241 lines
7.3 KiB
Plaintext
241 lines
7.3 KiB
Plaintext
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#version 450 core
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layout (local_size_x = 8, local_size_y = 8) in;
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layout(rgba8, binding = 0) uniform image2D gBaseColor;
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uniform sampler2D gNormal;
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uniform sampler2D gPosition;
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uniform sampler2D gMetallicRoughness;
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uniform sampler2DArray gShadowMap;
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uniform samplerCube irradianceMap;
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uniform samplerCube prefilterMap;
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uniform sampler2D brdfLUT;
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layout (std140, binding = 0) uniform LightSpaceMatrices
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{
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mat4 lightSpaceMatrices[16];
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};
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uniform mat4 view;
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uniform float farPlane;
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uniform float shadowCascadePlaneDistances[16];
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uniform float shadowBiases[16];
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uniform int shadowCascadeCount;
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uniform float shadowBlendRatio;
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uniform vec3 mainLightDirection;
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uniform vec3 mainLightRadiance;
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uniform vec3 camPos;
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const float PI = 3.14159265359;
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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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 NdotH2 = NdotH*NdotH;
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float nom = a2;
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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 nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / 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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{
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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 ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// ----------------------------------------------------------------------------
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo, float metallic, float roughness, float ao)
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{
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// ambient lighting (we now use IBL as the ambient term)
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vec3 F = fresnelSchlickRoughness(clamp(dot(N, V),0.,1.), F0, roughness);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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vec3 irradiance = texture(irradianceMap, N).rgb;
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vec3 diffuse = irradiance * albedo;
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// sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part.
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const float MAX_REFLECTION_LOD = 4.0;
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vec3 R = reflect(-V, N);
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vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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vec2 brdf = texture(brdfLUT, vec2(clamp(dot(N, V),0.,1.), roughness)).rg;
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vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
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return (kD * diffuse + specular) * ao;
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}
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const int pcfRadius = 3;
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float getShadowFromLayer(vec3 fragPosWorldSpace, vec3 normal,int layer)
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{
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float normalBias = 1.2*4. /** (1+pcfRadius)*/ * shadowBiases[layer]*max((1.0 - dot(normal, mainLightDirection)), 0.1)/textureSize(gShadowMap, 0).x;
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normalBias = max(normalBias, 0.05);
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vec4 fragPosLightSpace = lightSpaceMatrices[layer] * vec4(fragPosWorldSpace+normal*normalBias, 1.0);
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
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if (currentDepth > 1.0)
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{
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return 0.0;
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}
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// PCF
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float shadow = 0.0;
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vec2 texelSize = 1.0 / vec2(textureSize(gShadowMap, 0));
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for(int x = -pcfRadius; x <= pcfRadius; ++x)
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{
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for(int y = -pcfRadius; y <= pcfRadius; ++y)
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{
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float pcfDepth = texture(gShadowMap, vec3(projCoords.xy + vec2(x, y) * texelSize, layer)).r;
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shadow += currentDepth > pcfDepth ? 1.0 : 0.0;
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}
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}
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shadow /= (2*pcfRadius+1)*(2*pcfRadius+1);
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return shadow;
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}
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float ShadowCalculation(vec3 fragPosWorldSpace, vec3 normal, out int layer)
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{
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// select cascade layer
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vec4 fragPosViewSpace = view * vec4(fragPosWorldSpace, 1.0);
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float depthValue = abs(fragPosViewSpace.z);
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layer = -1;
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for (int i = 0; i < shadowCascadeCount; ++i)
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{
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if (depthValue < shadowCascadePlaneDistances[i])
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{
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layer = i;
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break;
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}
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}
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// if (layer == -1)
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// {
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// layer = shadowCascadeCount;
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// }
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float shadow = getShadowFromLayer(fragPosWorldSpace,normal,layer);
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float nextLayerBeginDepth = layer==0? (1-shadowBlendRatio)*shadowCascadePlaneDistances[layer]
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:(1-shadowBlendRatio)*shadowCascadePlaneDistances[layer]+shadowBlendRatio*shadowCascadePlaneDistances[layer-1];
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if(depthValue > nextLayerBeginDepth)
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{
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float shadowNext = getShadowFromLayer(fragPosWorldSpace,normal,layer+1);
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shadow = mix(shadow,shadowNext, (depthValue-nextLayerBeginDepth)/(shadowCascadePlaneDistances[layer]-nextLayerBeginDepth));
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}
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return shadow;
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}
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vec4 encodeRGBM(vec3 color)
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{
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if(dot(color,color)==0)
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return vec4(0,0,0,1);
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vec4 rgbm;
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float range = 8;
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color /= range;
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rgbm.a = clamp(max(max(color.r, color.g), max(color.b, 1e-6)), 0.0, 1.0);
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rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
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rgbm.rgb = color / rgbm.a;
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return rgbm;
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}
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void main()
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{
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ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
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//vec3 albedo = pow(texelFetch(gBaseColor, pixelLocation, 0).rgb, vec3(2.2));
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vec3 albedo = pow(imageLoad(gBaseColor, pixelLocation).rgb, vec3(2.2));
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float metallic = texelFetch(gMetallicRoughness, pixelLocation, 0).r;
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float roughness = texelFetch(gMetallicRoughness, pixelLocation, 0).g;
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vec3 worldPos = texelFetch(gPosition, pixelLocation,0).xyz;
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vec3 normal = texelFetch(gNormal, pixelLocation,0).xyz;
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if(normal==vec3(0))
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{
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//vec3 color = mainLightRadiance;
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//imageStore(gBaseColor, pixelLocation, vec4(color, 1.0));
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imageStore(gBaseColor, pixelLocation, vec4(0));
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return;
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}
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normal = normalize(normal);
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vec3 V = normalize(camPos - worldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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// calculate light radiance
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vec3 L = normalize(mainLightDirection);
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vec3 H = normalize(V + L);
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//float distance = length(lightPositions[i] - WorldPos);
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//float attenuation = 1.0 / (distance * distance);
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vec3 radiance = mainLightRadiance ;//* attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(normal, H, roughness);
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float G = GeometrySmith(normal, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V),0.,1.), F0);
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//F = clamp(F,vec3(0),vec3(1));
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0) + 0.001;
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vec3 specular = nominator / denominator;
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float NdotL = max(dot(normal, L), 0.0);
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vec3 Lo = (kD * albedo / PI + specular) * radiance * NdotL;
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vec3 ambient = ambientLighting(normal, V, F0, albedo, metallic, roughness, 1);
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int debugLayer;
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float shadow = ShadowCalculation(worldPos, normal, debugLayer);
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vec3 color = (1-shadow)*Lo + ambient;
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imageStore(gBaseColor, pixelLocation, encodeRGBM(color));
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}
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