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+[require]
+GLSL >= 3.30
+
+[fragment shader]
+#version 330
+#define GLES_OVER_GL
+#define MAX_LIGHT_DATA_STRUCTS 409
+
+#define MAX_FORWARD_LIGHTS 32
+
+#define MAX_REFLECTION_DATA_STRUCTS 455
+
+#define MAX_SKELETON_BONES 1365
+
+#define ENABLE_OCTAHEDRAL_COMPRESSION
+#define USE_LIGHTMAP
+#define USE_FORWARD_LIGHTING
+#define USE_RADIANCE_MAP
+#define USE_RADIANCE_MAP_ARRAY
+#define SHADOW_MODE_PCF_13
+#define USE_SHADOW
+#define USE_LIGHTMAP_LAYERED
+#define USE_LIGHTMAP_FILTER_BICUBIC
+precision highp float;
+precision highp int;
+
+
+/* texture unit usage, N is max_texture_unity-N
+
+1-skeleton
+2-radiance
+3-reflection_atlas
+4-directional_shadow
+5-shadow_atlas
+6-decal_atlas
+7-screen
+8-depth
+9-probe1
+10-probe2
+
+*/
+
+uniform highp mat4 world_transform;
+/* clang-format on */
+
+#define M_PI 3.14159265359
+#define SHADER_IS_SRGB false
+
+/* Varyings */
+
+#if defined(ENABLE_COLOR_INTERP)
+in vec4 color_interp;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+in vec2 uv_interp;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+in vec2 uv2_interp;
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+in vec3 tangent_interp;
+in vec3 binormal_interp;
+#endif
+
+in highp vec3 vertex_interp;
+in vec3 normal_interp;
+
+/* PBR CHANNELS */
+
+#ifdef USE_RADIANCE_MAP
+
+layout(std140) uniform Radiance { // ubo:2
+
+ mat4 radiance_inverse_xform;
+ float radiance_ambient_contribution;
+};
+
+#define RADIANCE_MAX_LOD 5.0
+
+uniform sampler2D irradiance_map; // texunit:-6
+
+#ifdef USE_RADIANCE_MAP_ARRAY
+
+uniform sampler2DArray radiance_map; // texunit:-2
+
+vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec, float p_roughness) {
+ vec3 norm = normalize(p_vec);
+ norm.xy /= 1.0 + abs(norm.z);
+ norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
+
+ // we need to lie the derivatives (normg) and assume that DP side is always the same
+ // to get proper texture filtering
+ vec2 normg = norm.xy;
+ if (norm.z > 0.0) {
+ norm.y = 0.5 - norm.y + 0.5;
+ }
+
+ // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays,
+ // it's easy to have precision errors using fract() to interpolate layers
+ // as such, using fixed point to ensure it works.
+
+ float index = p_roughness * RADIANCE_MAX_LOD;
+ int indexi = int(index * 256.0);
+ vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256)), dFdx(normg), dFdy(normg)).xyz;
+ vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256 + 1)), dFdx(normg), dFdy(normg)).xyz;
+ return mix(base, next, float(indexi % 256) / 256.0);
+}
+
+#else
+
+uniform sampler2D radiance_map; // texunit:-2
+
+vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
+ vec3 norm = normalize(p_vec);
+ norm.xy /= 1.0 + abs(norm.z);
+ norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
+ if (norm.z > 0.0) {
+ norm.y = 0.5 - norm.y + 0.5;
+ }
+ return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
+}
+
+#endif
+
+#endif
+
+/* Material Uniforms */
+
+#if defined(USE_MATERIAL)
+
+/* clang-format off */
+layout(std140) uniform UniformData {
+
+
+};
+/* clang-format on */
+
+#endif
+
+layout(std140) uniform SceneData {
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
+ highp mat4 camera_inverse_matrix;
+ highp mat4 camera_matrix;
+
+ mediump vec4 ambient_light_color;
+ mediump vec4 bg_color;
+
+ mediump vec4 fog_color_enabled;
+ mediump vec4 fog_sun_color_amount;
+
+ mediump float ambient_energy;
+ mediump float bg_energy;
+
+ mediump float z_offset;
+ mediump float z_slope_scale;
+ highp float shadow_dual_paraboloid_render_zfar;
+ highp float shadow_dual_paraboloid_render_side;
+
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
+
+ highp float time;
+ highp float z_far;
+ mediump float reflection_multiplier;
+ mediump float subsurface_scatter_width;
+ mediump float ambient_occlusion_affect_light;
+ mediump float ambient_occlusion_affect_ao_channel;
+ mediump float opaque_prepass_threshold;
+
+ bool fog_depth_enabled;
+ highp float fog_depth_begin;
+ highp float fog_depth_end;
+ mediump float fog_density;
+ highp float fog_depth_curve;
+ bool fog_transmit_enabled;
+ highp float fog_transmit_curve;
+ bool fog_height_enabled;
+ highp float fog_height_min;
+ highp float fog_height_max;
+ highp float fog_height_curve;
+
+ int view_index;
+};
+
+/* clang-format off */
+
+
+/* clang-format on */
+
+//directional light data
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+layout(std140) uniform DirectionalLightData {
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
+ mediump vec4 light_clamp;
+ mediump vec4 shadow_color_contact;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+ mediump vec4 shadow_split_offsets;
+};
+
+uniform highp sampler2DShadow directional_shadow; // texunit:-4
+
+#endif
+
+#ifdef USE_VERTEX_LIGHTING
+in vec4 diffuse_light_interp;
+in vec4 specular_light_interp;
+#endif
+// omni and spot
+
+struct LightData {
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
+ mediump vec4 light_clamp;
+ mediump vec4 shadow_color_contact;
+ highp mat4 shadow_matrix;
+};
+
+layout(std140) uniform OmniLightData { // ubo:4
+
+ LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+layout(std140) uniform SpotLightData { // ubo:5
+
+ LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+uniform highp sampler2DShadow shadow_atlas; // texunit:-5
+
+struct ReflectionData {
+ mediump vec4 box_extents;
+ mediump vec4 box_offset;
+ mediump vec4 params; // intensity, 0, interior , boxproject
+ mediump vec4 ambient; // ambient color, energy
+ mediump vec4 atlas_clamp;
+ highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+layout(std140) uniform ReflectionProbeData { //ubo:6
+
+ ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS];
+};
+uniform mediump sampler2D reflection_atlas; // texunit:-3
+
+#ifdef USE_FORWARD_LIGHTING
+
+uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
+uniform int omni_light_count;
+
+uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
+uniform int spot_light_count;
+
