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			386 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			386 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#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 MRT @shGlobalSettingBool(mrt_output)
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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 MRT || FOG || SHADOWS_PSSM
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#define NEED_DEPTH 1
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#endif
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#define UNDERWATER @shGlobalSettingBool(underwater_effects) && LIGHTING
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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, objSpacePosition)
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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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        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 XZ terrain alignment
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        worldPos.y += uv1.x * toMorph * lodMorph.x;
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        shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
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#if NEED_DEPTH
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        @shPassthroughAssign(depth, shOutputPosition.z);
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#endif
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        @shPassthroughAssign(UV, uv0);
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#if LIGHTING
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        @shPassthroughAssign(objSpacePosition, shInputPosition.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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        shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
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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 MRT
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        shDeclareMrtOutput(1)
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        shUniform(float, far) @shAutoConstant(far, far_clip_distance)
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#endif
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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_object_space, @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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        shUniform(float4, lightDirectionWS0) @shAutoConstant(lightDirectionWS0, light_position, 0)
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        shSampler2D(causticMap)
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		shUniform(float, waterTimer) @shSharedParameter(waterTimer)
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        shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
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		shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
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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 objSpacePosition = @shPassthroughReceive(objSpacePosition);
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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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        float3 caustics = float3(1,1,1);
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#if (UNDERWATER) || (FOG)
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        float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePosition,1)).xyz;
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#endif
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#if UNDERWATER
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        float3 waterEyePos = float3(1,1,1);
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        // NOTE: this calculation would be wrong for non-uniform scaling
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        float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
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        waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
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        caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
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        if (worldPos.y >= waterLevel)
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            caustics = float3(1,1,1);
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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 = gammaCorrectRead(shSample(diffuseMap0, UV * 10).rgb);
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#else
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        albedo = shLerp(albedo, gammaCorrectRead(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 - (objSpacePosition.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 * caustics;
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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) * caustics;
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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((length(cameraPos.xyz-worldPos) - fogParams.y) * fogParams.w);
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        #if UNDERWATER
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        // regular fog only if fragment is above water
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        if (worldPos.y > waterLevel)
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        #endif
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        shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
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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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#if UNDERWATER
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        float fogAmount = (cameraPos.y > waterLevel)
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             ? shSaturate(length(waterEyePos-worldPos) / VISIBILITY) 
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             : shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY);
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        float3 eyeVec = normalize(cameraPos.xyz-worldPos);
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        float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
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        waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));  
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        float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85))*waterSunGradient * 0.5;
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        float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0));
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        waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
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        float3 watercolour = (gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
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        float3 waterext = gammaCorrectRead(float3(0.6, 0.9, 1.0));//water extinction
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        watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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        watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
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        float darkness = VISIBILITY*2.0;
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        darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0);
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        watercolour *= darkness;
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        float isUnderwater = (worldPos.y < waterLevel) ? 1.0 : 0.0;
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        shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater);
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#endif
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        shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
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#if MRT
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        shOutputColour(1) = float4(depth / far,1,1,1);
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#endif
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    }
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#endif
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