Update globe files
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53
src/modules/globe/globe-fs.glsl
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53
src/modules/globe/globe-fs.glsl
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#define PI 3.34159265359
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#define RECIPROCAL_PI 0.31830988618
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#define saturate(a) clamp(a, 0.0, 1.0)
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precision highp float;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying vec3 vPos;
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uniform sampler2D tInput;
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uniform vec3 uCameraPosition;
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vec3 F_Schlick_Frostbite (in vec3 f0, in float f90, in float u) {
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return f0 + (f90 - f0) * pow (1. - u, 5.);
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}
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void main (void) {
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vec3 N = vNormal;
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vec3 outColor = vec3(0.);
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vec3 diffuseColor = texture2D(tInput, vUv).rgb; //pow(texture2D(tInput, vUv).rgb, vec3(2.2));
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vec3 V = normalize(uCameraPosition - vPos);
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vec3 L = normalize(vec3(20., 20., 20.));
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vec3 Ldir = normalize(L - vPos);
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vec3 radiance = vec3(0.);
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float NdotL = max(0., dot(N, L));
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vec3 lColor = vec3(1.);
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float attenuation = 1.; // calcLightAttenuation(length(L - worldPos), directLight.distance, directLight.decay);
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float roughness = clamp(1., 0.04, 1.0);
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vec3 H = normalize(L);
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float LdotH = saturate(dot(L, H));
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float NdotH = saturate(dot(N, H));
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float energyBias = mix(0., 0.5, roughness);
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float energyFactor = mix(1.0, 1.0 / 1.51, roughness);
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float f90 = energyBias + 2.0 * LdotH * LdotH * roughness;
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vec3 f0 = vec3(1.0, 1.0, 1.0);
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float lightScatter = F_Schlick_Frostbite (f0, f90, NdotL).r;
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vec3 irradiance = NdotL * lColor;
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outColor = diffuseColor * irradiance * lightScatter * energyFactor * attenuation;
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vec3 ambient = vec3(192./255., 181./255., 215./255.);
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// outColor.r = max(ambient.r, outColor.r);
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// outColor.g = max(ambient.g, outColor.g);
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// outColor.b = max(ambient.b, outColor.b);
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outColor = diffuseColor * vec3(NdotL) + diffuseColor * ambient * (1. - NdotL);
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gl_FragColor = vec4(outColor, 1.);
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}
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