+uniform int reflection_indices[MAX_FORWARD_LIGHTS];
+uniform int reflection_count;
+
+#endif
+
+#if defined(SCREEN_TEXTURE_USED)
+
+uniform highp sampler2D screen_texture; // texunit:-7
+
+#endif
+
+#ifdef USE_MULTIPLE_RENDER_TARGETS
+
+layout(location = 0) out vec4 diffuse_buffer;
+layout(location = 1) out vec4 specular_buffer;
+layout(location = 2) out vec4 normal_mr_buffer;
+#if defined(ENABLE_SSS)
+layout(location = 3) out float sss_buffer;
+#endif
+
+#else
+
+layout(location = 0) out vec4 frag_color;
+
+#endif
+
+in highp vec4 position_interp;
+uniform highp sampler2D depth_buffer; // texunit:-8
+
+#ifdef USE_CONTACT_SHADOWS
+
+float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
+ if (abs(dir.z) > 0.99)
+ return 1.0;
+
+ vec3 endpoint = pos + dir * max_distance;
+ vec4 source = position_interp;
+ vec4 dest = projection_matrix * vec4(endpoint, 1.0);
+
+ vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5;
+ vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5;
+
+ vec2 screen_rel = to_screen - from_screen;
+
+ if (length(screen_rel) < 0.00001)
+ return 1.0; // too small, don't do anything
+
+ /*
+ float pixel_size; // approximate pixel size
+
+ if (screen_rel.x > screen_rel.y) {
+
+ pixel_size = abs((pos.x - endpoint.x) / (screen_rel.x / screen_pixel_size.x));
+ } else {
+ pixel_size = abs((pos.y - endpoint.y) / (screen_rel.y / screen_pixel_size.y));
+ }
+ */
+ vec4 bias = projection_matrix * vec4(pos + vec3(0.0, 0.0, max_distance * 0.5), 1.0);
+
+ vec2 pixel_incr = normalize(screen_rel) * screen_pixel_size;
+
+ float steps = length(screen_rel) / length(pixel_incr);
+ steps = min(2000.0, steps); // put a limit to avoid freezing in some strange situation
+ //steps = 10.0;
+
+ vec4 incr = (dest - source) / steps;
+ float ratio = 0.0;
+ float ratio_incr = 1.0 / steps;
+
+ while (steps > 0.0) {
+ source += incr * 2.0;
+ bias += incr * 2.0;
+
+ vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
+ if (uv_depth.x > 0.0 && uv_depth.x < 1.0 && uv_depth.y > 0.0 && uv_depth.y < 1.0) {
+ float depth = texture(depth_buffer, uv_depth.xy).r;
+
+ if (depth < uv_depth.z) {
+ if (depth > (bias.z / bias.w) * 0.5 + 0.5) {
+ return min(pow(ratio, 4.0), 1.0);
+ } else {
+ return 1.0;
+ }
+ }
+
+ ratio += ratio_incr;
+ steps -= 1.0;
+ } else {
+ return 1.0;
+ }
+ }
+
+ return 1.0;
+}
+
+#endif
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0)
+ return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
+}
+
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
+#if defined(USE_LIGHT_SHADER_CODE)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
+
+ /* clang-format off */
+
+
+ /* clang-format on */
+
+#else
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cNdotH = max(dot(N, H), 0.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cLdotH = max(dot(L, H), 0.0);
+#endif
+
+ if (metallic < 1.0) {
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+
+#if defined(TRANSMISSION_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#endif
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+#endif
+ }
+
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)); // Normalized NDF and Geometric term
+ float intensity = blinn;
+
+ specular_light += light_color * intensity * specular_blob_intensity * attenuation * diffuse_color * specular;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = max(0.0, dot(R, V));
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI)); // Normalized NDF and Geometric term
+ float intensity = phong;
+
+ specular_light += light_color * intensity * specular_blob_intensity * attenuation * diffuse_color * specular;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+ diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_USE_ANISOTROPY)
+
+ float alpha_ggx = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+#endif
+ // F
+ vec3 f0 = F0(metallic, specular, diffuse_color);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
+
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+#endif
+
+#if defined(LIGHT_USE_CLEARCOAT)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+#endif
+ }
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
+#endif //defined(USE_LIGHT_SHADER_CODE)
+}
+
+float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) {
+#ifdef SHADOW_MODE_PCF_13
+
+ float avg = textureProj(shadow, vec4(pos, depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
+ return avg * (1.0 / 13.0);
+#endif
+
+#ifdef SHADOW_MODE_PCF_5
+
+ float avg = textureProj(shadow, vec4(pos, depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ return avg * (1.0 / 5.0);
+
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+
+ return textureProj(shadow, vec4(pos, depth, 1.0));
+
+#endif
+}
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+in highp float dp_clip;
+
+#endif
+
+#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+#endif
+
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
+ vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
+ float omni_attenuation;
+ if (normalized_distance < 1.0) {
+#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
+ omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].light_pos_inv_radius.w, omni_lights[idx].light_direction_attenuation.w);
+#else
+ omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w);
+#endif
+ } else {
+ omni_attenuation = 0.0;
+ }
+ vec3 light_attenuation = vec3(omni_attenuation);
+
+#if !defined(SHADOWS_DISABLED)
+#ifdef USE_SHADOW
+ if (omni_lights[idx].light_params.w > 0.5) {
+ // there is a shadowmap
+
+ highp vec3 splane = (omni_lights[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+ float shadow_len = length(splane);
+ splane = normalize(splane);
+ vec4 clamp_rect = omni_lights[idx].light_clamp;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+
+ /*
+ if (clamp_rect.z < clamp_rect.w) {
+ clamp_rect.x += clamp_rect.z;
+ } else {
+ clamp_rect.y += clamp_rect.w;
+ }
+ */
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w;
+
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, clamp_rect);
+
+#ifdef USE_CONTACT_SHADOWS
