mirror of
https://github.com/koel/koel
synced 2024-12-20 17:43:36 +00:00
301 lines
8.4 KiB
TypeScript
301 lines
8.4 KiB
TypeScript
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export const blobFrag =
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`
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varying float v_noise;
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uniform float u_audio_high;
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uniform float u_audio_mid;
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uniform float u_audio_bass;
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uniform float u_audio_level;
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uniform float u_audio_history;
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vec3 norm(in vec3 _v){
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return length(_v) > .0 ? normalize(_v) : vec3(.0);
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}
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#if defined(IS_POINTS)
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uniform sampler2D tex_sprite;
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#endif
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#if defined(IS_PBR) && defined(HAS_CUBEMAP)
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uniform samplerCube cubemap;
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uniform samplerCube cubemap_b;
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uniform float cross_fader;
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uniform sampler2D tex_normal;
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uniform sampler2D tex_roughness;
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uniform sampler2D tex_metallic;
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uniform float u_normal;
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uniform float u_roughness;
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uniform float u_metallic;
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uniform float u_exposure;
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uniform float u_gamma;
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varying vec3 v_world_normal;
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varying vec3 v_object_pos;
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varying vec3 v_eye_pos;
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varying vec3 v_pos;
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varying vec3 v_normal;
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varying vec3 v_world_pos;
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varying vec2 v_uv;
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#define PI 3.1415926535897932384626433832795
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// Filmic tonemapping from
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// http://filmicgames.com/archives/75
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const float A = 0.15;
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const float B = 0.50;
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const float C = 0.10;
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const float D = 0.20;
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const float E = 0.02;
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const float F = 0.30;
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vec3 Uncharted2Tonemap( vec3 x )
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{
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return ((x*(A*x+C*B)+D*E)/((x*(A*x+B)+D*F) + .00001))-E/F;
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}
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// https://www.unrealengine.com/blog/physically-based-shading-on-mobile
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vec3 EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV )
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{
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const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022 );
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const vec4 c1 = vec4( 1, 0.0425, 1.04, -0.04 );
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vec4 r = Roughness * c0 + c1;
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float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
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vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
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return SpecularColor * AB.x + AB.y;
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}
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// http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
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vec3 fix_cube_lookup( vec3 v, float cube_size, float lod ) {
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float M = max(max(abs(v.x), abs(v.y)), abs(v.z));
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float scale = 1. - exp2(lod) / (cube_size + .00001);
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if (abs(v.x) != M) v.x *= scale;
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if (abs(v.y) != M) v.y *= scale;
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if (abs(v.z) != M) v.z *= scale;
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return v;
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}
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// Normal Blending
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// Source adapted from http://blog.selfshadow.com/publications/blending-in-detail/
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vec3 blendNormalsUnity( vec3 baseNormal, vec3 detailsNormal )
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{
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vec3 n1 = baseNormal;
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vec3 n2 = detailsNormal;
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mat3 nBasis = mat3(
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vec3(n1.z, n1.y, -n1.x), // +90 degree rotation around y axis
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vec3(n1.x, n1.z, -n1.y), // -90 degree rotation around x axis
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vec3(n1.x, n1.y, n1.z));
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return norm(n2.x*nBasis[0] + n2.y*nBasis[1] + n2.z*nBasis[2]);
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}
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vec3 blendNormals( vec3 n1, vec3 n2 )
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{
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return blendNormalsUnity( n1, n2 );
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}
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#endif
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#if defined(HAS_SHADOW)
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uniform sampler2D u_shadow_map;
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uniform vec3 u_light_pos;
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uniform bool u_debug_shadow;
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varying vec4 v_shadow_coord;
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float sample_shadow( vec4 sc )
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{
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float s = 1./1024.;
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vec2 unproj2D = vec2 (sc.s / (sc.q + .00001),
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sc.t / (sc.q + .00001));
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float shadow = 0.0;
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shadow += texture2D( u_shadow_map, unproj2D + vec2(-s,-s) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2(-s, 0.) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2(-s, s) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2( 0.,-s) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2( 0., 0.) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2( 0., s) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2( s,-s) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2( s, 0.) ).r;
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shadow += texture2D( u_shadow_map, unproj2D + vec2( s, s) ).r;
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return shadow/9.0;;
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}
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#endif
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void main(){
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float m_noise = v_noise;
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float m_noise_inv = 1.-v_noise;
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vec3 m_diffuse = vec3(0.);
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m_diffuse.r += m_noise_inv + m_noise;
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m_diffuse.g += m_noise*1.5;
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//m_diffuse.b += m_noise;
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m_diffuse -= pow(abs(1.-m_noise), 4.)*.95; //<- darken peak
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m_diffuse = clamp(m_diffuse, vec3(0.), vec3(2.));
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m_diffuse *= pow(u_audio_level, 2.);
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vec3 m_col = m_diffuse;
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#if defined(IS_SHADOW)
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gl_FragColor = vec4(m_col, 1.);
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return;
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#endif
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#if defined(IS_PBR) && defined(HAS_CUBEMAP)
