62 lines
1.5 KiB
Python
62 lines
1.5 KiB
Python
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$input v_texcoord0
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/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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#include "parameters.sh"
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#include "normal_encoding.sh"
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SAMPLER2D(s_color, 0);
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SAMPLER2D(s_normal, 1);
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float ShadertoyNoise (vec2 uv) {
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return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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int ModHelper (float a, float b)
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{
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return int( a - (b*floor(a/b)));
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}
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void main()
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{
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vec2 texCoord = v_texcoord0;
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// mess with result so there's something to denosie
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float sn = 1.0;
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if (1.5 < u_noiseType)
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{
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sn = ShadertoyNoise(gl_FragCoord.xy + vec2(314.0, 159.0)*u_frameIdx);
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sn = (sn < 0.5) ? 0.0 : 1.0;
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}
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else if (0.5 < u_noiseType)
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{
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// having trouble compiling for gles when using % or mod :(
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int modCoordX = ModHelper(gl_FragCoord.x, 2.0);
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int modCoordY = ModHelper(gl_FragCoord.y, 2.0);
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int frameSelect = modCoordY * 2 + modCoordX;
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int frameMod4 = ModHelper(u_frameIdx, 4.0);
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sn = (frameSelect == frameMod4) ? 1.0 : 0.0;
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}
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vec4 normalRoughness = texture2D(s_normal, texCoord).xyzw;
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vec3 normal = NormalDecode(normalRoughness.xyz);
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float roughness = 0.5;
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// need to get a valid view vector for any microfacet stuff :(
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float gloss = 1.0-roughness;
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float specPower = 1022.0 * gloss + 2.0;
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vec3 light = normalize(vec3(-0.2, 1.0, -0.2));
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float NdotL = saturate(dot(normal, light));
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float diff = NdotL*0.99 + 0.01;
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float spec = 5.0 * pow(NdotL, specPower);
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float lightAmt = (diff + spec) * sn;
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gl_FragColor = vec4(vec3_splat(lightAmt), 1.0);
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}
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