Make life not suck for whoever wants to edit lighting shaders
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eecb9886a9
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d4e7d25d14
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#if !@lightingMethodFFP
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float quickstep(float x)
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{
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x = clamp(x, 0.0, 1.0);
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x = 1.0 - x*x;
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x = 1.0 - x*x;
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return x;
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}
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#endif
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#if @lightingMethodUBO
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const int mask = int(0xff);
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const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
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vec3 unpackRGB(int data)
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{
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return vec3( (float(((data >> shift.x) & mask)) / 255.0)
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,(float(((data >> shift.y) & mask)) / 255.0)
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,(float(((data >> shift.z) & mask)) / 255.0));
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}
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vec4 unpackRGBA(int data)
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{
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return vec4( (float(((data >> shift.x) & mask)) / 255.0)
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,(float(((data >> shift.y) & mask)) / 255.0)
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,(float(((data >> shift.z) & mask)) / 255.0)
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,(float(((data >> shift.w) & mask)) / 255.0));
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}
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/* Layout:
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packedColors: 8-bit unsigned RGB packed as (diffuse, ambient, specular).
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sign bit is stored in unused alpha component
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attenuation: constant, linear, quadratic, light radius (as defined in content)
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*/
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struct LightData
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{
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ivec4 packedColors;
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vec4 position;
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vec4 attenuation;
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};
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uniform int PointLightIndex[@maxLights];
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uniform int PointLightCount;
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// Defaults to shared layout. If we ever move to GLSL 140, std140 layout should be considered
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uniform LightBufferBinding
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{
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LightData LightBuffer[@maxLightsInScene];
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};
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#elif @lightingMethodPerObjectUniform
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/* Layout:
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--------------------------------------- -----------
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| pos_x | ambi_r | diff_r | spec_r |
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| pos_y | ambi_g | diff_g | spec_g |
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| pos_z | ambi_b | diff_b | spec_b |
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| att_c | att_l | att_q | radius/spec_a |
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--------------------------------------------------
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*/
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uniform mat4 LightBuffer[@maxLights];
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uniform int PointLightCount;
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#endif
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#if !@lightingMethodFFP
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float lcalcRadius(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][3].w;
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#else
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return @getLight[lightIndex].attenuation.w;
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#endif
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}
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#endif
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float lcalcIllumination(int lightIndex, float lightDistance)
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{
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#if @lightingMethodPerObjectUniform
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float illumination = clamp(1.0 / (@getLight[lightIndex][0].w + @getLight[lightIndex][1].w * lightDistance + @getLight[lightIndex][2].w * lightDistance * lightDistance), 0.0, 1.0);
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return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0)));
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#elif @lightingMethodUBO
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float illumination = clamp(1.0 / (@getLight[lightIndex].attenuation.x + @getLight[lightIndex].attenuation.y * lightDistance + @getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0);
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return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0)));
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#else
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return clamp(1.0 / (@getLight[lightIndex].constantAttenuation + @getLight[lightIndex].linearAttenuation * lightDistance + @getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
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#endif
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}
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vec3 lcalcPosition(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][0].xyz;
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#else
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return @getLight[lightIndex].position.xyz;
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#endif
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}
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vec3 lcalcDiffuse(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][2].xyz;
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#elif @lightingMethodUBO
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return unpackRGB(@getLight[lightIndex].packedColors.x) * float(int(@getLight[lightIndex].packedColors.w));
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#else
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return @getLight[lightIndex].diffuse.xyz;
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#endif
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}
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vec3 lcalcAmbient(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][1].xyz;
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#elif @lightingMethodUBO
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return unpackRGB(@getLight[lightIndex].packedColors.y);
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#else
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return @getLight[lightIndex].ambient.xyz;
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#endif
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}
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vec4 lcalcSpecular(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][3];
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#elif @lightingMethodUBO
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return unpackRGBA(@getLight[lightIndex].packedColors.z);
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#else
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return @getLight[lightIndex].specular;
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#endif
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}
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