mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-11 01:38:20 +08:00
248 lines
10 KiB
GLSL
248 lines
10 KiB
GLSL
#if defined MAIN_SHADOW_PASS && defined LPV_HANDHELD_SHADOWS && defined IS_LPV_ENABLED
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float swapperlinZ2(float depth, float _near, float _far) {
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return (2.0 * _near) / (_far + _near - depth * (_far - _near));
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}
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float SSRT_Handlight_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, vec3 normals, bool hand){
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if(hand) return 1.0;
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vec3 WlightDir = normalize((gbufferModelViewInverse*vec4(lightDir, 1.0)).xyz);
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float NdotL = dot(normals, WlightDir);
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NdotL = smoothstep(0.0, 0.2, abs(NdotL));
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float shadows = 1.0;
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#if LPV_HANDHELD_SHADOWS_QUALITY == 0
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float samples = 10.0;
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float div = 0.0015;
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#else
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float samples = 20.0;
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float div = 0.0005;
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#endif
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float _near = near; float _far = far*4.0;
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if (depthCheck) {
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_near = dhVoxyNearPlane;
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_far = dhVoxyFarPlane;
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}
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vec3 position = toClipSpace3_DH(viewPos, depthCheck) ;
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//prevents the ray from going behind the camera
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float rayLength = ((viewPos.z + lightDir.z * _far * sqrt(3.)) > -_near) ? (-_near - viewPos.z) / lightDir.z : _far * sqrt(3.);
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vec3 direction = toClipSpace3_DH(viewPos + lightDir*rayLength, depthCheck) - position;
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direction.xyz = direction.xyz / max(max(abs(direction.x)/div, abs(direction.y)/div),400.0); //fixed step size
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direction *= 6.0;
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position.xy *= RENDER_SCALE;
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direction.xy *= RENDER_SCALE;
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vec3 newPos = position + direction*noise;
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// literally shadow bias to fight shadow acne due to precision problems when comparing sampled depth and marched position
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//newPos += direction*0.3;
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for (int i = 0; i < int(samples); i++) {
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float samplePos;
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#if defined DISTANT_HORIZONS || defined VOXY
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if(depthCheck) {
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samplePos = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x;
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} else
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#endif
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{
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samplePos = texelFetch2D(depthtex2, ivec2(newPos.xy/texelSize),0).x,hand;
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}
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if(samplePos < newPos.z && samplePos > 0.0){// && (samplePos <= max(minZ,maxZ) && samplePos >= min(minZ,maxZ))){
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shadows = 0.0;
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break;
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}
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newPos += direction;
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}
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return clamp(shadows*NdotL, 1.0-LPV_HANDHELD_SHADOWS_STRENGTH, 1.0);
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}
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#endif
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#ifdef IS_LPV_ENABLED
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos, inout float lightRange) {
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vec3 lightFinal = vec3(0.0);
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vec3 lightColor = vec3(0.0);
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uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
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vec4 lightColorRange = unpackUnorm4x8(blockData.r);
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lightColor = srgbToLinear(lightColorRange.rgb);
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lightRange = lightColorRange.a * 255.0;
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if (lightRange > 0.0) {
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float lightDist = length(playerPos+relativeEyePosition);
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// vec3 lightDir = playerPos / lightDist;
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float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
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float falloff = pow(1.0 - lightDist / lightRange, 3.0);
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lightFinal = lightColor * NoL * max(falloff, 0.0);
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}
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return lightFinal;
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}
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#endif
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vec3 doBlockLightLighting(
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vec3 lightColor, float lightmap,
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vec3 playerPos, vec3 lpvPos
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#ifdef MAIN_SHADOW_PASS
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, vec3 viewPos, bool depthCheck, float noise, vec3 normals, bool hand
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#endif
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){
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lightmap = clamp(lightmap,0.0,1.0);
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float lightmapBrightspot = min(max(lightmap-0.7,0.0)*3.3333,1.0);
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lightmapBrightspot *= lightmapBrightspot*lightmapBrightspot;
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float lightmapLight = 1.0-sqrt(1.0-lightmap);
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lightmapLight *= lightmapLight;
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float lightmapCurve = mix(lightmapLight, 2.5, lightmapBrightspot);
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vec3 blockLight = lightmapCurve * lightColor;
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#if defined IS_LPV_ENABLED && defined MC_GL_ARB_shader_image_load_store
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vec4 lpvSample = SampleLpvLinear(lpvPos);
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#ifdef VANILLA_LIGHTMAP_MASK
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lpvSample.rgb *= lightmapCurve;
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#endif
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// vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
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// create a smooth falloff at the edges of the voxel volume.
