Refactor Blinn-Phong shaders
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parent
e6b70fe6e2
commit
0e22dbfd47
6 changed files with 146 additions and 148 deletions
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@ -38,6 +38,7 @@ namespace graphics {
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extern char g_shaderBaseHeader[];
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extern char g_shaderBaseModel[];
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extern char g_shaderBaseBlinnPhong[];
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extern char g_shaderBasePBR[];
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extern char g_shaderBasePBRIBL[];
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extern char g_shaderVertexSimple[];
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@ -56,7 +57,7 @@ extern char g_shaderFragmentGrass[];
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extern char g_shaderFragmentBlur[];
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extern char g_shaderFragmentPresentWorld[];
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extern char g_shaderFragmentBlinnPhong[];
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extern char g_shaderFragmentBlinnPhongTextureless[];
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extern char g_shaderFragmentBlinnPhongDiffuseless[];
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extern char g_shaderFragmentIrradiance[];
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extern char g_shaderFragmentPrefilter[];
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extern char g_shaderFragmentBRDF[];
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@ -93,8 +94,8 @@ void Shaders::init() {
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initShader(ShaderName::FragmentGrass, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderFragmentGrass });
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initShader(ShaderName::FragmentBlur, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderFragmentBlur });
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initShader(ShaderName::FragmentPresentWorld, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderFragmentPresentWorld });
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initShader(ShaderName::FragmentBlinnPhong, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderBaseModel, g_shaderFragmentBlinnPhong });
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initShader(ShaderName::FragmentBlinnPhongTextureless, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderBaseModel, g_shaderFragmentBlinnPhongTextureless });
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initShader(ShaderName::FragmentBlinnPhong, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderBaseModel, g_shaderBaseBlinnPhong, g_shaderFragmentBlinnPhong });
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initShader(ShaderName::FragmentBlinnPhongDiffuseless, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderBaseModel, g_shaderBaseBlinnPhong, g_shaderFragmentBlinnPhongDiffuseless });
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initShader(ShaderName::FragmentIrradiance, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderFragmentIrradiance });
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initShader(ShaderName::FragmentPrefilter, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderBasePBR, g_shaderBasePBRIBL, g_shaderFragmentPrefilter });
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initShader(ShaderName::FragmentBRDF, GL_FRAGMENT_SHADER, { g_shaderBaseHeader, g_shaderBasePBR, g_shaderBasePBRIBL, g_shaderFragmentBRDF });
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@ -110,7 +111,7 @@ void Shaders::init() {
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initProgram(ShaderProgram::SimplePresentWorld, { ShaderName::VertexSimple, ShaderName::FragmentPresentWorld });
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initProgram(ShaderProgram::ModelColor, { ShaderName::VertexModel, ShaderName::FragmentColor });
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initProgram(ShaderProgram::ModelBlinnPhong, { ShaderName::VertexModel, ShaderName::FragmentBlinnPhong });
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initProgram(ShaderProgram::ModelBlinnPhongTextureless, { ShaderName::VertexModel, ShaderName::FragmentBlinnPhongTextureless });
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initProgram(ShaderProgram::ModelBlinnPhongDiffuseless, { ShaderName::VertexModel, ShaderName::FragmentBlinnPhongDiffuseless });
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initProgram(ShaderProgram::ModelPBR, { ShaderName::VertexModel, ShaderName::FragmentPBR });
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initProgram(ShaderProgram::ParticleParticle, { ShaderName::VertexParticle, ShaderName::FragmentParticle });
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initProgram(ShaderProgram::GrassGrass, { ShaderName::VertexGrass, ShaderName::FragmentGrass });
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@ -46,7 +46,7 @@ enum class ShaderProgram {
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SimplePresentWorld,
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ModelColor,
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ModelBlinnPhong,
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ModelBlinnPhongTextureless,
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ModelBlinnPhongDiffuseless,
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ModelPBR,
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ParticleParticle,
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GrassGrass,
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@ -244,7 +244,7 @@ private:
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// Blinn-Phong
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FragmentBlinnPhong,
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FragmentBlinnPhongTextureless,
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FragmentBlinnPhongDiffuseless,
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// PBR
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FragmentIrradiance,
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@ -202,6 +202,10 @@ in mat3 fragTanSpace;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec4 fragColorBright;
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vec2 getUV() {
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return fragTexCoords + uGeneral.uvOffset;
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}
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vec2 packUV(vec2 uv, vec4 bounds) {
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return bounds.xy + bounds.zw * clamp(fract(uv), 0.001, 0.999);
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}
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@ -240,14 +244,26 @@ vec3 getNormalFromBumpmap(vec2 uv) {
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}
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result = normalize(fragTanSpace * result);
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return result;
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}
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vec3 getNormal(vec2 uv) {
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vec3 result;
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if (isFeatureEnabled(FEATURE_BUMPMAPS)) {
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result = getNormalFromBumpmap(uv);
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} else {
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result = normalize(fragNormal);
