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https://github.com/bevyengine/bevy
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fc56c686af
# Objective - Fixes #4019 - Fix lighting of double-sided materials when using a negative scale - The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary. ## Solution - Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale. - Negate the world normal for a double-sided back face only when not using normal mapping ### Before, on `main`, flipping T, B, and N <img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png"> ### After, on this PR <img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png"> ### Double-sided material without normal maps https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4 --- ## Changelog - Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale - Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material ## Migration Guide `prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked. Before: ```rust pbr_input.world_normal = in.world_normal; pbr_input.N = prepare_normal( pbr_input.material.flags, in.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, in.is_front, ); ``` After: ```rust pbr_input.world_normal = prepare_world_normal( in.world_normal, (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, in.is_front, ); pbr_input.N = apply_normal_mapping( pbr_input.material.flags, pbr_input.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, ); ```
264 lines
9.6 KiB
WebGPU Shading Language
264 lines
9.6 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::pbr_functions
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#ifdef TONEMAP_IN_SHADER
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#import bevy_core_pipeline::tonemapping
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#endif
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fn alpha_discard(material: StandardMaterial, output_color: vec4<f32>) -> vec4<f32>{
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var color = output_color;
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if ((material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE) != 0u) {
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// NOTE: If rendering as opaque, alpha should be ignored so set to 1.0
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color.a = 1.0;
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} else if ((material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK) != 0u) {
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if (color.a >= material.alpha_cutoff) {
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// NOTE: If rendering as masked alpha and >= the cutoff, render as fully opaque
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color.a = 1.0;
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} else {
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// NOTE: output_color.a < in.material.alpha_cutoff should not is not rendered
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// NOTE: This and any other discards mean that early-z testing cannot be done!
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discard;
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}
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}
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return color;
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}
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fn prepare_world_normal(
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world_normal: vec3<f32>,
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double_sided: bool,
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is_front: bool,
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) -> vec3<f32> {
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var output: vec3<f32> = world_normal;
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#ifndef VERTEX_TANGENTS
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#ifndef STANDARDMATERIAL_NORMAL_MAP
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// NOTE: When NOT using normal-mapping, if looking at the back face of a double-sided
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// material, the normal needs to be inverted. This is a branchless version of that.
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output = (f32(!double_sided || is_front) * 2.0 - 1.0) * output;
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#endif
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#endif
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return output;
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}
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fn apply_normal_mapping(
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standard_material_flags: u32,
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world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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world_tangent: vec4<f32>,
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#endif
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#endif
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#ifdef VERTEX_UVS
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uv: vec2<f32>,
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#endif
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) -> vec3<f32> {
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// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
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// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
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// bakes vertex tangents and normal maps so that this is the exact inverse. Blender, Unity,
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// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
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// unless you really know what you are doing.
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// http://www.mikktspace.com/
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var N: vec3<f32> = world_normal;
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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// NOTE: The mikktspace method of normal mapping explicitly requires that these NOT be
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// normalized nor any Gram-Schmidt applied to ensure the vertex normal is orthogonal to the
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// vertex tangent! Do not change this code unless you really know what you are doing.
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// http://www.mikktspace.com/
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var T: vec3<f32> = world_tangent.xyz;
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var B: vec3<f32> = world_tangent.w * cross(N, T);
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#endif
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#endif
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#ifdef VERTEX_TANGENTS
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#ifdef VERTEX_UVS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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// Nt is the tangent-space normal.
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var Nt = textureSample(normal_map_texture, normal_map_sampler, uv).rgb;
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if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u) {
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// Only use the xy components and derive z for 2-component normal maps.
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Nt = vec3<f32>(Nt.rg * 2.0 - 1.0, 0.0);
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Nt.z = sqrt(1.0 - Nt.x * Nt.x - Nt.y * Nt.y);
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} else {
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Nt = Nt * 2.0 - 1.0;
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}
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// Normal maps authored for DirectX require flipping the y component
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if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u) {
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Nt.y = -Nt.y;
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}
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// NOTE: The mikktspace method of normal mapping applies maps the tangent-space normal from
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// the normal map texture in this way to be an EXACT inverse of how the normal map baker
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// calculates the normal maps so there is no error introduced. Do not change this code
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// unless you really know what you are doing.
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// http://www.mikktspace.com/
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N = normalize(Nt.x * T + Nt.y * B + Nt.z * N);
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#endif
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#endif
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#endif
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return N;
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}
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// NOTE: Correctly calculates the view vector depending on whether
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// the projection is orthographic or perspective.
