mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-30 08:20:24 +00:00
67d1b6920a
Basic tex 3ds support BC4 textures will be rendered grayscale in opengl (not using opengl decoder) Fix a few format issues with 3ds Mip total method is one function in STGeneric texture Weight format default to floats again until i find a proper fix for the 888 unform format.
276 lines
7.4 KiB
GLSL
276 lines
7.4 KiB
GLSL
#version 330
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec2 f_texcoord3;
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in vec3 objectPosition;
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in vec3 normal;
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in vec3 viewNormal;
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in vec4 vertexColor;
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in vec3 tangent;
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in vec3 bitangent;
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in vec3 boneWeightsColored;
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uniform sampler2D DiffuseMap;
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uniform sampler2D BakeShadowMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D NormalMap;
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uniform sampler2D BakeLightMap;
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uniform sampler2D UVTestPattern;
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uniform sampler2D TransparencyMap;
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uniform sampler2D EmissionMap;
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uniform sampler2D DiffuseLayer;
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uniform sampler2D MetalnessMap;
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uniform sampler2D RoughnessMap;
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uniform sampler2D MRA;
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uniform sampler2D BOTWSpecularMap;
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uniform sampler2D SphereMap;
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uniform sampler2D SubSurfaceScatteringMap;
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// Viewport Camera/Lighting
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uniform vec3 difLightDirection;
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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// Viewport Settings
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uniform int uvChannel;
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uniform int renderType;
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uniform int useNormalMap;
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uniform vec4 colorSamplerUV;
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uniform int renderVertColor;
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uniform vec3 difLightColor;
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uniform vec3 ambLightColor;
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uniform int colorOverride;
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uniform float DefaultMetalness;
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uniform float DefaultRoughness;
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uniform vec4 pickingColor;
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uniform int isTransparent;
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uniform vec3 materialSelectColor;
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// Shader Params
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uniform float normal_map_weight;
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uniform float ao_density;
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uniform float emission_intensity;
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uniform vec4 fresnelParams;
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uniform vec4 base_color_mul_color;
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uniform vec3 emission_color;
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uniform vec3 specular_color;
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uniform vec4 const_color0;
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uniform vec3 albedo_tex_color;
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// Shader Options
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uniform float uking_texture2_texcoord;
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uniform float bake_shadow_type;
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uniform float bake_light_type;
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uniform float bake_calc_type;
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uniform float enable_fresnel;
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uniform float enable_emission;
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uniform float cSpecularType;
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uniform float cIsEnableNormalMap;
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// Texture Map Toggles
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uniform int HasDiffuse;
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uniform int HasNormalMap;
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uniform int HasSpecularMap;
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uniform int HasShadowMap;
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uniform int HasAmbientOcclusionMap;
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uniform int HasLightMap;
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uniform int HasTransparencyMap;
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uniform int HasEmissionMap;
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uniform int HasDiffuseLayer;
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uniform int HasMetalnessMap;
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uniform int HasRoughnessMap;
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uniform int HasMRA;
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uniform int HasSubSurfaceScatteringMap;
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// Channel Toggles
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uniform int renderR;
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uniform int renderG;
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uniform int renderB;
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uniform int renderAlpha;
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struct VertexAttributes {
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vec3 objectPosition;
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vec2 texCoord;
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vec2 texCoord2;
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vec2 texCoord3;
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vec4 vertexColor;
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vec3 normal;
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vec3 viewNormal;
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vec3 tangent;
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vec3 bitangent;
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};
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out vec4 fragColor;
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#define gamma 2.2
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struct BakedData
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{
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float shadowIntensity;
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float aoIntensity;
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vec3 indirectLighting;
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};
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// Defined in Utility.frag.
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float Luminance(vec3 rgb);
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// Defined in BFRESTurboShadow.frag.
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BakedData ShadowMapBaked(sampler2D ShadowMap, sampler2D LightMap, vec2 texCoordBake0, vec2 texCoordBake1, int ShadowType, int LightType, int CalcType, vec3 NormalMap);
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// Defined in BFRES_Utility.frag.
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vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex);
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float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density);
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vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color);
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vec3 SpecularPass(vec3 I, vec3 normal, int HasSpecularMap, sampler2D SpecularMap, vec3 specular_color, VertexAttributes vert, float texCoordIndex);
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vec3 ReflectionPass(vec3 N, vec3 I, vec4 diffuseMap, float SpecularAmount, float aoBlend, vec3 tintColor, VertexAttributes vert);
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void main()
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{
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fragColor = vec4(vec3(0), 1);
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VertexAttributes vert;
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vert.objectPosition = objectPosition;
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vert.texCoord = f_texcoord0;
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vert.texCoord2 = f_texcoord1;
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vert.texCoord3 = f_texcoord2;
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vert.vertexColor = vertexColor;
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vert.normal = normal;
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vert.viewNormal = viewNormal;
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vert.tangent = tangent;
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vert.bitangent = bitangent;
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// Wireframe color.