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}
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return result;
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}
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float getShadow() {
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float shadow = 0.0;
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if (!isFeatureEnabled(FEATURE_SHADOWS) || !uShadows.lightPresent) return 0.0;
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float result = 0.0;
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if (uShadows.lightPresent) {
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if (uShadows.lightPosition.w == 0.0) {
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// Directional light
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@ -260,13 +276,13 @@ float getShadow() {
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for (int x = -1; x <= 1; ++x) {
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for (int y = -1; y <= 1; ++y) {
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float pcfDepth = texture(uShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth > pcfDepth ? 1.0 : 0.0;
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result += currentDepth > pcfDepth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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result /= 9.0;
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if (projCoords.z > 1.0) {
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shadow = 0.0;
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result = 0.0;
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}
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} else {
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// Point light
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@ -285,17 +301,17 @@ float getShadow() {
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closestDepth *= SHADOW_FAR_PLANE;
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if (currentDepth - bias > closestDepth) {
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shadow += 1.0;
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result += 1.0;
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}
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}
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}
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}
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shadow /= samples * samples * samples;
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}
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result /= samples * samples * samples;
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}
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return uShadows.strength * shadow;
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result *= uShadows.strength;
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return result;
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}
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float getLightAttenuation(int light) {
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@ -308,9 +324,10 @@ float getLightAttenuation(int light) {
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return D / (D + r);
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}
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vec3 applyFog(vec3 rgb, float distance) {
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vec3 applyFog(vec3 objectColor) {
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float distance = length(uGeneral.cameraPosition.xyz - fragPosition);
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float fogAmount = clamp(distance - uGeneral.fogNear, 0.0, uGeneral.fogFar - uGeneral.fogNear) / (uGeneral.fogFar - uGeneral.fogNear);
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return mix(rgb, uGeneral.fogColor.rgb, fogAmount);
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return mix(objectColor, uGeneral.fogColor.rgb, fogAmount);
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}
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)END";
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@ -229,7 +229,7 @@ uniform sampler2D uBRDFLookup;
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uniform samplerCube uIrradianceMap;
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uniform samplerCube uPrefilterMap;
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void determineMetallicRoughness(vec4 diffuseSample, out float metallic, out float roughness) {
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void getMetallicRoughness(vec4 diffuseSample, out float metallic, out float roughness) {
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if (isFeatureEnabled(FEATURE_CUSTOMMAT) || !isFeatureEnabled(FEATURE_ENVMAP)) {
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metallic = uMaterial.metallic;
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roughness = uMaterial.roughness;
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@ -240,31 +240,19 @@ void determineMetallicRoughness(vec4 diffuseSample, out float metallic, out floa
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}
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void main() {
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vec2 texCoords = fragTexCoords + uGeneral.uvOffset;
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vec4 diffuseSample;
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if (isFeatureEnabled(FEATURE_DIFFUSE)) {
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diffuseSample = texture(uDiffuse, texCoords);
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} else {
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diffuseSample = vec4(vec3(0.5), 1.0);
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}
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vec3 N;
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if (isFeatureEnabled(FEATURE_BUMPMAPS)) {
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N = getNormalFromBumpmap(texCoords);
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} else {
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N = normalize(fragNormal);
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}
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vec2 uv = getUV();
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vec4 diffuseSample = texture(uDiffuse, uv);
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vec3 cameraToFragment = uGeneral.cameraPosition.xyz - fragPosition;
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vec3 V = normalize(cameraToFragment);
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vec3 N = getNormal(uv);
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vec3 R = reflect(-V, N);
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vec3 albedo = isFeatureEnabled(FEATURE_HDR) ? pow(diffuseSample.rgb, vec3(GAMMA)) : diffuseSample.rgb;
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float ao = 1.0;
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float metallic, roughness;
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determineMetallicRoughness(diffuseSample, metallic, roughness);
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getMetallicRoughness(diffuseSample, metallic, roughness);
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vec3 objectColor;
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@ -360,7 +348,7 @@ void main() {
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objectColor = pow(objectColor, vec3(1.0 / GAMMA));
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}