+
+ if (shadow > 0.01 && omni_lights[idx].shadow_color_contact.a > 0.0) {
+ float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, omni_lights[idx].shadow_color_contact.a));
+ shadow = min(shadow, contact_shadow);
+ }
+#endif
+ light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
+ }
+#endif //USE_SHADOW
+#endif //SHADOWS_DISABLED
+ light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
+}
+
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
+ vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
+ float spot_attenuation;
+ if (normalized_distance < 1.0) {
+#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
+ spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].light_pos_inv_radius.w, spot_lights[idx].light_direction_attenuation.w);
+#else
+ spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w);
+#endif
+ } else {
+ spot_attenuation = 0.0;
+ }
+ vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
+ float spot_cutoff = spot_lights[idx].light_params.y;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+ spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].light_params.x);
+ vec3 light_attenuation = vec3(spot_attenuation);
+
+#if !defined(SHADOWS_DISABLED)
+#ifdef USE_SHADOW
+ if (spot_lights[idx].light_params.w > 0.5) {
+ //there is a shadowmap
+ highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0));
+ splane.xyz /= splane.w;
+
+ float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, spot_lights[idx].light_clamp);
+
+#ifdef USE_CONTACT_SHADOWS
+ if (shadow > 0.01 && spot_lights[idx].shadow_color_contact.a > 0.0) {
+ float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, spot_lights[idx].shadow_color_contact.a));
+ shadow = min(shadow, contact_shadow);
+ }
+#endif
+ light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
+ }
+#endif //USE_SHADOW
+#endif //SHADOWS_DISABLED
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
+}
+
+void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
+ vec3 ref_vec = normalize(reflect(vertex, normal));
+ vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex, 1.0)).xyz;
+ vec3 box_extents = reflections[idx].box_extents.xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ //make blend more rounded
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ if (reflections[idx].params.x > 0.0) { // compute reflection
+
+ vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec, 0.0)).xyz;
+
+ if (reflections[idx].params.w > 0.5) { //box project
+
+ vec3 nrdir = normalize(local_ref_vec);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ local_ref_vec = posonbox - reflections[idx].box_offset.xyz;
+ }
+
+ vec4 clamp_rect = reflections[idx].atlas_clamp;
+ vec3 norm = normalize(local_ref_vec);
+ norm.xy /= 1.0 + abs(norm.z);
+ norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
+ if (norm.z > 0.0) {
+ norm.y = 0.5 - norm.y + 0.5;
+ }
+
+ vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy;
+ atlas_uv = clamp(atlas_uv, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw);
+
+ highp vec4 reflection;
+ reflection.rgb = textureLod(reflection_atlas, atlas_uv, roughness * 5.0).rgb;
+
+ if (reflections[idx].params.z < 0.5) {
+ reflection.rgb = mix(skybox, reflection.rgb, blend);
+ }
+ reflection.rgb *= reflections[idx].params.x;
+ reflection.a = blend;
+ reflection.rgb *= reflection.a;
+
+ reflection_accum += reflection;
+ }
+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
+ if (reflections[idx].ambient.a > 0.0) { //compute ambient using skybox
+
+ vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal, 0.0)).xyz;
+
+ vec3 splane = normalize(local_amb_vec);
+ vec4 clamp_rect = reflections[idx].atlas_clamp;
+
+ splane.z *= -1.0;
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+ clamp_rect.y += clamp_rect.w;
+ } else {
+ splane.z = 1.0 - splane.z;
+ splane.y = -splane.y;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+
+ splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy;
+ splane.xy = clamp(splane.xy, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw);
+
+ highp vec4 ambient_out;
+ ambient_out.a = blend;
+ ambient_out.rgb = textureLod(reflection_atlas, splane.xy, 5.0).rgb;
+ ambient_out.rgb = mix(reflections[idx].ambient.rgb, ambient_out.rgb, reflections[idx].ambient.a);
+ if (reflections[idx].params.z < 0.5) {
+ ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
+ }
+
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } else {
+ highp vec4 ambient_out;
+ ambient_out.a = blend;
+ ambient_out.rgb = reflections[idx].ambient.rgb;
+ if (reflections[idx].params.z < 0.5) {
+ ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
+ }
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ }
+#endif
+}
+
+#ifdef USE_LIGHTMAP
+#ifdef USE_LIGHTMAP_LAYERED
+uniform mediump sampler2DArray lightmap; //texunit:-9
+uniform int lightmap_layer;
+#else
+uniform mediump sampler2D lightmap; //texunit:-9
+#endif
+
+uniform mediump float lightmap_energy;
+
+#ifdef USE_LIGHTMAP_FILTER_BICUBIC
+uniform vec2 lightmap_texture_size;
+
+// w0, w1, w2, and w3 are the four cubic B-spline basis functions
+float w0(float a) {
+ return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
+}
+
+float w1(float a) {
+ return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
+}
+
+float w2(float a) {
+ return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
+}
+
+float w3(float a) {
+ return (1.0 / 6.0) * (a * a * a);
+}
+
+// g0 and g1 are the two amplitude functions
+float g0(float a) {
+ return w0(a) + w1(a);
+}
+
+float g1(float a) {
+ return w2(a) + w3(a);
+}
+
+// h0 and h1 are the two offset functions
+float h0(float a) {
+ return -1.0 + w1(a) / (w0(a) + w1(a));
+}
+
+float h1(float a) {
+ return 1.0 + w3(a) / (w2(a) + w3(a));
+}
+
+vec4 texture_bicubic(sampler2D tex, vec2 uv) {
+ vec2 texel_size = vec2(1.0) / lightmap_texture_size;
+
+ uv = uv * lightmap_texture_size + vec2(0.5);
+
+ vec2 iuv = floor(uv);
+ vec2 fuv = fract(uv);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+
