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#define BLACK_COLOR vec4(0.0f,0.0f,0.0f,1.0f) #define WHITE_COLOR vec4(1.0f,1.0f,1.0f,1.0f)
import lib-utils.glsl import lib-env.glsl import lib-normal.glsl import lib-alpha.glsl import lib-vectors.glsl import lib-sparse.glsl import lib-sampler.glsl
uniform SamplerSparse InputSpaceTexSampler;
uniform bool tAuthor;
uniform bool tAuthor_version;
uniform bool bSwapSpace;
uniform int XYZOrderType;
uniform bool Xnegative;
uniform bool Ynegative;
uniform bool Znegative;
uniform bool bPacked;
uniform bool bInputTBN;
uniform bool bInputGamma;
uniform int EnumGammaType;
uniform bool bFlipY;
uniform bool bOutputGamma;
uniform int EnumOutputGamma;
uniform bool bOutputSigned;
uniform bool bOutputNormalized;
uniform int EnumDebugView;
float saturate(float v) { return clamp(v, 0.0, 1.0); };
vec2 saturate(vec2 v) { return clamp(v, 0.0, 1.0); };
vec3 saturate(vec3 v) { return clamp(v, 0.0, 1.0); };
vec4 saturate(vec4 v) { return clamp(v, 0.0, 1.0); };
float sampleWithDefault(SamplerSparse sampler, SparseCoord coord, float defaultValue) { vec2 value = textureSparse(sampler, coord).rg; return value.r + defaultValue * (1.0 - value.g); };
vec3 sampleWithColor(SamplerSparse sampler, SparseCoord coord,vec3 defaultColor) { vec4 Color = textureSparse(sampler, coord).rgba; Color.rgb = mix(defaultColor.rgb, Color.rgb, Color.a); return Color.rgb; };
mat3 buildTBN (vec3 T, vec3 B, vec3 N) { return mat3 (T,B,N); };
vec3 unpackNormalMap (vec3 InputValue) { vec3 OUT; OUT = 2 * InputValue - 1; return OUT; };
vec4 unpackNormalMap (vec4 InputValue) { vec4 OUT; OUT.xyz = unpackNormalMap(InputValue.xyz); OUT.w = InputValue.w; return OUT; };
vec3 packNormalMap (vec3 InputValue) { vec3 OUT; OUT = 0.5 * InputValue + 0.5; return OUT; };
float rcp (float InputValue) { return 1.0f/InputValue; };
vec3 deGamma (vec3 InputValue, int gammaType = 0) { OUT = (gammaType == 0) ? linear2sRGB(InputValue) : pow(InputValue,vec3(rcp(2.2))); return OUT; };
vec3 enGamma (vec3 InputValue, int gammaType = 0) { OUT = (gammaType == 0) ? sRGB2linear(InputValue) : pow(InputValue,vec3(2.2)); return OUT; };
vec3 remapXYZorder (vec3 InputValue, int orderType) { vec3 OUT; switch(orderType) { case 1 : OUT.xyz = InputValue.xzy; break; case 2 : OUT.xyz = InputValue.yxz; break; case 3 : OUT.xyz = InputValue.yzx; break; case 4 : OUT.xyz = InputValue.zxy; break; case 5 : OUT.xyz = InputValue.zyx; break; default: OUT.xyz = InputValue.xyz; }; return OUT; };
void shade(V2F inputs) { vec3 T,B,N;
N = normalize(inputs.normal); T = normalize(inputs.tangent); B = cross(N,T); float binormalDirection = (dot(B, inputs.bitangent) < 0.0) && (bInputTBN) ? -1 : 1; B *= binormalDirection;
mat3 TBN = buildTBN(T, B, N);
TBN = bSwapSpace ? transpose(TBN) : TBN;
vec3 XYZnegative = 1 - vec3(Xnegative, Ynegative , Znegative) * 2 ; vec3 originInputSpaceColor; originInputSpaceColor = sampleWithColor(InputSpaceTexSampler, inputs.sparse_coord, N);
originInputSpaceColor = bPacked ? unpackNormalMap(originInputSpaceColor) : originInputSpaceColor;
originInputSpaceColor = remapXYZorder(originInputSpaceColor,XYZOrderType) * XYZnegative; vec3 inputSpaceColor = originInputSpaceColor; inputSpaceColor = bInputGamma ? deGamma(inputSpaceColor, EnumGammaType) : inputSpaceColor;
vec3 outputSpaceColor = inputSpaceColor.rgb * TBN;
outputSpaceColor = bOutputNormalized ? normalize(outputSpaceColor) : outputSpaceColor;
outputSpaceColor.y = bFlipY ? -outputSpaceColor.y : outputSpaceColor.y;
outputSpaceColor = bOutputSigned ? outputSpaceColor : packNormalMap( outputSpaceColor );
outputSpaceColor = bOutputGamma ? enGamma(outputSpaceColor, EnumOutputGamma) : outputSpaceColor;
outputSpaceColor = mix(outputSpaceColor,inputSpaceColor,EnumDebugView * 1.0);
diffuseShadingOutput(outputSpaceColor.rgb); };
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