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if (colorOverride == 1)
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{
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if (renderVertColor == 1)
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fragColor = vec4(vertexColor);
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else
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fragColor = vec4(1);
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return;
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}
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// Calculate shading vectors.
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vec3 I = vec3(0,0,-1) * mat3(mtxMdl * mtxCam);
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int NormalMapUVIndex = 0;
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if (uking_texture2_texcoord == 1 || cIsEnableNormalMap == 1)
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NormalMapUVIndex = 1;
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vec3 N = normal;
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if (HasNormalMap == 1 && useNormalMap == 1)
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N = CalcBumpedNormal(normal, NormalMap, vert, NormalMapUVIndex);
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// Light Map
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vec4 LightMapColor = texture(BakeLightMap, f_texcoord2);
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BakedData ShadowBake = ShadowMapBaked(BakeShadowMap,BakeLightMap, f_texcoord1, f_texcoord2, int(bake_shadow_type),int(bake_light_type), int(bake_calc_type), N );
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// Diffuse lighting.
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float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
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//Texture Overlay (Like an emblem in mk8)
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if (HasDiffuseLayer == 1)
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fragColor += vec4(texture(DiffuseLayer, f_texcoord3).rgb, 1) * vec4(1);
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// Default Shader
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vec4 alpha = texture2D(DiffuseMap, f_texcoord0).aaaa;
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if (HasTransparencyMap == 1)
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{
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// TODO: Finish this
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alpha = texture2D(TransparencyMap, f_texcoord0).rgba;
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alpha *= 0.5;
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}
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgb, 1);
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diffuseMapColor *= halfLambert;
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vec3 LightingDiffuse = vec3(0);
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if (HasLightMap == 1)
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{
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vec3 LightIntensity = vec3(0.1);
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LightingDiffuse += ShadowBake.indirectLighting.rgb * LightIntensity;
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}
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diffuseMapColor.rgb += LightingDiffuse;
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vec3 LightDiffuse = vec3(0.03);
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//diffuseMapColor.rgb += mix(LightingDiffuse, diffuseMapColor.rgb, vec3(ShadowBake.shadowIntensity) );
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fragColor.rgb += diffuseMapColor.rgb;
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vec3 color = vec3(1);
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vec3 normal = texture(NormalMap, f_texcoord0).rgb;
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vec3 specular = texture(SpecularMap, f_texcoord0).rgb;
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float aoBlend = 1;
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if (HasShadowMap == 1)
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{
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if (bake_shadow_type == 0)
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{
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aoBlend = texture(BakeShadowMap, f_texcoord1).r;
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fragColor.rgb *= aoBlend;
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}
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if (bake_shadow_type == 2)
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{
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aoBlend = texture(BakeShadowMap, f_texcoord1).r;
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// fragColor *= aoBlend;
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//For this it will need a frame buffer to be used
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vec4 ShadowTex = vec4(texture(BakeShadowMap, f_texcoord1).ggg, 1);
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}
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}
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float SpecularAmount = 0;
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if (HasSpecularMap == 1)
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{
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SpecularAmount = texture(SpecularMap, f_texcoord0).r;
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}
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vec3 tintColor = vec3(1);
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// Render Passes
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if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map
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fragColor.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color);
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fragColor.rgb += SpecularPass(I, N, HasSpecularMap, SpecularMap, specular_color, vert, 0);
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fragColor.rgb += ReflectionPass(N, I, diffuseMapColor,SpecularAmount, aoBlend, tintColor, vert);
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fragColor.rgb *= pickingColor.rgb;
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if (isTransparent == 1)
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fragColor.a *= texture(DiffuseMap, f_texcoord0).a;
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fragColor.rgb *= min(boneWeightsColored, vec3(1));
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if (renderVertColor == 1)
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fragColor *= min(vert.vertexColor, vec4(1));
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fragColor *= min(vec4(albedo_tex_color, 1), vec4(1));
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fragColor.rgb += materialSelectColor * 0.5f;
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// Toggles rendering of individual color channels for all render modes.
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fragColor.rgb *= vec3(renderR, renderG, renderB);
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if (renderR == 1 && renderG == 0 && renderB == 0)
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fragColor.rgb = fragColor.rrr;
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else if (renderG == 1 && renderR == 0 && renderB == 0)
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fragColor.rgb = fragColor.ggg;
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else if (renderB == 1 && renderR == 0 && renderG == 0)
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fragColor.rgb = fragColor.bbb;
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}
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