+ return (g0(fuv.y) * (g0x * texture(tex, p0) + g1x * texture(tex, p1))) +
+ (g1(fuv.y) * (g0x * texture(tex, p2) + g1x * texture(tex, p3)));
+}
+
+vec4 textureArray_bicubic(sampler2DArray tex, vec3 uv) {
+ vec2 texel_size = vec2(1.0) / lightmap_texture_size;
+
+ uv.xy = uv.xy * lightmap_texture_size + vec2(0.5);
+
+ vec2 iuv = floor(uv.xy);
+ vec2 fuv = fract(uv.xy);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+
+ return (g0(fuv.y) * (g0x * texture(tex, vec3(p0, uv.z)) + g1x * texture(tex, vec3(p1, uv.z)))) +
+ (g1(fuv.y) * (g0x * texture(tex, vec3(p2, uv.z)) + g1x * texture(tex, vec3(p3, uv.z))));
+}
+
+#define LIGHTMAP_TEXTURE_SAMPLE(m_tex, m_uv) texture_bicubic(m_tex, m_uv)
+#define LIGHTMAP_TEXTURE_LAYERED_SAMPLE(m_tex, m_uv) textureArray_bicubic(m_tex, m_uv)
+
+#else //!USE_LIGHTMAP_FILTER_BICUBIC
+#define LIGHTMAP_TEXTURE_SAMPLE(m_tex, m_uv) texture(m_tex, m_uv)
+#define LIGHTMAP_TEXTURE_LAYERED_SAMPLE(m_tex, m_uv) texture(m_tex, m_uv)
+
+#endif //USE_LIGHTMAP_FILTER_BICUBIC
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+uniform mediump vec4[12] lightmap_captures;
+#endif
+
+#ifdef USE_GI_PROBES
+
+uniform mediump sampler3D gi_probe1; //texunit:-9
+uniform highp mat4 gi_probe_xform1;
+uniform highp vec3 gi_probe_bounds1;
+uniform highp vec3 gi_probe_cell_size1;
+uniform highp float gi_probe_multiplier1;
+uniform highp float gi_probe_bias1;
+uniform highp float gi_probe_normal_bias1;
+uniform bool gi_probe_blend_ambient1;
+
+uniform mediump sampler3D gi_probe2; //texunit:-10
+uniform highp mat4 gi_probe_xform2;
+uniform highp vec3 gi_probe_bounds2;
+uniform highp vec3 gi_probe_cell_size2;
+uniform highp float gi_probe_multiplier2;
+uniform highp float gi_probe_bias2;
+uniform highp float gi_probe_normal_bias2;
+uniform bool gi_probe2_enabled;
+uniform bool gi_probe_blend_ambient2;
+
+vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias; //1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
+ float alpha = 0.0;
+ vec3 color = vec3(0.0);
+
+ while (dist < max_distance && alpha < 0.95) {
+ float diameter = max(1.0, 2.0 * tan_half_angle * dist);
+ vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter));
+ float a = (1.0 - alpha);
+ color += scolor.rgb * a;
+ alpha += a * scolor.a;
+ dist += diameter * 0.5;
+ }
+
+ if (blend_ambient) {
+ color.rgb = mix(ambient, color.rgb, min(1.0, alpha / 0.95));
+ }
+
+ return color;
+}
+
+void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, vec3 cell_size, vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient, float multiplier, mat3 normal_mtx, vec3 ref_vec, float roughness, float p_bias, float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
+ vec3 probe_pos = (probe_xform * vec4(pos, 1.0)).xyz;
+ vec3 ref_pos = (probe_xform * vec4(pos + ref_vec, 1.0)).xyz;
+ ref_vec = normalize(ref_pos - probe_pos);
+
+ probe_pos += (probe_xform * vec4(normal_mtx[2], 0.0)).xyz * p_normal_bias;
+
+ /* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0);
+ out_diff.a = 1.0;
+ return;*/
+ //out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0);
+ //return;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (any(bvec2(any(lessThan(probe_pos, vec3(0.0))), any(greaterThan(probe_pos, bounds))))) {
+ return;
+ }
+
+ vec3 blendv = abs(probe_pos / bounds * 2.0 - 1.0);
+ float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
+ //float blend=1.0;
+
+ float max_distance = length(bounds);
+
+ //radiance
+#ifdef VCT_QUALITY_HIGH
+
+#define MAX_CONE_DIRS 6
+ vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5));
+
+ float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
+ float cone_angle_tan = 0.577;
+ float min_ref_tan = 0.0;
+#else
+
+#define MAX_CONE_DIRS 4
+
+ vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
+
+ float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
+ float cone_angle_tan = 0.98269;
+ max_distance *= 0.5;
+ float min_ref_tan = 0.2;
+
+#endif
+ vec3 light = vec3(0.0);
+ for (int i = 0; i < MAX_CONE_DIRS; i++) {
+ vec3 dir = normalize((probe_xform * vec4(pos + normal_mtx * cone_dirs[i], 1.0)).xyz - probe_pos);
+ light += cone_weights[i] * voxel_cone_trace(probe, cell_size, probe_pos, ambient, blend_ambient, dir, cone_angle_tan, max_distance, p_bias);
+ }
+
+ light *= multiplier;
+
+ out_diff += vec4(light * blend, blend);
+
+ //irradiance
+
+ vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI * 0.99)), max_distance, p_bias);
+
+ irr_light *= multiplier;
+ //irr_light=vec3(0.0);
+
+ out_spec += vec4(irr_light * blend, blend);
+}
+
+void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) {
+ roughness = roughness * roughness;
+
+ vec3 ref_vec = normalize(reflect(normalize(pos), normal));
+
+ //find arbitrary tangent and bitangent, then build a matrix
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ mat3 normal_mat = mat3(tangent, bitangent, normal);
+
+ vec4 diff_accum = vec4(0.0);
+ vec4 spec_accum = vec4(0.0);
+
+ vec3 ambient = out_ambient;
+ out_ambient = vec3(0.0);
+
+ vec3 environment = out_specular;
+
+ out_specular = vec3(0.0);
+
+ gi_probe_compute(gi_probe1, gi_probe_xform1, gi_probe_bounds1, gi_probe_cell_size1, pos, ambient, environment, gi_probe_blend_ambient1, gi_probe_multiplier1, normal_mat, ref_vec, roughness, gi_probe_bias1, gi_probe_normal_bias1, spec_accum, diff_accum);
+
+ if (gi_probe2_enabled) {
+ gi_probe_compute(gi_probe2, gi_probe_xform2, gi_probe_bounds2, gi_probe_cell_size2, pos, ambient, environment, gi_probe_blend_ambient2, gi_probe_multiplier2, normal_mat, ref_vec, roughness, gi_probe_bias2, gi_probe_normal_bias2, spec_accum, diff_accum);
+ }
+
+ if (diff_accum.a > 0.0) {
+ diff_accum.rgb /= diff_accum.a;
+ }
+
+ if (spec_accum.a > 0.0) {
+ spec_accum.rgb /= spec_accum.a;
+ }
+
+ out_specular += spec_accum.rgb;
+ out_ambient += diff_accum.rgb;
+}
+
+#endif
+
+void main() {
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+
+ //lay out everything, whathever is unused is optimized away anyway
+ highp vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
+ vec3 albedo = vec3(1.0);
+ vec3 transmission = vec3(0.0);