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float fadeLength = 10.0; // in meters
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float voxelRangeFalloff = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0);
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// outside the voxel volume, lerp to vanilla lighting as a fallback
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blockLight = mix(blockLight, lpvSample.rgb + lightColor * 2.5 * min(max(lightmap-0.999,0.0)/(1.0-0.999),1.0), voxelRangeFalloff);
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#ifdef Hand_Held_lights
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// create handheld lightsources
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if (heldItemId > 0){
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float lightRange = 0.0;
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vec3 handLightCol = GetHandLight(heldItemId, playerPos, lightRange);
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#if defined MAIN_SHADOW_PASS && defined LPV_HANDHELD_SHADOWS
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if (lightRange > 0.0 && firstPersonCamera) handLightCol *= SSRT_Handlight_Shadows(viewPos, depthCheck, -(viewPos + vec3(-0.25, 0.2, 0.0)), noise, normals, hand);
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#endif
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blockLight += handLightCol;
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}
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if (heldItemId2 > 0){
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float lightRange2 = 0.0;
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vec3 handLightCol2 = GetHandLight(heldItemId2, playerPos, lightRange2);
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#if defined MAIN_SHADOW_PASS && defined LPV_HANDHELD_SHADOWS
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if (lightRange2 > 0.0 && firstPersonCamera) handLightCol2 *= SSRT_Handlight_Shadows(viewPos, depthCheck, -(viewPos + vec3(0.25, 0.2, 0.0)), noise, normals, hand);
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#endif
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blockLight += handLightCol2;
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}
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#endif
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#endif
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return blockLight * TORCH_AMOUNT;
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}
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vec3 doIndirectLighting(
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vec3 lightColor, vec3 minimumLightColor, float lightmap
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){
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// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
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// float lightmapCurve = lightmap*lightmap;
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float lightmapCurve = (pow(lightmap,15.0)*2.0 + lightmap*lightmap)/3.0; //make sure its 0.0-1.0
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vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness;
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// indirectLight = max(indirectLight, minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision));
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indirectLight += mix(minimumLightColor * (MIN_LIGHT_AMOUNT * 0.004 + nightVision*0.02), minimumLightColor * (MIN_LIGHT_AMOUNT_INSIDE * 0.004 + nightVision*0.02), 1.0-lightmap);
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return indirectLight;
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}
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uniform float centerDepthSmooth;
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#if defined VIVECRAFT
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uniform bool vivecraftIsVR;
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uniform vec3 vivecraftRelativeMainHandPos;
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uniform vec3 vivecraftRelativeOffHandPos;
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uniform mat4 vivecraftRelativeMainHandRot;
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uniform mat4 vivecraftRelativeOffHandRot;
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#endif
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vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in vec3 normal, out vec4 flashLightSpecularData, bool hand){
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// vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0);
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// vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0;
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// shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz;
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vec3 shiftedViewPos;
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vec3 shiftedPlayerPos;
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float forwardOffset;
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#ifdef VIVECRAFT
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if (vivecraftIsVR) {
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forwardOffset = 0.0;
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shiftedPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + vivecraftRelativeMainHandPos;
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shiftedViewPos = shiftedPlayerPos * mat3(vivecraftRelativeMainHandRot);
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} else
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#endif
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{
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forwardOffset = 0.5;
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shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0);
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shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0;
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shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz;
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}
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vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - forwardOffset, 1e-7);
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float linearDistance = length(shiftedPlayerPos);
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float shiftedLinearDistance = length(scaledViewPos);
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float lightFalloff = 1.0 - clamp(1.0-linearDistance/FLASHLIGHT_RANGE, -0.999,1.0);
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lightFalloff = max(exp(-10.0 * FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT * lightFalloff),0.0);
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#if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR)
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float flashLightSpecular = lightFalloff * exp2(-7.0*shiftedLinearDistance*shiftedLinearDistance) * FLASHLIGHT_BRIGHTNESS_MULT;
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flashLightSpecularData = vec4(normalize(shiftedPlayerPos), flashLightSpecular);
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#endif
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float projectedCircle = clamp(1.0 - shiftedLinearDistance*FLASHLIGHT_SIZE,0.0,1.0);
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float lenseDirt = texture2D(noisetex, scaledViewPos * 0.2 + 0.1).b;
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float lenseShape = (pow(abs(pow(abs(projectedCircle-1.0),2.0)*2.0 - 0.5),2.0) + lenseDirt*0.2) * 10.0;
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float offsetNdotL = clamp(dot(-normal, normalize(shiftedPlayerPos)),0,1);
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vec3 flashlightDiffuse = vec3(1.0) * lightFalloff * offsetNdotL * pow(1.0-pow(1.0-projectedCircle,2),2) * lenseShape * FLASHLIGHT_BRIGHTNESS_MULT;
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if(hand){
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flashlightDiffuse = vec3(0.0);
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flashLightSpecularData = vec4(0.0);
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}
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#ifdef FLASHLIGHT_BOUNCED_INDIRECT
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float lightWidth = 1.0+linearDistance*3.0;
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vec3 pointPos = mat3(gbufferModelViewInverse) * (toScreenSpace(vec3(texcoord, centerDepthSmooth)) + vec3(-0.25, 0.2, 0.0));
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float flashLightHitPoint = distance(pointPos, shiftedPlayerPos);
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float indirectFlashLight = exp(-10.0 * (1.0 - clamp(1.0-length(shiftedViewPos.xy)/lightWidth,0.0,1.0)) );
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indirectFlashLight *= pow(clamp(1.0-flashLightHitPoint/lightWidth,0,1),2.0);
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flashlightDiffuse += albedo/150.0 * indirectFlashLight * lightFalloff;
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#endif
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return flashlightDiffuse * vec3(FLASHLIGHT_R,FLASHLIGHT_G,FLASHLIGHT_B);
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}
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