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if (isFeatureEnabled(FEATURE_FOG)) {
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objectColor = applyFog(objectColor, length(cameraToFragment));
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objectColor = applyFog(objectColor);
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}
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vec3 brightColor = vec3(0.0);
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@ -25,93 +25,14 @@ namespace reone {
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namespace graphics {
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char g_shaderFragmentBlinnPhong[] = R"END(
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void main() {
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vec2 texCoords = fragTexCoords + uGeneral.uvOffset;
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vec4 diffuseSample = texture(uDiffuse, texCoords);
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vec3 cameraToFragment = uGeneral.cameraPosition.xyz - fragPosition;
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vec3 V = normalize(cameraToFragment);
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vec3 N;
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if (isFeatureEnabled(FEATURE_BUMPMAPS)) {
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N = getNormalFromBumpmap(texCoords);
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} else {
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N = normalize(fragNormal);
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}
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vec3 objectColor;
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if (isFeatureEnabled(FEATURE_LIGHTING)) {
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objectColor = uGeneral.ambientColor.rgb * uMaterial.ambient.rgb * diffuseSample.rgb;
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for (int i = 0; i < uLightCount; ++i) {
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vec3 L = normalize(uLights[i].position.xyz - fragPosition);
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vec3 H = normalize(V + L);
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float diff = max(dot(L, N), 0.0);
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vec3 diffuse = uLights[i].multiplier * uLights[i].color.rgb * diff * uMaterial.diffuse.rgb * diffuseSample.rgb;
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float spec = pow(max(dot(N, H), 0.0), uMaterial.shininess);
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vec3 specular = uLights[i].multiplier * uLights[i].color.rgb * spec * vec3(uMaterial.specular);
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float attenuation = getLightAttenuation(i);
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diffuse *= attenuation;
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specular *= attenuation;
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objectColor += diffuse + specular;
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}
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objectColor = min(objectColor, diffuseSample.rgb);
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} else {
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objectColor = diffuseSample.rgb;
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}
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if (isFeatureEnabled(FEATURE_LIGHTMAP)) {
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vec4 lightmapSample = texture(uLightmap, fragLightmapCoords);
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objectColor = mix(objectColor, objectColor * lightmapSample.rgb, isFeatureEnabled(FEATURE_WATER) ? 0.2 : 1.0);
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}
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if (isFeatureEnabled(FEATURE_ENVMAP)) {
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vec3 R = reflect(-V, N);
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vec4 envmapSample = texture(uEnvmap, R);
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objectColor += (1.0 - diffuseSample.a) * envmapSample.rgb;
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}
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if (isFeatureEnabled(FEATURE_SHADOWS)) {
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vec3 S = vec3(1.0) - max(vec3(0.0), vec3(getShadow()) - uGeneral.ambientColor.rgb);
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objectColor *= S;
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}
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if (isFeatureEnabled(FEATURE_FOG)) {
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objectColor = applyFog(objectColor, length(cameraToFragment));
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}
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float objectAlpha = uGeneral.alpha;
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if (!isFeatureEnabled(FEATURE_ENVMAP) && !isFeatureEnabled(FEATURE_BUMPMAPS)) {
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objectAlpha *= diffuseSample.a;
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}
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if (isFeatureEnabled(FEATURE_WATER)) {
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objectColor *= uGeneral.waterAlpha;
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objectAlpha *= uGeneral.waterAlpha;
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}
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vec3 brightColor = vec3(0.0);
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if (isFeatureEnabled(FEATURE_SELFILLUM) && !isFeatureEnabled(FEATURE_WATER)) {
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objectColor *= uGeneral.selfIllumColor.rgb;
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brightColor = smoothstep(SELFILLUM_THRESHOLD, 1.0, uGeneral.selfIllumColor.rgb * diffuseSample.rgb * objectAlpha);
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}
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fragColor = vec4(objectColor, objectAlpha);
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fragColorBright = vec4(brightColor, 1.0);
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char g_shaderBaseBlinnPhong[] = R"END(
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vec3 getLightingIndirect(vec3 N) {
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return uGeneral.ambientColor.rgb * uMaterial.ambient.rgb;
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}
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)END";
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char g_shaderFragmentBlinnPhongTextureless[] = R"END(
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void main() {
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vec3 indirect = uGeneral.ambientColor.rgb * uMaterial.ambient.rgb;
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vec3 direct = vec3(0.0);
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if (isFeatureEnabled(FEATURE_LIGHTING)) {
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vec3 getLightingDirect(vec3 N) {
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vec3 result = vec3(0.0);
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vec3 V = normalize(uGeneral.cameraPosition.xyz - fragPosition);
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vec3 N = normalize(fragNormal);
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for (int i = 0; i < uLightCount; ++i) {
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vec3 L = normalize(uLights[i].position.xyz - fragPosition);
