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Add support for projectors in spot and omni lights.
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@@ -65,6 +65,34 @@ layout(location = 0) out vec4 frag_color;
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void main() {
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vec2 uv = uv_interp;
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#ifdef MODE_PANORAMA_TO_DP
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//obtain normal from dual paraboloid uv
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#define M_PI 3.14159265359
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float side;
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uv.y = modf(uv.y * 2.0, side);
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side = side * 2.0 - 1.0;
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vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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normal *= -side;
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normal = normalize(normal);
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//now convert normal to panorama uv
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vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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uv = st / vec2(M_PI * 2.0, M_PI);
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if (side < 0.0) {
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//uv.y = 1.0 - uv.y;
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uv = 1.0 - uv;
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}
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#endif
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vec4 color = textureLod(source_color, uv, 0.0);
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if (params.force_luminance) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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@@ -784,7 +784,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
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#endif //USE_NO_SHADOWS
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void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
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void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@@ -976,8 +976,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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//redo shadowmapping, but shrink the model a bit to avoid arctifacts
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splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
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shadow_len = length(splane);
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splane = normalize(splane);
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shadow_len = length(splane.xyz);
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splane = normalize(splane.xyz);
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if (splane.z >= 0.0) {
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@@ -999,7 +999,70 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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}
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#endif
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shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
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vec3 no_shadow = vec3(1.0);
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if (lights.data[idx].projector_rect != vec4(0.0)) {
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vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
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local_v = normalize(local_v);
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vec4 atlas_rect = lights.data[idx].projector_rect;
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if (local_v.z >= 0.0) {
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local_v.z += 1.0;
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atlas_rect.y += atlas_rect.w;
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} else {
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local_v.z = 1.0 - local_v.z;
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}
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local_v.xy /= local_v.z;
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local_v.xy = local_v.xy * 0.5 + 0.5;
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vec2 proj_uv = local_v.xy * atlas_rect.zw;
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vec2 proj_uv_ddx;
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vec2 proj_uv_ddy;
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{
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vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
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local_v_ddx = normalize(local_v_ddx);
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if (local_v_ddx.z >= 0.0) {
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local_v_ddx.z += 1.0;
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} else {
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local_v_ddx.z = 1.0 - local_v_ddx.z;
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}
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local_v_ddx.xy /= local_v_ddx.z;
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local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
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proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
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vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
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local_v_ddy = normalize(local_v_ddy);
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if (local_v_ddy.z >= 0.0) {
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local_v_ddy.z += 1.0;
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} else {
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local_v_ddy.z = 1.0 - local_v_ddy.z;
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}
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local_v_ddy.xy /= local_v_ddy.z;
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local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
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proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
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}
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vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
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no_shadow = mix(no_shadow, proj.rgb, proj.a);
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}
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shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
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}
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#endif //USE_NO_SHADOWS
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@@ -1030,7 +1093,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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specular_light);
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}
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void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
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void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@@ -1114,6 +1177,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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//find blocker
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vec2 shadow_uv = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
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float blocker_count = 0.0;
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float blocker_average = 0.0;
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@@ -1126,10 +1191,11 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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}
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float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
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vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw;
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for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
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vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
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suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
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vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
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suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
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float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
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if (d < z_norm) {
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blocker_average += d;
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@@ -1146,8 +1212,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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shadow = 0.0;
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for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
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vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
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suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
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vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
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suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
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shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
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}
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@@ -1160,17 +1226,41 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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} else {
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//hard shadow
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splane.z = z_norm;
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shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
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vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0);
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shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
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}
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shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
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vec3 no_shadow = vec3(1.0);
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if (lights.data[idx].projector_rect != vec4(0.0)) {
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splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
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splane /= splane.w;
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vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw;
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//ensure we have proper mipmaps
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vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
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splane_ddx /= splane_ddx.w;
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vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv;
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vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
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splane_ddy /= splane_ddy.w;
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vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv;
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vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
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no_shadow = mix(no_shadow, proj.rgb, proj.a);
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}
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shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
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#ifdef LIGHT_TRANSMITTANCE_USED
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{
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vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
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splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
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splane /= splane.w;
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splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
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float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
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//reconstruct depth
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@@ -1691,6 +1781,9 @@ FRAGMENT_SHADER_CODE
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#ifndef MODE_RENDER_DEPTH
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uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
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//used for interpolating anything cluster related
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vec3 vertex_ddx = dFdx(vertex);
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vec3 vertex_ddy = dFdy(vertex);
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{ // process decals
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@@ -1698,8 +1791,6 @@ FRAGMENT_SHADER_CODE
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uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK;
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//do outside for performance and avoiding arctifacts
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vec3 vertex_ddx = dFdx(vertex);
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vec3 vertex_ddy = dFdy(vertex);
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for (uint i = 0; i < decal_count; i++) {
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@@ -2195,7 +2286,7 @@ FRAGMENT_SHADER_CODE
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continue; //not masked
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}
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light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
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light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2234,7 +2325,7 @@ FRAGMENT_SHADER_CODE
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continue; //not masked
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}
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light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
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light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -153,7 +153,7 @@ struct LightData { //this structure needs to be as packed as possible
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uint color_specular; //rgb color, a specular (8 bit unorm)
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uint cone_attenuation_angle; // attenuation and angle, (16bit float)
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uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
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vec4 atlas_rect; // used for spot
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vec4 atlas_rect; // rect in the shadow atlas
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mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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@@ -162,6 +162,7 @@ struct LightData { //this structure needs to be as packed as possible
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float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
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uint mask;
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uint pad[2];
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vec4 projector_rect; //projector rect in srgb decal atlas
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};
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layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
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