forked from 1b-agent/opencadstudio-upstream
feat(render): add scene environment pipeline
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@@ -2,8 +2,9 @@
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//
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// Vertex layout: position [f32;3], normal [f32;3], color [f32;4] (40 bytes)
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//
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// Lighting: simple half-Lambert with a fixed directional light. Two
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// shading paths share this shader, picked per-frame via `u.flat_shade`:
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// Lighting: viewport default lights or drawing light entities supplied by the
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// frame uniform. Two shading paths share this shader, picked per-frame via
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// `u.flat_shade`:
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// - 0.0 → per-vertex normals interpolated to the fragment (Gouraud).
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// - 1.0 → per-triangle face normal from screen-space derivatives
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// `cross(dpdx(pos), dpdy(pos))`, so each triangle reads as a single
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@@ -27,10 +28,36 @@ struct Uniforms {
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light_color_hotspot: array<vec4<f32>, 4>,
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light_attenuation: array<vec4<f32>, 4>,
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lighting: vec4<f32>,
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visual_style: vec4<f32>,
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visual_style_color: vec4<f32>,
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viewport_background: vec4<f32>,
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view_tone: vec4<f32>,
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background_top: vec4<f32>,
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background_middle: vec4<f32>,
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background_bottom: vec4<f32>,
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background_aux0: vec4<f32>,
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background_aux1: vec4<f32>,
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background_params: vec4<f32>,
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background_image_params: vec4<f32>,
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background_image_transform: vec4<f32>,
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environment_params: vec4<f32>,
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environment_view: mat4x4<f32>,
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shadow_view_proj: mat4x4<f32>,
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shadow_params: vec4<f32>,
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fog_color: vec4<f32>,
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fog_params: vec4<f32>,
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fog_distances: vec4<f32>,
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light_web_profile_a: array<vec4<f32>, 4>,
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light_web_profile_b: array<vec4<f32>, 4>,
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light_web_rotation: array<vec4<f32>, 4>,
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};
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@group(0) @binding(0)
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var<uniform> u: Uniforms;
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@group(0) @binding(3) var environment_texture: texture_2d<f32>;
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@group(0) @binding(4) var environment_sampler: sampler;
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@group(0) @binding(5) var shadow_texture: texture_depth_2d;
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@group(0) @binding(6) var shadow_sampler: sampler_comparison;
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struct MaterialMaps {
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blends0: vec4<f32>,
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@@ -202,6 +229,63 @@ fn map_weight(uv: vec2<f32>, tiling: u32) -> f32 {
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return 1.0;
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}
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fn environment_uv(direction: vec3<f32>) -> vec2<f32> {
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let d = normalize(direction);
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let longitude = atan2(d.x, -d.z) + u.environment_params.y;
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let latitude = asin(clamp(d.y, -1.0, 1.0));
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return vec2<f32>(
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fract(longitude / (2.0 * 3.14159265359) + 0.5),
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0.5 - latitude / 3.14159265359,
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);
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}
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fn shadow_visibility(position: vec3<f32>) -> f32 {
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if u.shadow_params.x < 0.5 {
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return 1.0;
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}
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let clip = u.shadow_view_proj * vec4<f32>(position, 1.0);
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let ndc = clip.xyz / max(abs(clip.w), 1e-6);
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if ndc.z <= 0.0 || ndc.z >= 1.0 || any(abs(ndc.xy) > vec2<f32>(1.0)) {
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return 1.0;
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}
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let uv = vec2<f32>(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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let dimensions = vec2<f32>(textureDimensions(shadow_texture));
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let texel = 1.0 / max(dimensions, vec2<f32>(1.0));
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let radius = i32(clamp(ceil(u.shadow_params.z * 2.0), 0.0, 2.0));
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var visibility = 0.0;
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var samples = 0.0;
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for (var y = -2; y <= 2; y = y + 1) {
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for (var x = -2; x <= 2; x = x + 1) {
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if abs(x) <= radius && abs(y) <= radius {
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visibility += textureSampleCompare(
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shadow_texture,
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shadow_sampler,
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uv + vec2<f32>(f32(x), f32(y)) * texel,
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ndc.z - u.shadow_params.y,
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);
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samples += 1.0;
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}
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}
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}
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return visibility / max(samples, 1.0);
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}
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fn photometric_web(index: u32, cosine: f32) -> f32 {
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if u.light_web_rotation[index].w < 0.5 {
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return 1.0;
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}
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let profile_a = u.light_web_profile_a[index];
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let profile_b = u.light_web_profile_b[index];
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let angle_index = clamp(acos(clamp(cosine, -1.0, 1.0)) / 3.14159265359 * 7.0, 0.0, 7.0);
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let lower = u32(floor(angle_index));
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let upper = min(lower + 1u, 7u);
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let value_at = array<f32, 8>(
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profile_a.x, profile_a.y, profile_a.z, profile_a.w,
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profile_b.x, profile_b.y, profile_b.z, profile_b.w,
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);
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return mix(value_at[lower], value_at[upper], fract(angle_index));
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}
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@fragment
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fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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let two_sided = maps.render_modes.x != 0u;
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@@ -252,79 +336,6 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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);
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}
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// Native AcDbLight / Sun lighting. When a drawing has no active lights,
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// retain the neutral three-point editor rig so ordinary models remain
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// readable.