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@ -127,16 +48,87 @@ void main() {
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diffuse *= attenuation;
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specular *= attenuation;
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direct += diffuse + specular;
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}
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} else if (isFeatureEnabled(FEATURE_LIGHTMAP)) {
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indirect *= texture(uLightmap, fragLightmapCoords).rgb;
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result += diffuse + specular;
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}
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vec3 objectColor = indirect + direct;
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return result;
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}
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)END";
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fragColor = vec4(objectColor, uGeneral.alpha);
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fragColorBright = vec4(0.0);
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char g_shaderFragmentBlinnPhong[] = R"END(
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void main() {
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vec2 uv = getUV();
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vec3 N = getNormal(uv);
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float shadow = getShadow();
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vec4 diffuseSample = texture(uDiffuse, uv);
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bool opaque = isFeatureEnabled(FEATURE_ENVMAP) || isFeatureEnabled(FEATURE_BUMPMAPS);
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vec3 lighting;
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if (isFeatureEnabled(FEATURE_LIGHTMAP)) {
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vec4 lightmapSample = texture(uLightmap, fragLightmapCoords);
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lighting = (1.0 - 0.5 * shadow) * lightmapSample.rgb;
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if (isFeatureEnabled(FEATURE_WATER)) {
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lighting *= 0.2;
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}
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} else if (isFeatureEnabled(FEATURE_LIGHTING)) {
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vec3 indirect = getLightingIndirect(N);
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vec3 direct = getLightingDirect(N);
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lighting = min(vec3(1.0), indirect + (1.0 - shadow) * direct);
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} else {
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lighting = vec3(1.0);
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}
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vec3 objectColor = lighting * uGeneral.color.rgb * diffuseSample.rgb;
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float objectAlpha = (opaque ? 1.0 : diffuseSample.a) * uGeneral.alpha;
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if (isFeatureEnabled(FEATURE_ENVMAP)) {
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vec3 V = normalize(uGeneral.cameraPosition.xyz - fragPosition);
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vec3 R = reflect(-V, N);
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vec4 envmapSample = texture(uEnvmap, R);
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objectColor += (1.0 - diffuseSample.a) * envmapSample.rgb;
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}
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if (isFeatureEnabled(FEATURE_WATER)) {
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objectColor *= uGeneral.waterAlpha;
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objectAlpha *= uGeneral.waterAlpha;
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}
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if (isFeatureEnabled(FEATURE_FOG)) {
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objectColor = applyFog(objectColor);
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}
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vec3 objectColorBright;
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if (isFeatureEnabled(FEATURE_SELFILLUM)) {
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objectColorBright = smoothstep(SELFILLUM_THRESHOLD, 1.0, uGeneral.selfIllumColor.rgb * diffuseSample.rgb * diffuseSample.a);
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} else {
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objectColorBright = vec3(0.0);
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}
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fragColor = vec4(objectColor, objectAlpha);
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fragColorBright = vec4(objectColorBright, objectAlpha);
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}
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)END";
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char g_shaderFragmentBlinnPhongDiffuseless[] = R"END(
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void main() {
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vec3 N = normalize(fragNormal);
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float shadow = getShadow();
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vec3 lighting;
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if (isFeatureEnabled(FEATURE_LIGHTMAP)) {
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vec4 lightmapSample = texture(uLightmap, fragLightmapCoords);
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lighting = (1.0 - 0.5 * shadow) * lightmapSample.rgb;
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} else if (isFeatureEnabled(FEATURE_LIGHTING)) {
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vec3 indirect = getLightingIndirect(N);
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vec3 direct = getLightingDirect(N);
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lighting = min(vec3(1.0), indirect + (1.0 - shadow) * direct);
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} else {
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lighting = vec3(1.0);
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}
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vec3 objectColor = lighting * uGeneral.color.rgb;
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float objectAlpha = uGeneral.alpha;
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fragColor = vec4(objectColor, objectAlpha);
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fragColorBright = vec4(vec3(0.0), objectAlpha);
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}
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)END";
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@ -242,7 +242,7 @@ void ModelNodeSceneNode::drawSingle(bool shadowPass) {
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} else {
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program = !_textures.diffuse ?
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ShaderProgram::ModelBlinnPhongTextureless :
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ShaderProgram::ModelBlinnPhongDiffuseless :
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(isFeatureEnabled(Feature::PBR) ? ShaderProgram::ModelPBR : ShaderProgram::ModelBlinnPhong);
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if (_textures.diffuse) {
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