Style: Run clang-format on recent shader changes
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ce8294986d
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d3f01a2281
2 changed files with 29 additions and 44 deletions
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@ -176,7 +176,7 @@ void main() {
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#ifdef USE_SOURCE_PANORAMA
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vec3 val = texturePanorama(source_panorama, L).rgb;
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#else
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vec3 val = textureCubeLod(source_cube, L,0.0).rgb;
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vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
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#endif
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//mix using Linear, to approximate high end back-end
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val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
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@ -285,7 +285,6 @@ varying mediump vec3 refprobe2_ambient_normal;
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#endif //vertex lighting for refprobes
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void main() {
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highp vec4 vertex = vertex_attrib;
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@ -501,10 +500,10 @@ VERTEX_SHADER_CODE
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light_att = vec3(spot_attenuation);
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} else {
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light_att=vec3(0.0);
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light_att = vec3(0.0);
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}
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} else {
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light_att=vec3(0.0);
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light_att = vec3(0.0);
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}
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L = normalize(light_rel_vec);
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@ -546,7 +545,7 @@ VERTEX_SHADER_CODE
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#ifdef USE_REFLECTION_PROBE1
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{
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vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
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vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
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vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
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vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
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float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
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@ -554,7 +553,6 @@ VERTEX_SHADER_CODE
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vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
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refprobe1_reflection_normal_blend.xyz = local_ref_vec;
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refprobe1_reflection_normal_blend.a = blend;
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}
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#ifndef USE_LIGHTMAP
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@ -564,7 +562,6 @@ VERTEX_SHADER_CODE
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#endif //USE_REFLECTION_PROBE1
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#ifdef USE_REFLECTION_PROBE2
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{
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vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
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@ -576,7 +573,6 @@ VERTEX_SHADER_CODE
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vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
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refprobe2_reflection_normal_blend.xyz = local_ref_vec;
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refprobe2_reflection_normal_blend.a = blend;
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}
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#ifndef USE_LIGHTMAP
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@ -697,18 +693,18 @@ uniform vec4 refprobe2_ambient;
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void reflection_process(samplerCube reflection_map,
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#ifdef USE_VERTEX_LIGHTING
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vec3 ref_normal,
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vec3 ref_normal,
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#ifndef USE_LIGHTMAP
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vec3 amb_normal,
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vec3 amb_normal,
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#endif
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float ref_blend,
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float ref_blend,
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#else //no vertex lighting
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vec3 normal, vec3 vertex,
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mat4 local_matrix,
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bool use_box_project, vec3 box_extents, vec3 box_offset,
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vec3 normal, vec3 vertex,
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mat4 local_matrix,
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bool use_box_project, vec3 box_extents, vec3 box_offset,
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#endif //vertex lighting
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bool exterior,float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
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bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
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vec4 reflection;
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@ -763,7 +759,6 @@ void reflection_process(samplerCube reflection_map,
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reflection_accum += reflection;
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#ifndef USE_LIGHTMAP
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vec4 ambient_out;
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@ -800,7 +795,6 @@ uniform bool lightmap_capture_sky;
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#ifdef USE_RADIANCE_MAP
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uniform samplerCube radiance_map; // texunit:-2
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uniform mat4 radiance_inverse_xform;
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@ -909,8 +903,6 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
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return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
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}
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/* clang-format off */
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FRAGMENT_SHADER_GLOBALS
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@ -1375,11 +1367,8 @@ FRAGMENT_SHADER_CODE
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ambient_light *= ambient_energy;
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#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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vec4 ambient_accum = vec4(0.0);
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vec4 reflection_accum = vec4(0.0);
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@ -1387,19 +1376,17 @@ FRAGMENT_SHADER_CODE
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reflection_process(reflection_probe1,
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#ifdef USE_VERTEX_LIGHTING
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refprobe1_reflection_normal_blend.rgb,
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#ifndef USE_LIGHTMAP
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refprobe1_ambient_normal,
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#endif
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refprobe1_reflection_normal_blend.a,
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#else
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normal_interp,vertex_interp,refprobe1_local_matrix,
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refprobe1_use_box_project,refprobe1_box_extents,refprobe1_box_offset,
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refprobe1_reflection_normal_blend.rgb,
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#ifndef USE_LIGHTMAP
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refprobe1_ambient_normal,
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#endif
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refprobe1_exterior,refprobe1_intensity, refprobe1_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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refprobe1_reflection_normal_blend.a,
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#else
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normal_interp, vertex_interp, refprobe1_local_matrix,
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refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
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#endif
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refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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#endif // USE_REFLECTION_PROBE1
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@ -1407,17 +1394,17 @@ FRAGMENT_SHADER_CODE
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reflection_process(reflection_probe2,
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#ifdef USE_VERTEX_LIGHTING
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refprobe2_reflection_normal_blend.rgb,
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refprobe2_reflection_normal_blend.rgb,
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#ifndef USE_LIGHTMAP
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refprobe2_ambient_normal,
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refprobe2_ambient_normal,
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#endif
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refprobe2_reflection_normal_blend.a,
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refprobe2_reflection_normal_blend.a,
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#else
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normal_interp,vertex_interp,refprobe2_local_matrix,
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refprobe2_use_box_project,refprobe2_box_extents,refprobe2_box_offset,
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normal_interp, vertex_interp, refprobe2_local_matrix,
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refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
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#endif
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refprobe2_exterior,refprobe2_intensity, refprobe2_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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#endif // USE_REFLECTION_PROBE2
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@ -1473,7 +1460,6 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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#endif //BASE PASS
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//
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@ -1757,7 +1743,6 @@ FRAGMENT_SHADER_CODE
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// environment BRDF approximation
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{
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#if defined(DIFFUSE_TOON)
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@ -1773,7 +1758,7 @@ FRAGMENT_SHADER_CODE
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vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
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specular_light *= AB.x * specular_color + AB.y;
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specular_light *= AB.x * specular_color + AB.y;
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#endif
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}
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