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let l0 = normalize(vec3<f32>( 0.5, 0.8, 0.6)); // key (upper front)
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let l1 = normalize(vec3<f32>(-0.7, 0.3, 0.4)); // fill (left)
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let l2 = normalize(vec3<f32>( 0.2, -0.6, -0.8)); // back/under
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var direct_light = vec3<f32>(
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0.45 * select(max(dot(n, l0), 0.0), abs(dot(n, l0)), two_sided)
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+ 0.30 * select(max(dot(n, l1), 0.0), abs(dot(n, l1)), two_sided)
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+ 0.25 * select(max(dot(n, l2), 0.0), abs(dot(n, l2)), two_sided)
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);
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var key_light = l0;
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if (u.lighting.x > 0.5) {
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direct_light = vec3<f32>(0.0);
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let count = min(u32(u.lighting.x), 4u);
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for (var index = 0u; index < count; index = index + 1u) {
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let position_type = u.light_position_type[index];
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let direction_intensity = u.light_direction_intensity[index];
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let color_hotspot = u.light_color_hotspot[index];
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let attenuation_data = u.light_attenuation[index];
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var light_vector = -normalize(direction_intensity.xyz);
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var attenuation = 1.0;
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if (position_type.w > 1.5) {
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let delta = position_type.xyz - in.world_pos;
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let distance = max(length(delta), 1e-5);
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light_vector = delta / distance;
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if (attenuation_data.x > 1.5) {
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attenuation /= max(distance * distance, 1.0);
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} else if (attenuation_data.x > 0.5) {
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attenuation /= max(distance, 1.0);
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}
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if (attenuation_data.z > attenuation_data.y) {
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attenuation *= 1.0 - smoothstep(
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attenuation_data.y,
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attenuation_data.z,
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distance,
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);
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}
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if (position_type.w > 2.5) {
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let source_to_fragment = -light_vector;
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let cone = dot(
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source_to_fragment,
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normalize(direction_intensity.xyz),
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);
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attenuation *= smoothstep(
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attenuation_data.w,
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color_hotspot.w,
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cone,
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);
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}
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}
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let strength = max(direction_intensity.w, 0.0) * attenuation;
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let response = select(
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max(dot(n, light_vector), 0.0),
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abs(dot(n, light_vector)),
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two_sided,
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);
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direct_light += color_hotspot.rgb * response * strength;
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if (index == 0u) {
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key_light = light_vector;
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}
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}
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}
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let view = normalize(in.eye_vec);
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let half_vec = normalize(key_light + view);
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let gloss_exp = mix(2.0, 128.0, clamp(in.material.x, 0.0, 1.0));
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let fresnel0 = pow(
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(max(in.specular.w, 1.0) - 1.0) / (max(in.specular.w, 1.0) + 1.0),
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2.0,
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);
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let fresnel = fresnel0
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+ (1.0 - fresnel0) * pow(1.0 - abs(dot(n, view)), 5.0);
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let specular_strength = clamp(1.0 + in.material.y + fresnel, 0.0, 1.5);
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var albedo = in.color.rgb;
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if (maps.present0.x != 0u) {
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let texel = textureSample(diffuse_map, diffuse_sampler, in.uv_diffuse).rgb;
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@@ -335,6 +346,23 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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);
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albedo = mix(albedo, texel, blend);
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}
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// Viewport face-colour modes apply to unmaterialed faces. An attached
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// material remains authoritative, including its own diffuse texture.