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+
+#if defined(ENABLE_AO)
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+#endif
+
+ float alpha = 1.0;
+
+#if defined(ALPHA_SCISSOR_USED)
+ float alpha_scissor = 0.5;
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+ vec2 uv = uv_interp;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+ vec2 uv2 = uv2_interp;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+ vec4 color = color_interp;
+#endif
+
+#if defined(ENABLE_NORMALMAP)
+
+ vec3 normalmap = vec3(0.5);
+#endif
+
+ float normaldepth = 1.0;
+
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
+#endif
+
+#if defined(ENABLE_SSS)
+ float sss_strength = 0.0;
+#endif
+
+ {
+ /* clang-format off */
+
+
+ /* clang-format on */
+ }
+
+#if !defined(USE_SHADOW_TO_OPACITY)
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#if defined(ENABLE_NORMALMAP)
+
+ normalmap.xy = normalmap.xy * 2.0 - 1.0;
+ normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+
+ normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
+
+#endif
+
+#if defined(LIGHT_USE_ANISOTROPY)
+
+ if (anisotropy > 0.01) {
+ //rotation matrix
+ mat3 rot = mat3(tangent, binormal, normal);
+ //make local to space
+ tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
+ binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
+ }
+
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a < 0.99) {
+ //used for doublepass and shadowmapping
+ discard;
+ }
+#endif
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+ //apply energy conservation
+
+#ifdef USE_VERTEX_LIGHTING
+
+ vec3 specular_light = specular_light_interp.rgb;
+ vec3 diffuse_light = diffuse_light_interp.rgb;
+#else
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+
+#endif
+
+ vec3 ambient_light;
+ vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
+
+ vec3 eye_vec = view;
+
+ // IBL precalculations
+ float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
+ vec3 f0 = F0(metallic, specular, albedo);
+ vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
+
+#ifdef USE_RADIANCE_MAP
+
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ {
+ { //read radiance from dual paraboloid
+
+ vec3 ref_vec = reflect(-eye_vec, normal);
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+ vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
+ env_reflection_light = radiance;
+ env_reflection_light *= horizon * horizon;
+ }
+ }
+#ifndef USE_LIGHTMAP
+ {
+ vec3 norm = normal;
+ norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz);
+ norm.xy /= 1.0 + abs(norm.z);
+ norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
+ if (norm.z > 0.0001) {
+ norm.y = 0.5 - norm.y + 0.5;
+ }
+
+ vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy;
+ env_ambient *= 1.0 - F;
+
+ ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution);
+ }
+#endif
+#endif //AMBIENT_LIGHT_DISABLED
+
+#else
+
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light = ambient_light_color.rgb;
+ env_reflection_light = bg_color.rgb * bg_energy;
+#endif //AMBIENT_LIGHT_DISABLED
+
+#endif
+
+ ambient_light *= ambient_energy;
+
+ float specular_blob_intensity = 1.0;
+
+#if defined(SPECULAR_TOON)
+ specular_blob_intensity *= specular * 2.0;
+#endif
+
+#ifdef USE_GI_PROBES
+ gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
+
+#endif
+
+#ifdef USE_LIGHTMAP
+#ifdef USE_LIGHTMAP_LAYERED
+ ambient_light = LIGHTMAP_TEXTURE_LAYERED_SAMPLE(lightmap, vec3(uv2, float(lightmap_layer))).rgb * lightmap_energy;
+#else
+ ambient_light = LIGHTMAP_TEXTURE_SAMPLE(lightmap, uv2).rgb * lightmap_energy;
+#endif
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[](
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5));
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
+
+ captured /= sum;
+
+ // Alpha channel is used to indicate if dynamic objects keep the environment lighting
+ if (lightmap_captures[0].a > 0.5) {
+ ambient_light += captured.rgb;
+ } else {
+ ambient_light = captured.rgb;
+ }
+ }
+#endif
+
+#ifdef USE_FORWARD_LIGHTING
+
+ highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ for (int i = 0; i < reflection_count; i++) {
+ reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light += reflection_accum.rgb / reflection_accum.a;
+ } else {
+ specular_light += env_reflection_light;
+ }
+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+#endif
+
+ {
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+ specular_light *= env.x * F + env.y;
+#endif
+ }
+
+#if defined(USE_LIGHT_DIRECTIONAL)
+
+ vec3 light_attenuation = vec3(1.0);
+
+ float depth_z = -vertex.z;
+#ifdef LIGHT_DIRECTIONAL_SHADOW
+#if !defined(SHADOWS_DISABLED)
+
+#ifdef LIGHT_USE_PSSM4
+ if (depth_z < shadow_split_offsets.w) {
+#elif defined(LIGHT_USE_PSSM2)
+ if (depth_z < shadow_split_offsets.y) {
+#else
+ if (depth_z < shadow_split_offsets.x) {
+#endif //LIGHT_USE_PSSM4
+
+ vec3 pssm_coord;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float pssm_blend;
+ vec3 pssm_coord2;
+ bool use_blend = true;
+#endif
+
+#ifdef LIGHT_USE_PSSM4
+
+ if (depth_z < shadow_split_offsets.y) {
+ if (depth_z < shadow_split_offsets.x) {
+ highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+
+ splane = (shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z);
+#endif
+
+ } else {
+ highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ splane = (shadow_matrix3 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < shadow_split_offsets.z) {
+ highp vec4 splane = (shadow_matrix3 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ splane = (shadow_matrix4 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(shadow_split_offsets.y, shadow_split_offsets.z, depth_z);
+#endif
+
+ } else {
+ highp vec4 splane = (shadow_matrix4 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(shadow_split_offsets.z, shadow_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+
+#endif
+ }
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+
+ if (depth_z < shadow_split_offsets.x) {
+ highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+
