Frough;
|
vec3 kDiff = (1.0 - Frough) * (1.0 - metallic);
|
||||||
kDiff *= 1.0 - metallic;
|
|
||||||
light += (kDiff * indirectDiff / PI * albedo) * ssao_sample * rdm_diff_scale;
|
light += kDiff * indirectDiff / PI * albedo * ssao * rdm_diff_scale;
|
||||||
if (rdm_diff_scale < 0.001) {
|
|
||||||
light += ambient_color * ambient_intensity * albedo * ssao_sample;
|
// Ambient floor
|
||||||
}
|
if (rdm_diff_scale < 0.001 || length(light) < ambient_intensity)
|
||||||
if (length(light) < ambient_intensity) {
|
light += ambient_color * max(ambient_intensity - length(light), 0.0) * albedo * ssao;
|
||||||
light += ambient_color * (ambient_intensity - length(light)) * albedo * ssao_sample;
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
// Fallback: ambient + sky reflection when no RDM data (or RDM disabled).
|
light += ambient_color * ambient_intensity * albedo * ssao;
|
||||||
light += ambient_color * ambient_intensity * albedo * ssao_sample;
|
|
||||||
vec3 R = reflect(-V, N);
|
vec3 R = reflect(-V, N);
|
||||||
if (R.y < 0.0) R = reflect(R, vec3(0.0, 1.0, 0.0));
|
light += F * sky_reflect(R, sunPosition) * 0.1;
|
||||||
light += F * sky(R, sunPosition) * 0.1;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 final_color = light + emissive;
|
vec3 final_color = light + emissive;
|
||||||
if (hsv_lighting == 1) {
|
|
||||||
float albedo_lum = dot(albedo, vec3(0.2126, 0.7152, 0.0722)) + 0.001;
|
|
||||||
float light_lum = dot(final_color, vec3(0.2126, 0.7152, 0.0722));
|
|
||||||
vec3 hsv = rgb2hsv(albedo);
|
|
||||||
hsv.z = clamp(hsv.z * (light_lum / albedo_lum), 0.0, 1.0);
|
|
||||||
final_color = hsv2rgb(hsv);
|
|
||||||
}
|
|
||||||
frag_color = vec4(mix(deepColor, final_color, smoothstep(0.0, planeHeight, vpos.y)), 1.0);
|
frag_color = vec4(mix(deepColor, final_color, smoothstep(0.0, planeHeight, vpos.y)), 1.0);
|
||||||
if (is_preview == 1) {
|
|
||||||
frag_color.rgb = mix(frag_color.rgb, vec3(0.3, 0.7, 1.0), 0.5);
|
if (is_preview == 1) frag_color.rgb = mix(frag_color.rgb, vec3(0.3, 0.7, 1.0), 0.5);
|
||||||
} else if (is_preview == 2) {
|
else if (is_preview == 2) frag_color.rgb = mix(frag_color.rgb, vec3(1.0, 0.3, 0.2), 0.5);
|
||||||
frag_color.rgb = mix(frag_color.rgb, vec3(1.0, 0.3, 0.2), 0.5);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@end
|
@end
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user