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18 changes: 9 additions & 9 deletions worldeditor/bin/engine/materials/AreaLight.shader
Original file line number Diff line number Diff line change
Expand Up @@ -123,10 +123,10 @@ void main (void) {
proj.y = 1.0 - proj.y;
#endif

vec4 slice0 = texture(normalsMap, proj);
vec4 normalsSlice = texture(normalsMap, proj);

// Light model LIT
if(slice0.w > 0.0) {
if(normalsSlice.w > 0.0) {
float depth = texture(depthMap, proj).x;
vec3 world = getWorld(_screenToWorld, proj, depth);

Expand All @@ -145,17 +145,17 @@ void main (void) {

if(factor > 0.0) {
// Material parameters
vec4 slice1 = texture(paramsMap, proj);
float rough = slice1.x;
float metal = slice1.z;
float spec = slice1.w;
vec4 paramsSlice = texture(paramsMap, proj);
float rough = paramsSlice.x;
float metal = paramsSlice.z;
float spec = paramsSlice.w;

vec4 slice2 = texture(diffuseMap, proj);
vec3 albedo = slice2.xyz;
vec4 diffuseSlice = texture(diffuseMap, proj);
vec3 albedo = diffuseSlice.xyz;

// Vectors
vec3 v = normalize(cameraPosition() - world);
vec3 n = normalize(slice0.xyz * 2.0 - 1.0);
vec3 n = normalize(normalsSlice.xyz * 2.0 - 1.0);
vec3 r = -reflect(v, n);

float cosTheta = clamp(dot(l, n), -0.999, 0.999);
Expand Down
18 changes: 9 additions & 9 deletions worldeditor/bin/engine/materials/DirectLight.shader
Original file line number Diff line number Diff line change
Expand Up @@ -69,22 +69,22 @@ void main(void) {
proj.y = 1.0 - proj.y;
#endif

vec4 slice0 = texture(normalsMap, proj);
vec4 normalsSlice = texture(normalsMap, proj);

// Light model LIT
if(slice0.w > 0.0) {
if(normalsSlice.w > 0.0) {
float depth = texture(depthMap, proj).x;
vec3 world = getWorld(_screenToWorld, proj, depth);

vec3 n = normalize(slice0.xyz * 2.0 - 1.0);
vec3 n = normalize(normalsSlice.xyz * 2.0 - 1.0);

vec4 params = texture(paramsMap, proj);
float rough = params.x;
float metal = params.z;
float spec = params.w;
vec4 paramsSlice = texture(paramsMap, proj);
float rough = paramsSlice.x;
float metal = paramsSlice.z;
float spec = paramsSlice.w;

vec4 slice2 = texture(diffuseMap, proj);
vec3 albedo = slice2.xyz;
vec4 diffuseSlice = texture(diffuseMap, proj);
vec3 albedo = diffuseSlice.xyz;

vec3 v = normalize(cameraPosition() - world);
vec3 h = normalize(direction.xyz + v);
Expand Down
18 changes: 9 additions & 9 deletions worldeditor/bin/engine/materials/PointLight.shader
Original file line number Diff line number Diff line change
Expand Up @@ -77,10 +77,10 @@ void main (void) {
proj.y = 1.0 - proj.y;
#endif

vec4 slice0 = texture(normalsMap, proj);
vec4 normalsSlice = texture(normalsMap, proj);

// Light model LIT
if(slice0.w > 0.0) {
if(normalsSlice.w > 0.0) {
float depth = texture(depthMap, proj).x;
vec3 world = getWorld(_screenToWorld, proj, depth);

Expand All @@ -98,17 +98,17 @@ void main (void) {
}
if(factor > 0.0) {
// Material parameters
vec4 params = texture(paramsMap, proj);
float rough = params.x;
float metal = params.z;
float spec = params.w;
vec4 paramsSlice = texture(paramsMap, proj);
float rough = paramsSlice.x;
float metal = paramsSlice.z;
float spec = paramsSlice.w;

vec4 slice2 = texture(diffuseMap, proj);
vec3 albedo = slice2.xyz;
vec4 diffuseSlice = texture(diffuseMap, proj);
vec3 albedo = diffuseSlice.xyz;

// Vectors
vec3 v = normalize(cameraPosition() - world);
vec3 n = normalize(slice0.xyz * 2.0 - 1.0);
vec3 n = normalize(normalsSlice.xyz * 2.0 - 1.0);
vec3 r = -reflect(v, n);

float radius = params.y;
Expand Down
18 changes: 9 additions & 9 deletions worldeditor/bin/engine/materials/SpotLight.shader
Original file line number Diff line number Diff line change
Expand Up @@ -67,14 +67,14 @@ void main (void) {

// params = x - brightness, y - radius/width, z - length/height, w - cutoff

vec4 slice0 = texture(normalsMap, proj);
vec4 normalsSlice = texture(normalsMap, proj);

// Light model LIT
if(slice0.w > 0.0) {
if(normalsSlice.w > 0.0) {
float depth = texture(depthMap, proj).x;
vec3 world = getWorld(_screenToWorld, proj, depth);

vec3 n = normalize(slice0.xyz * 2.0 - 1.0);
vec3 n = normalize(normalsSlice.xyz * 2.0 - 1.0);

vec3 dir = position.xyz - world;
vec3 l = normalize(dir);
Expand All @@ -87,13 +87,13 @@ void main (void) {
fall = getAttenuation(dist, params.y) * params.x * fall;
}

vec4 slice1 = texture(paramsMap, proj);
float rough = slice1.x;
float metal = slice1.z;
float spec = slice1.w;
vec4 paramsSlice = texture(paramsMap, proj);
float rough = paramsSlice.x;
float metal = paramsSlice.z;
float spec = paramsSlice.w;

vec4 slice2 = texture(diffuseMap, proj);
vec3 albedo = slice2.xyz;
vec4 diffuseSlice = texture(diffuseMap, proj);
vec3 albedo = diffuseSlice.xyz;

vec3 v = normalize(cameraPosition() - world);
vec3 h = normalize(l + v);
Expand Down
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