+ splane = (shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z);
+#endif
+
+ } else {
+ highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z);
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+
+#endif
+ }
+
+#endif //LIGHT_USE_PSSM2
+
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
+ { //regular orthogonal
+ highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+ }
+#endif
+
+ //one one sample
+
+ float shadow = sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord.xy, pssm_coord.z, light_clamp);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+
+ if (use_blend) {
+ shadow = mix(shadow, sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
+ }
+#endif
+
+#ifdef USE_CONTACT_SHADOWS
+ if (shadow > 0.01 && shadow_color_contact.a > 0.0) {
+ float contact_shadow = contact_shadow_compute(vertex, -light_direction_attenuation.xyz, shadow_color_contact.a);
+ shadow = min(shadow, contact_shadow);
+ }
+#endif
+ light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
+ }
+
+#endif // !defined(SHADOWS_DISABLED)
+#endif //LIGHT_DIRECTIONAL_SHADOW
+
+#ifdef USE_VERTEX_LIGHTING
+ diffuse_light *= mix(vec3(1.0), light_attenuation, diffuse_light_interp.a);
+ specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
+
+#else
+ light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
+#endif
+
+#endif //#USE_LIGHT_DIRECTIONAL
+
+#ifdef USE_VERTEX_LIGHTING
+ diffuse_light *= albedo;
+#endif
+
+#ifdef USE_FORWARD_LIGHTING
+
+#ifndef USE_VERTEX_LIGHTING
+
+ for (int i = 0; i < omni_light_count; i++) {
+ light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
+ }
+
+ for (int i = 0; i < spot_light_count; i++) {
+ light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
+ }
+
+#endif //USE_VERTEX_LIGHTING
+
+#endif
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
+#ifdef RENDER_DEPTH
+//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
+#else
+
+ specular_light *= reflection_multiplier;
+ ambient_light *= albedo; //ambient must be multiplied by albedo at the end
+
+#if defined(ENABLE_AO)
+ ambient_light *= ao;
+ ao_light_affect = mix(1.0, ao, ao_light_affect);
+ specular_light *= ao_light_affect;
+ diffuse_light *= ao_light_affect;
+#endif
+
+ // base color remapping
+ diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
+ ambient_light *= 1.0 - metallic;
+
+ if (fog_color_enabled.a > 0.5) {
+ float fog_amount = 0.0;
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+ vec3 fog_color = mix(fog_color_enabled.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex), -light_direction_attenuation.xyz), 0.0), 8.0));
+#else
+
+ vec3 fog_color = fog_color_enabled.rgb;
+#endif
+
+ //apply fog
+
+ if (fog_depth_enabled) {
+ float fog_far = fog_depth_end > 0.0 ? fog_depth_end : z_far;
+
+ float fog_z = smoothstep(fog_depth_begin, fog_far, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_density;
+ if (fog_transmit_enabled) {
+ vec3 total_light = emission + ambient_light + specular_light + diffuse_light;
+ float transmit = pow(fog_z, fog_transmit_curve);
+ fog_color = mix(max(total_light, fog_color), fog_color, transmit);
+ }
+ }
+
+ if (fog_height_enabled) {
+ float y = (camera_matrix * vec4(vertex, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+
+ float rev_amount = 1.0 - fog_amount;
+
+ emission = emission * rev_amount + fog_color * fog_amount;
+ ambient_light *= rev_amount;
+ specular_light *= rev_amount;
+ diffuse_light *= rev_amount;
+ }
+
+#ifdef USE_MULTIPLE_RENDER_TARGETS
+
+#ifdef SHADELESS
+ diffuse_buffer = vec4(albedo.rgb, 0.0);
+ specular_buffer = vec4(0.0);
+
+#else
+
+ //approximate ambient scale for SSAO, since we will lack full ambient
+ float max_emission = max(emission.r, max(emission.g, emission.b));
+ float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b));
+ float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b));
+ float total_ambient = max_ambient + max_diffuse;
+#ifdef USE_FORWARD_LIGHTING
+ total_ambient += max_emission;
+#endif
+ float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0;
+
+#if defined(ENABLE_AO)
+ ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel);
+#endif
+ diffuse_buffer = vec4(diffuse_light + ambient_light, ambient_scale);
+ specular_buffer = vec4(specular_light, metallic);
+
+#ifdef USE_FORWARD_LIGHTING
+ diffuse_buffer.rgb += emission;
+#endif
+#endif //SHADELESS
+
+ normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness);
+
+#if defined(ENABLE_SSS)
+ sss_buffer = sss_strength;
+#endif
+
+#else //USE_MULTIPLE_RENDER_TARGETS
+
+#ifdef SHADELESS
+ frag_color = vec4(albedo, alpha);
+#else
+ frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
+#ifdef USE_FORWARD_LIGHTING
+ frag_color.rgb += emission;
+#endif
+#endif //SHADELESS
+
+#endif //USE_MULTIPLE_RENDER_TARGETS
+
+#endif //RENDER_DEPTH
+}
+
+[vertex shader]
+#version 330
+#define GLES_OVER_GL
+#define MAX_LIGHT_DATA_STRUCTS 409
+
+#define MAX_FORWARD_LIGHTS 32
+
+#define MAX_REFLECTION_DATA_STRUCTS 455
+
+#define MAX_SKELETON_BONES 1365
+
+#define ENABLE_OCTAHEDRAL_COMPRESSION
+#define USE_LIGHTMAP
+#define USE_FORWARD_LIGHTING
+#define USE_RADIANCE_MAP
+#define USE_RADIANCE_MAP_ARRAY
+#define SHADOW_MODE_PCF_13
+#define USE_SHADOW
+#define USE_LIGHTMAP_LAYERED
+#define USE_LIGHTMAP_FILTER_BICUBIC
+precision highp float;
+precision highp int;
+
+#define M_PI 3.14159265359
+
+#define SHADER_IS_SRGB false
+
+/*
+from VisualServer:
+
+ARRAY_VERTEX=0,
+ARRAY_NORMAL=1,
+ARRAY_TANGENT=2,
+ARRAY_COLOR=3,
+ARRAY_TEX_UV=4,
+ARRAY_TEX_UV2=5,
+ARRAY_BONES=6,
+ARRAY_WEIGHTS=7,
+ARRAY_INDEX=8,
+*/
+
+// hack to use uv if no uv present so it works with lightmap
+
+/* INPUT ATTRIBS */
+
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
+layout(location = 1) in vec4 normal_tangent_attrib;
+#else
+layout(location = 1) in vec3 normal_attrib;
+#endif
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
+// packed into normal_attrib zw component
+#else
+layout(location = 2) in vec4 tangent_attrib;
+#endif
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+layout(location = 5) in vec2 uv2_attrib;