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if (maps.source_state.z == 0u) {
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let mode = u32(max(u.visual_style.x, 0.0) + 0.5);
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if (mode == 2u) {
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albedo = u.viewport_background.rgb;
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} else if (mode == 3u || mode == 4u) {
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albedo = u.visual_style_color.rgb;
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} else if (mode == 5u) {
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albedo = mix(albedo, u.visual_style_color.rgb, 0.5);
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} else if (mode == 6u) {
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let luminance = dot(albedo, vec3<f32>(0.2126, 0.7152, 0.0722));
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albedo = mix(albedo, vec3<f32>(luminance), 0.3);
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}
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}
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var specular_color = select(in.specular.rgb, albedo, in.flags.x == 1u);
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if (maps.present0.y != 0u) {
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let texel = textureSample(specular_map, specular_sampler, in.uv_specular).rgb;
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@@ -345,17 +373,124 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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);
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specular_color = mix(specular_color, texel, blend);
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}
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let half_response = select(
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max(dot(n, half_vec), 0.0),
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abs(dot(n, half_vec)),
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two_sided,
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let view = normalize(in.eye_vec);
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let gloss_exp = mix(2.0, 128.0, clamp(in.material.x, 0.0, 1.0));
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let fresnel0 = pow(
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(max(in.specular.w, 1.0) - 1.0) / (max(in.specular.w, 1.0) + 1.0),
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2.0,
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);
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let specular = specular_color
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* pow(half_response, gloss_exp)
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* specular_strength
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* max(in.advanced.z, 0.0);
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let ambient_light = albedo * clamp(in.ambient.rgb, vec3<f32>(0.0), vec3<f32>(1.0));
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var lit = ambient_light + albedo * clamp(direct_light, vec3<f32>(0.0), vec3<f32>(2.0)) + specular;
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let fresnel = fresnel0
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+ (1.0 - fresnel0) * pow(1.0 - abs(dot(n, view)), 5.0);
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let specular_strength = clamp(1.0 + in.material.y + fresnel, 0.0, 1.5);
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let viewport_highlight = select(
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1.0,
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max(u.visual_style.z, 0.0),
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maps.source_state.z == 0u && u.visual_style.z >= 0.0,
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);
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// The CPU resolves the viewport's default-light policy before upload, so
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// this loop handles both generated distant lights and drawing light data.
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// Diffuse and specular are accumulated from every visible light using the
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// same colour, intensity, cone and attenuation terms.
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var direct_light = vec3<f32>(0.0);
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var direct_specular = vec3<f32>(0.0);
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let shadow = shadow_visibility(in.world_pos);
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let shadow_light_index = u32(max(u.shadow_params.w, 0.0) + 0.5);
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let count = min(u32(u.lighting.x), 4u);
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for (var index = 0u; index < count; index = index + 1u) {
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let position_type = u.light_position_type[index];
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let direction_intensity = u.light_direction_intensity[index];
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let color_hotspot = u.light_color_hotspot[index];
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let attenuation_data = u.light_attenuation[index];
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var light_vector = -normalize(direction_intensity.xyz);
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var attenuation = 1.0;
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if (position_type.w > 1.5) {
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let delta = position_type.xyz - in.world_pos;
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let distance = max(length(delta), 1e-5);
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light_vector = delta / distance;
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if (attenuation_data.x > 1.5) {
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attenuation /= max(distance * distance, 1.0);
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} else if (attenuation_data.x > 0.5) {
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attenuation /= max(distance, 1.0);
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}
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if (attenuation_data.z > attenuation_data.y) {
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attenuation *= 1.0 - smoothstep(
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attenuation_data.y,
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attenuation_data.z,
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distance,
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);
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}
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if (position_type.w > 2.5) {
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let source_to_fragment = -light_vector;
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let cone = dot(
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source_to_fragment,
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normalize(direction_intensity.xyz),
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);
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attenuation *= smoothstep(
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attenuation_data.w,
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color_hotspot.w,
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cone,
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);
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}
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attenuation *= photometric_web(
