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Deduplicate lambert calculations, consolidate doLighting
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@ -3,15 +3,13 @@
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#include "lighting_util.glsl"
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void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
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float calcLambert(vec3 viewNormal, vec3 lightDir, vec3 viewDir)
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{
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vec3 lightDir = normalize(lcalcPosition(0));
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float lambert = dot(viewNormal.xyz, lightDir);
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float lambert = dot(viewNormal, lightDir);
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#ifndef GROUNDCOVER
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lambert = max(lambert, 0.0);
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#else
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float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
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float eyeCosine = dot(viewNormal, viewDir);
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if (lambert < 0.0)
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{
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lambert = -lambert;
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@ -19,46 +17,7 @@ void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
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}
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lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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diffuseOut = lcalcDiffuse(0).xyz * lambert;
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}
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void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
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{
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vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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float lightDistance = length(lightPos);
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// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
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#if !@lightingMethodFFP
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float radius = lcalcRadius(lightIndex);
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if (lightDistance > radius * 2.0)
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{
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ambientOut = vec3(0.0);
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diffuseOut = vec3(0.0);
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return;
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}
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#endif
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lightPos = normalize(lightPos);
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float illumination = lcalcIllumination(lightIndex, lightDistance);
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ambientOut = lcalcAmbient(lightIndex) * illumination;
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float lambert = dot(viewNormal.xyz, lightPos) * illumination;
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#ifndef GROUNDCOVER
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lambert = max(lambert, 0.0);
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#else
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float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
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if (lambert < 0.0)
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{
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lambert = -lambert;
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eyeCosine = -eyeCosine;
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}
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lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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diffuseOut = lcalcDiffuse(lightIndex) * lambert;
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return lambert;
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}
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#if PER_PIXEL_LIGHTING
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@ -67,26 +26,38 @@ void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuse
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void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
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#endif
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{
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vec3 ambientOut, diffuseOut;
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vec3 viewDir = normalize(viewPos);
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perLightSun(diffuseOut, viewPos, viewNormal);
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diffuseLight = lcalcDiffuse(0).xyz * calcLambert(viewNormal, normalize(lcalcPosition(0)), viewDir);
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ambientLight = gl_LightModel.ambient.xyz;
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#if PER_PIXEL_LIGHTING
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diffuseLight = diffuseOut * shadowing;
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diffuseLight *= shadowing;
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#else
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shadowDiffuse = diffuseOut;
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shadowDiffuse = diffuseLight;
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diffuseLight = vec3(0.0);
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#endif
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for (int i = @startLight; i < @endLight; ++i)
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{
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#if @lightingMethodUBO
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perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
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int lightIndex = PointLightIndex[i];
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#else
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perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
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int lightIndex = i;
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#endif
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ambientLight += ambientOut;
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diffuseLight += diffuseOut;
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vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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float lightDistance = length(lightPos);
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// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
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#if !@lightingMethodFFP
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if (lightDistance > lcalcRadius(lightIndex) * 2.0)
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continue;
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#endif
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vec3 lightDir = lightPos / lightDistance;
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float illumination = lcalcIllumination(lightIndex, lightDistance);
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ambientLight += lcalcAmbient(lightIndex) * illumination;
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diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
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}
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}
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