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vec3 N = norm( v_world_normal );
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// blend with PBR's
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N = blendNormals( N, texture2D( tex_normal, v_uv ).xyz );
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vec3 V = norm( v_eye_pos );
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// fresnel
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float m_fresnel = pow(1. + dot(norm(v_world_pos - v_eye_pos), v_world_normal), 8.);
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#if defined(HAS_SHADOW)
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// Light direction
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vec3 L = norm( u_light_pos - v_world_pos.xyz );
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// Surface reflection vector
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vec3 R = norm( -reflect( L, N ) );
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#endif
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// sample the roughness and metallic textures
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float roughnessMask = texture2D( tex_roughness, v_uv ).r;
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float metallicMask = texture2D( tex_metallic, v_uv ).r;
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// deduce the diffuse and specular color from the baseColor and how metallic the material is
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vec3 m_specular_col = vec3(m_diffuse)*8.;
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vec3 m_diffuse_col = vec3(m_diffuse)*8.;
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vec3 diffuseColor = m_diffuse_col - m_diffuse_col * u_metallic * metallicMask;
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vec3 specularColor = mix( vec3( 0.08 * m_specular_col ), m_diffuse_col, u_metallic * metallicMask );
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// sample the pre-filtered cubemap at the corresponding mipmap level
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int numMips = 6;
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float mip = float(numMips) - 1. + log2( u_roughness * roughnessMask );
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vec3 lookup = -reflect( V, N );
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vec3 cube_a_rad = pow( abs(textureCube( cubemap, fix_cube_lookup( lookup, 2048., mip ) ).rgb), vec3( 2.2 ) );
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vec3 cube_b_rad = pow( abs(textureCube( cubemap_b, fix_cube_lookup( lookup, 2048., mip ) ).rgb), vec3( 2.2 ) );
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vec3 cube_a_irr = pow( abs(textureCube( cubemap, fix_cube_lookup( N, 2048., 0. ) ).rgb), vec3( 2.2 ) );
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vec3 cube_b_irr = pow( abs(textureCube( cubemap_b, fix_cube_lookup( N, 2048., 0. ) ).rgb), vec3( 2.2 ) );
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vec3 radiance = mix(cube_a_rad, cube_b_rad, cross_fader);
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vec3 irradiance = mix(cube_a_irr, cube_b_irr, cross_fader);
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// get the approximate reflectance
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// float NoV = saturate( dot( N, V ) );
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float NoV = clamp( dot( N, V ), 0., 1. );
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vec3 reflectance = EnvBRDFApprox( specularColor, pow( abs(u_roughness * roughnessMask), 4.0 ), NoV );
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// combine the specular IBL and the BRDF
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vec3 diffuse = diffuseColor * radiance;
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vec3 specular = radiance * reflectance;
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m_col = (diffuse + specular)*u_audio_level*(1.-min(m_fresnel, .99));
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#if defined(HAS_SHADOW)
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// from light source
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vec3 m_light_diffuse_color = vec3(m_diffuse)*3.;
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vec3 m_light_specular_color = vec3(m_diffuse)*3.;
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float m_light_diffuse_intensity = 30.;
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float m_light_specular_intensity = 30.;
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float m_light_diffuse_pow = 150.;
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float m_light_specular_pow = 120.;
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// Diffuse factor
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float NdotL = max( dot( N, L ), 0.0 );
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vec3 D = vec3( NdotL );
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D = pow(abs(D), vec3(m_light_diffuse_pow));
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D *= m_light_diffuse_color * m_light_diffuse_intensity;
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// Specular factor
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vec3 S = pow( max( dot( R, V ), 0.0 ), m_light_specular_pow ) * vec3(1.);
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S *= m_light_specular_color * m_light_specular_intensity;
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m_col += (D + S)*u_audio_level*(1.-min(m_fresnel, .99));
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// cal shadow
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float m_shadow = 1.;
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vec4 m_shadow_coord = v_shadow_coord;
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m_shadow_coord.z += .0003; // <- bias
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m_shadow = sample_shadow(m_shadow_coord);
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m_col *= (m_shadow + m_col*.2 + m_diffuse*.5);
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#endif
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// add noise diffuse
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m_col += pow(abs(m_diffuse), vec3(10.))*8.;
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// apply the tone-mapping
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m_col = Uncharted2Tonemap( m_col * u_exposure );
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// white balance
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m_col = m_col * ( 1. / (Uncharted2Tonemap( vec3( 20. ) ) + .00001) );
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// gamma correction
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m_col = pow( abs(m_col), vec3( 1. / (u_gamma + .00001) ) );
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#endif
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#if defined(IS_WIRE) || defined(IS_POINTS)
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m_col.b -= m_col.g;
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// inner ziggle
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m_col *= .4 * pow(abs(m_noise), 6.);
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// outter ziggle
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m_col.rg += .2 * pow(abs(m_noise_inv), 4.);
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m_col.g *= .5;
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// treble burn
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m_col += pow(abs(u_audio_high), 3.) * 1.;
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// on&off
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m_col *= u_audio_level;
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#if defined(IS_WIRE)
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m_col *= .7;
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#endif
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#endif
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gl_FragColor = vec4(m_col, 1.);
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#if defined(HAS_SHADOW)
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if(u_debug_shadow)
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gl_FragColor = vec4(vec3(m_shadow), 1.);
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#endif
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#if defined(IS_POINTS)
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gl_FragColor *= texture2D(tex_sprite, gl_PointCoord);
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#endif
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#if defined(IS_POP) || defined(IS_POP_OUT)
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gl_FragColor.rgb = pow(abs(gl_FragColor.rgb), vec3(1.2));
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#if defined(IS_POINTS) && defined(IS_POP)
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gl_FragColor.rgb *= pow(u_audio_level, 2.);
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gl_FragColor.rgb *= 50.;
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#endif
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#if defined(IS_WIRE)
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gl_FragColor.rgb *= 2.;
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#if defined(IS_POP_OUT)
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gl_FragColor.rgb *= .2;
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#endif
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#endif
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#endif
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}
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`
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