Remove trailing spaces on shaders
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29ded51ea4
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fb0f83bc91
1 changed files with 137 additions and 137 deletions
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@ -84,11 +84,11 @@ vec3 ComputePBR()
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{
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vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
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albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
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float metallic = clamp(metallicValue, 0.0, 1.0);
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float roughness = clamp(roughnessValue, 0.0, 1.0);
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float ao = clamp(aoValue, 0.0, 1.0);
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if (useTexMRA == 1)
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{
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vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
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@ -133,18 +133,18 @@ vec3 ComputePBR()
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vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
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vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
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// Difuse and spec light can't be above 1.0
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// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
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vec3 kD = vec3(1.0) - F;
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// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
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kD *= 1.0 - metallic;
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lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result
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}
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vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
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return (ambientFinal + lightAccum*ao + emissive);
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}
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@ -154,7 +154,7 @@ void main()
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// HDR tonemapping
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color = pow(color, color + vec3(1.0));
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// Gamma correction
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color = pow(color, vec3(1.0/2.2));
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