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index,
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dot(-light_vector, normalize(direction_intensity.xyz)),
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);
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}
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let visibility = select(1.0, shadow, index == shadow_light_index);
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let strength = max(direction_intensity.w, 0.0) * attenuation * visibility;
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let response = select(
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max(dot(n, light_vector), 0.0),
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abs(dot(n, light_vector)),
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two_sided,
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);
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direct_light += color_hotspot.rgb * response * strength;
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let half_vec = normalize(light_vector + view);
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let half_response = select(
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max(dot(n, half_vec), 0.0),
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abs(dot(n, half_vec)),
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two_sided,
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);
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direct_specular += color_hotspot.rgb
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* specular_color
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* pow(half_response, gloss_exp)
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* specular_strength
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* viewport_highlight
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* max(in.advanced.z, 0.0)
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* strength;
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}
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let ambient_light = clamp(in.ambient.rgb, vec3<f32>(0.0), vec3<f32>(1.0))
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* clamp(u.lighting.yzw, vec3<f32>(0.0), vec3<f32>(1.0));
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var lit = ambient_light
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+ albedo * clamp(direct_light, vec3<f32>(0.0), vec3<f32>(2.0))
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+ direct_specular;
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if (u.environment_params.x > 0.5) {
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let diffuse_environment = textureSample(
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environment_texture,
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environment_sampler,
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environment_uv(n),
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).rgb;
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let reflection_direction = reflect(-view, n);
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let reflected_environment = textureSample(
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environment_texture,
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environment_sampler,
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environment_uv(reflection_direction),
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).rgb;
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let indirect_enabled = maps.source_state.z == 0u
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|| maps.render_modes.z >= 2u
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|| maps.render_modes.w != 0u;
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let color_bleed = select(0.0, max(maps.indirect.x, 0.0), indirect_enabled);
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lit += albedo
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* diffuse_environment
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* max(u.environment_params.z, 0.0)
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* color_bleed;
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lit += reflected_environment
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* specular_color
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* specular_strength
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* viewport_highlight
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* max(in.advanced.z, 0.0)
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* max(u.environment_params.w, 0.0);
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}
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if (maps.present0.z != 0u) {
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let reflected = textureSample(
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reflection_map,
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@@ -398,6 +533,21 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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if (in.flags.w == 1u) {
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rgb = lit + albedo * max(in.material.w, 0.0);
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}
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let contrast = 1.0 + clamp(u.view_tone.y, -1.0, 1.0);
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rgb = (rgb - vec3<f32>(0.5)) * contrast + vec3<f32>(0.5);
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rgb += vec3<f32>(clamp(u.view_tone.x, -1.0, 1.0) * 0.5);
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rgb *= max(1.0 + u.visual_style.w, 0.0);
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if (u.fog_params.x > 0.5) {
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let fog_range = max(u.fog_distances.y - u.fog_distances.x, 1e-6);
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let fog_distance = length(in.world_pos);
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let fog_position = clamp(
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(fog_distance - u.fog_distances.x) / fog_range,
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0.0,
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1.0,
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);
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let fog_density = mix(u.fog_params.z, u.fog_params.w, fog_position);
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rgb = mix(rgb, u.fog_color.rgb, clamp(fog_density, 0.0, 1.0));
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}
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var material_alpha = in.color.a;
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if (maps.present0.w != 0u) {
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let opacity = textureSample(opacity_map, opacity_sampler, in.uv_opacity).r;
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@@ -409,6 +559,7 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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material_alpha *= mix(1.0, opacity, blend);
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}
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material_alpha *= 1.0 - clamp(in.ambient.a * max(in.advanced.w, 0.0), 0.0, 0.95);
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material_alpha *= clamp(u.visual_style.y, 0.0, 1.0);
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let alpha = select(1.0, material_alpha, u.transparency_enable > 0.5);
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return vec4<f32>(rgb, alpha);
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}
|
||||
|
||||
Reference in new issue
Block a user