60 lines
1.8 KiB
JavaScript
60 lines
1.8 KiB
JavaScript
export default `
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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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{
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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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`
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