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fn calculate_view(
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world_position: vec4<f32>,
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is_orthographic: bool,
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) -> vec3<f32> {
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var V: vec3<f32>;
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if (is_orthographic) {
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// Orthographic view vector
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V = normalize(vec3<f32>(view.view_proj[0].z, view.view_proj[1].z, view.view_proj[2].z));
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} else {
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// Only valid for a perpective projection
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V = normalize(view.world_position.xyz - world_position.xyz);
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}
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return V;
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}
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struct PbrInput {
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material: StandardMaterial,
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occlusion: f32,
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frag_coord: vec4<f32>,
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world_position: vec4<f32>,
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// Normalized world normal used for shadow mapping as normal-mapping is not used for shadow
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// mapping
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world_normal: vec3<f32>,
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// Normalized normal-mapped world normal used for lighting
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N: vec3<f32>,
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// Normalized view vector in world space, pointing from the fragment world position toward the
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// view world position
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V: vec3<f32>,
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is_orthographic: bool,
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};
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// Creates a PbrInput with default values
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fn pbr_input_new() -> PbrInput {
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var pbr_input: PbrInput;
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pbr_input.material = standard_material_new();
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pbr_input.occlusion = 1.0;
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pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_normal = vec3<f32>(0.0, 0.0, 1.0);
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pbr_input.is_orthographic = false;
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pbr_input.N = vec3<f32>(0.0, 0.0, 1.0);
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pbr_input.V = vec3<f32>(1.0, 0.0, 0.0);
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return pbr_input;
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}
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fn pbr(
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in: PbrInput,
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) -> vec4<f32> {
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var output_color: vec4<f32> = in.material.base_color;
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// TODO use .a for exposure compensation in HDR
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let emissive = in.material.emissive;
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// calculate non-linear roughness from linear perceptualRoughness
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let metallic = in.material.metallic;
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let perceptual_roughness = in.material.perceptual_roughness;
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let roughness = perceptualRoughnessToRoughness(perceptual_roughness);
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let occlusion = in.occlusion;
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output_color = alpha_discard(in.material, output_color);
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// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
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let NdotV = max(dot(in.N, in.V), 0.0001);
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// Remapping [0,1] reflectance to F0
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// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
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let reflectance = in.material.reflectance;
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let F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
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// Diffuse strength inversely related to metallicity
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let diffuse_color = output_color.rgb * (1.0 - metallic);
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let R = reflect(-in.V, in.N);
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// accumulate color
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var light_accum: vec3<f32> = vec3<f32>(0.0);
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let view_z = dot(vec4<f32>(
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view.inverse_view[0].z,
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view.inverse_view[1].z,
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view.inverse_view[2].z,
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view.inverse_view[3].z
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), in.world_position);
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let cluster_index = fragment_cluster_index(in.frag_coord.xy, view_z, in.is_orthographic);
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let offset_and_counts = unpack_offset_and_counts(cluster_index);
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// point lights
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for (var i: u32 = offset_and_counts[0]; i < offset_and_counts[0] + offset_and_counts[1]; i = i + 1u) {
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let light_id = get_light_id(i);
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let light = point_lights.data[light_id];
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var shadow: f32 = 1.0;
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if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
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&& (light.flags & POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = fetch_point_shadow(light_id, in.world_position, in.world_normal);
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}
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let light_contrib = point_light(in.world_position.xyz, light, roughness, NdotV, in.N, in.V, R, F0, diffuse_color);
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light_accum = light_accum + light_contrib * shadow;
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}
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// spot lights
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for (var i: u32 = offset_and_counts[0] + offset_and_counts[1]; i < offset_and_counts[0] + offset_and_counts[1] + offset_and_counts[2]; i = i + 1u) {
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let light_id = get_light_id(i);
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let light = point_lights.data[light_id];
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var shadow: f32 = 1.0;
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if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
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&& (light.flags & POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = fetch_spot_shadow(light_id, in.world_position, in.world_normal);
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}
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let light_contrib = spot_light(in.world_position.xyz, light, roughness, NdotV, in.N, in.V, R, F0, diffuse_color);
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light_accum = light_accum + light_contrib * shadow;
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}
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let n_directional_lights = lights.n_directional_lights;
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for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
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let light = lights.directional_lights[i];
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var shadow: f32 = 1.0;
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if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
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&& (light.flags & DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = fetch_directional_shadow(i, in.world_position, in.world_normal);
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}
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let light_contrib = directional_light(light, roughness, NdotV, in.N, in.V, R, F0, diffuse_color);
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light_accum = light_accum + light_contrib * shadow;
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}
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let diffuse_ambient = EnvBRDFApprox(diffuse_color, 1.0, NdotV);
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let specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV);
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output_color = vec4<f32>(
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light_accum +
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(diffuse_ambient + specular_ambient) * lights.ambient_color.rgb * occlusion +
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emissive.rgb * output_color.a,
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output_color.a);
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output_color = cluster_debug_visualization(
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output_color,
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view_z,
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in.is_orthographic,
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offset_and_counts,
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cluster_index,
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);
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return output_color;
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}
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#ifdef TONEMAP_IN_SHADER
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fn tone_mapping(in: vec4<f32>) -> vec4<f32> {
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// tone_mapping
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return vec4<f32>(reinhard_luminance(in.rgb), in.a);
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// Gamma correction.
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// Not needed with sRGB buffer
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// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
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}
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#endif
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