+#endif
+
+#ifdef USE_SKELETON
+layout(location = 6) in uvec4 bone_indices; // attrib:6
+layout(location = 7) in highp vec4 bone_weights; // attrib:7
+#endif
+
+#ifdef USE_INSTANCING
+
+layout(location = 8) in highp vec4 instance_xform0;
+layout(location = 9) in highp vec4 instance_xform1;
+layout(location = 10) in highp vec4 instance_xform2;
+layout(location = 11) in lowp vec4 instance_color;
+
+#if defined(ENABLE_INSTANCE_CUSTOM)
+layout(location = 12) in highp vec4 instance_custom_data;
+#endif
+
+#endif
+
+layout(std140) uniform SceneData { // ubo:0
+
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
+ highp mat4 camera_inverse_matrix;
+ highp mat4 camera_matrix;
+
+ mediump vec4 ambient_light_color;
+ mediump vec4 bg_color;
+
+ mediump vec4 fog_color_enabled;
+ mediump vec4 fog_sun_color_amount;
+
+ mediump float ambient_energy;
+ mediump float bg_energy;
+
+ mediump float z_offset;
+ mediump float z_slope_scale;
+ highp float shadow_dual_paraboloid_render_zfar;
+ highp float shadow_dual_paraboloid_render_side;
+
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
+
+ highp float time;
+ highp float z_far;
+ mediump float reflection_multiplier;
+ mediump float subsurface_scatter_width;
+ mediump float ambient_occlusion_affect_light;
+ mediump float ambient_occlusion_affect_ao_channel;
+ mediump float opaque_prepass_threshold;
+
+ bool fog_depth_enabled;
+ highp float fog_depth_begin;
+ highp float fog_depth_end;
+ mediump float fog_density;
+ highp float fog_depth_curve;
+ bool fog_transmit_enabled;
+ highp float fog_transmit_curve;
+ bool fog_height_enabled;
+ highp float fog_height_min;
+ highp float fog_height_max;
+ highp float fog_height_curve;
+
+ int view_index;
+};
+
+uniform highp mat4 world_transform;
+
+#ifdef USE_LIGHTMAP
+uniform highp vec4 lightmap_uv_rect;
+#endif
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+layout(std140) uniform DirectionalLightData { //ubo:3
+
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
+ mediump vec4 light_clamp;
+ mediump vec4 shadow_color_contact;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+ mediump vec4 shadow_split_offsets;
+};
+
+#endif
+
+#ifdef USE_VERTEX_LIGHTING
+//omni and spot
+
+struct LightData {
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
+ mediump vec4 light_clamp;
+ mediump vec4 shadow_color_contact;
+ highp mat4 shadow_matrix;
+};
+
+layout(std140) uniform OmniLightData { //ubo:4
+
+ LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+layout(std140) uniform SpotLightData { //ubo:5
+
+ LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+#ifdef USE_FORWARD_LIGHTING
+
+uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
+uniform int omni_light_count;
+
+uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
+uniform int spot_light_count;
+
+#endif
+
+out vec4 diffuse_light_interp;
+out vec4 specular_light_interp;
+
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+#else
+ // lambert by default for everything else
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse += light_color * diffuse_brdf_NL;
+
+ if (roughness > 0.0) {
+ // D
+ float specular_brdf_NL = 0.0;
+
+#if !defined(SPECULAR_DISABLED)
+ //normalized blinn always unless disabled
+ vec3 H = normalize(V + L);
+ float cNdotH = max(dot(N, H), 0.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = blinn;
+#endif
+
+ specular += specular_brdf_NL * light_color;
+ }
+}
+
+#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+#endif
+
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
+ vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
+ float light_length = length(light_rel_vec);
+
+#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
+ vec3 light_attenuation = vec3(get_omni_attenuation(light_length, omni_lights[idx].light_pos_inv_radius.w, omni_lights[idx].light_direction_attenuation.w));
+#else
+ float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
+ vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w));
+#endif
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, omni_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular);
+}
+
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
+ vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
+ float light_length = length(light_rel_vec);
+
+#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
+ vec3 light_attenuation = vec3(get_omni_attenuation(light_length, spot_lights[idx].light_pos_inv_radius.w, spot_lights[idx].light_direction_attenuation.w));
+#else
+ float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
+ vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w));
+#endif
+
+ vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
+ float spot_cutoff = spot_lights[idx].light_params.y;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
+ light_attenuation *= 1.0 - pow(max(spot_rim, 0.001), spot_lights[idx].light_params.x);
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, spot_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular);
+}
+
+#endif
+
+#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return normalize(v);
+}
+#endif
+
+/* Varyings */
+
+out highp vec3 vertex_interp;
+out vec3 normal_interp;
+
+#if defined(ENABLE_COLOR_INTERP)
+out vec4 color_interp;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+out vec2 uv_interp;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+out vec2 uv2_interp;
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+out vec3 tangent_interp;
+out vec3 binormal_interp;
+#endif
+
+#if defined(USE_MATERIAL)
+
+/* clang-format off */
+layout(std140) uniform UniformData { // ubo:1
+
+
+};
+/* clang-format on */
+
+#endif
+
+/* clang-format off */
+
+
+/* clang-format on */
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+out highp float dp_clip;
+
+#endif
+
+#define SKELETON_TEXTURE_WIDTH 256
+
+#ifdef USE_SKELETON
+uniform highp sampler2D skeleton_texture; // texunit:-1
+#endif
+
+out highp vec4 position_interp;
+
+// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now.
+// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316
+//invariant gl_Position;
+
+void main() {
+ highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
+
+ highp mat4 world_matrix = world_transform;
+
+#ifdef USE_INSTANCING
+
+ {
+ highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0));
+ world_matrix = world_matrix * transpose(m);
+ }
+#endif
+
+#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
+ vec3 normal = oct_to_vec3(normal_tangent_attrib.xy);
+#else
+ vec3 normal = normal_attrib;
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
+ vec3 tangent = oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0));
+ float binormalf = sign(normal_tangent_attrib.w);
+#else
+ vec3 tangent = tangent_attrib.xyz;
+ float binormalf = tangent_attrib.a;
+#endif
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+ color_interp = color_attrib;
+#if defined(USE_INSTANCING)
+ color_interp *= instance_color;
+#endif
+
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(USE_LIGHTMAP)
+ uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy;
+#elif defined(ENABLE_UV2_INTERP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#ifdef OVERRIDE_POSITION
+ highp vec4 position;
+#endif
+
+#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
+ vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
+
+ highp mat4 local_projection = projection_matrix;
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = world_matrix * vertex;
+
+#if defined(ENSURE_CORRECT_NORMALS)
+ mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
+ normal = normal_matrix * normal;
+#else
+ normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+
+ tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
+
+ float roughness = 1.0;
+
+//defines that make writing custom shaders easier
+#define projection_matrix local_projection
+#define world_transform world_matrix
+
+#ifdef USE_SKELETON
+ {
+ //skeleton transform
+ ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
+
+ ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3);
+ highp mat4 m;
+ m = mat4(
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
+ bone_weights.x;
+
+ tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
+
+ m += mat4(
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
+ bone_weights.y;
+
+ tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
+
+ m += mat4(
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
+ bone_weights.z;
+
+ tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
+
+ m += mat4(
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
+ bone_weights.w;
+
+ world_matrix = world_matrix * transpose(m);
+ }
+#endif
+
+ float point_size = 1.0;
+
+ highp mat4 modelview = camera_inverse_matrix * world_matrix;
+ {
+ /* clang-format off */
+
+
+ /* clang-format on */
+ }
+
+ gl_PointSize = point_size;
+
+// using local coordinates (default)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = modelview * vertex;
+
+#if defined(ENSURE_CORRECT_NORMALS)
+ mat3 normal_matrix = mat3(transpose(inverse(modelview)));
+ normal = normal_matrix * normal;
+#else
+ normal = normalize((modelview * vec4(normal, 0.0)).xyz);
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+
+ tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = camera_inverse_matrix * vertex;
+ normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+
+ tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
+
+ vertex_interp = vertex.xyz;
+ normal_interp = normal;
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef RENDER_DEPTH
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ vertex_interp.z *= shadow_dual_paraboloid_render_side;
+ normal_interp.z *= shadow_dual_paraboloid_render_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ highp vec3 vtx = vertex_interp + normalize(vertex_interp) * z_offset;
+ highp float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
+ vtx.z = vtx.z * 2.0 - 1.0;
+
+ vertex_interp = vtx;
+
+#else
+
+ float z_ofs = z_offset;
+ z_ofs += (1.0 - abs(normal_interp.z)) * z_slope_scale;
+ vertex_interp.z -= z_ofs;
+
+#endif //RENDER_DEPTH_DUAL_PARABOLOID
+
+#endif //RENDER_DEPTH
+
+#ifdef OVERRIDE_POSITION
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif
+
+ position_interp = gl_Position;
+
+#ifdef USE_VERTEX_LIGHTING
+
+ diffuse_light_interp = vec4(0.0);
+ specular_light_interp = vec4(0.0);
+
+#ifdef USE_FORWARD_LIGHTING
+
+ for (int i = 0; i < omni_light_count; i++) {
+ light_process_omni(omni_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
+ }
+
+ for (int i = 0; i < spot_light_count; i++) {
+ light_process_spot(spot_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
+ }
+#endif
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+ vec3 directional_diffuse = vec3(0.0);
+ vec3 directional_specular = vec3(0.0);
+ light_compute(normal_interp, -light_direction_attenuation.xyz, -normalize(vertex_interp), light_color_energy.rgb, roughness, directional_diffuse, directional_specular);
+
+ float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333));
+ float diff_dir_avg = dot(directional_diffuse, vec3(0.33333));
+ if (diff_avg > 0.0) {
+ diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg);
+ } else {
+ diffuse_light_interp.a = 1.0;
+ }
+
+ diffuse_light_interp.rgb += directional_diffuse;
+
+ float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333));
+ float spec_dir_avg = dot(directional_specular, vec3(0.33333));
+ if (spec_avg > 0.0) {
+ specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg);
+ } else {
+ specular_light_interp.a = 1.0;
+ }
+
+ specular_light_interp.rgb += directional_specular;
+
+#endif //USE_LIGHT_DIRECTIONAL
+
+#endif // USE_VERTEX_LIGHTING
+}
+
+/* clang-format off */
+