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#include "core.h"
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#define IS_FIRST_PASS 1
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#define FOG @shGlobalSettingBool(fog)
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#define LIGHTING @shGlobalSettingBool(lighting)
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#define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#define COLOUR_MAP @shPropertyBool(colour_map)
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#define NUM_LAYERS @shPropertyString(num_layers)
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#if FOG || SHADOWS_PSSM
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#define NEED_DEPTH 1
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#endif
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#define UNDERWATER @shGlobalSettingBool(render_refraction)
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#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#if NEED_DEPTH
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@shAllocatePassthrough(1, depth)
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#endif
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@shAllocatePassthrough(2, UV)
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#if LIGHTING
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@shAllocatePassthrough(3, worldPos)
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#endif
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#if SHADOWS
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@shAllocatePassthrough(4, lightSpacePos0)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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@shAllocatePassthrough(4, lightSpacePos@shIterator)
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@shEndForeach
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#endif
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#ifdef SH_VERTEX_SHADER
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// ------------------------------------- VERTEX ---------------------------------------
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SH_BEGIN_PROGRAM
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
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#if VIEWPROJ_FIX
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shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
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#endif
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shUniform(float2, lodMorph) @shAutoConstant(lodMorph, custom, 1001)
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shVertexInput(float2, uv0)
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shVertexInput(float2, uv1) // lodDelta, lodThreshold
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#if SHADOWS
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#endif
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@shPassthroughVertexOutputs
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SH_START_PROGRAM
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{
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float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
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// determine whether to apply the LOD morph to this vertex
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// we store the deltas against all vertices so we only want to apply
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// the morph to the ones which would disappear. The target LOD which is
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// being morphed to is stored in lodMorph.y, and the LOD at which
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// the vertex should be morphed is stored in uv.w. If we subtract
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// the former from the latter, and arrange to only morph if the
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// result is negative (it will only be -1 in fact, since after that
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// the vertex will never be indexed), we will achieve our aim.
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// sign(vertexLOD - targetLOD) == -1 is to morph
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float toMorph = -min(0, sign(uv1.y - lodMorph.y));
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// morph
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// this assumes XY terrain alignment
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worldPos.z += uv1.x * toMorph * lodMorph.x;
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shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
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#if NEED_DEPTH
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#if VIEWPROJ_FIX
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float4x4 vpFixed = viewProjMatrix;
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#if !SH_GLSL
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vpFixed[2] = vpRow2Fix;
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#else
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vpFixed[0][2] = vpRow2Fix.x;
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vpFixed[1][2] = vpRow2Fix.y;
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vpFixed[2][2] = vpRow2Fix.z;
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vpFixed[3][2] = vpRow2Fix.w;
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#endif
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float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
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float depth = shMatrixMult(fixedWVP, shInputPosition).z;
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@shPassthroughAssign(depth, depth);
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#else
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@shPassthroughAssign(depth, shOutputPosition.z);
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#endif
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#endif
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@shPassthroughAssign(UV, uv0);
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#if LIGHTING
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@shPassthroughAssign(worldPos, worldPos.xyz);
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#endif
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#if SHADOWS
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float4 lightSpacePos = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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@shPassthroughAssign(lightSpacePos0, lightSpacePos);
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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float4 lightSpacePos;
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@shForeach(3)
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lightSpacePos = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shPassthroughAssign(lightSpacePos@shIterator, lightSpacePos);
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@shEndForeach
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#endif
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}
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#else
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// ----------------------------------- FRAGMENT ------------------------------------------
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#if UNDERWATER
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#include "underwater.h"
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#endif
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SH_BEGIN_PROGRAM
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#if COLOUR_MAP
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shSampler2D(colourMap)
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#endif
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shSampler2D(normalMap) // global normal map
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@shForeach(@shPropertyString(num_blendmaps))
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shSampler2D(blendMap@shIterator)
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@shEndForeach
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@shForeach(@shPropertyString(num_layers))
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shSampler2D(diffuseMap@shIterator)
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@shEndForeach
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#if FOG
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shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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#endif
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@shPassthroughFragmentInputs
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#if LIGHTING
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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@shForeach(@shGlobalSettingString(terrain_num_lights))
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shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position, @shIterator)
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shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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@shEndForeach
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#endif
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#if SHADOWS
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(@shPropertyString(shadowtexture_offset)))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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#if (UNDERWATER) || (FOG)
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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#endif
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#if UNDERWATER
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shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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#endif
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SH_START_PROGRAM
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{
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#if NEED_DEPTH
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float depth = @shPassthroughReceive(depth);
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#endif
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float2 UV = @shPassthroughReceive(UV);
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#if LIGHTING
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float3 worldPos = @shPassthroughReceive(worldPos);
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float3 normal = shSample(normalMap, UV).rgb * 2 - 1;
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normal = normalize(normal);
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#endif
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#if UNDERWATER
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float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
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#endif
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// Layer calculations
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@shForeach(@shPropertyString(num_blendmaps))
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float4 blendValues@shIterator = shSample(blendMap@shIterator, UV);
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@shEndForeach
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float3 albedo = float3(0,0,0);
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@shForeach(@shPropertyString(num_layers))
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#if IS_FIRST_PASS == 1 && @shIterator == 0
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// first layer of first pass doesn't need a blend map
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albedo = shSample(diffuseMap0, UV * 10).rgb;
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#else
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albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, blendValues@shPropertyString(blendmap_component_@shIterator));
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#endif
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@shEndForeach
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shOutputColour(0) = float4(1,1,1,1);
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#if COLOUR_MAP
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shOutputColour(0).rgb *= shSample(colourMap, UV).rgb;
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#endif
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shOutputColour(0).rgb *= albedo;
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// Lighting
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#if LIGHTING
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// shadows only for the first (directional) light
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#if SHADOWS
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float4 lightSpacePos0 = @shPassthroughReceive(lightSpacePos0);
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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float4 lightSpacePos@shIterator = @shPassthroughReceive(lightSpacePos@shIterator);
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@shEndForeach
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depth, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depth > shadowFar_fadeStart.x) ? 1.0 : ((depth > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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float3 lightDir;
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float3 diffuse = float3(0,0,0);
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float d;
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@shForeach(@shGlobalSettingString(terrain_num_lights))
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lightDir = lightPosObjSpace@shIterator.xyz - (worldPos.xyz * lightPosObjSpace@shIterator.w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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#if @shIterator == 0
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#if (SHADOWS || SHADOWS_PSSM)
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diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
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#else
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diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
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#endif
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#else
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diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
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#endif
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@shEndForeach
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shOutputColour(0).xyz *= (lightAmbient.xyz + diffuse);
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#endif
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#if FOG
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float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
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#if UNDERWATER
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
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#else
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
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#endif
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#endif
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// prevent negative colour output (for example with negative lights)
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shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
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}
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#endif
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