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Update #18 - Final release, added PBR shaders
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#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_gbufferColorTexture;
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_gbufferMaterialTexture;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2D u_metalsLUT;
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uniform mat4 u_inverseProjectionMatrix4f;
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uniform mat4 u_inverseViewMatrix4f;
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uniform vec2 u_viewportSize2f;
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uniform vec3 u_lightPosition3f;
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uniform vec3 u_lightColor3f;
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#define LIB_INCLUDE_PBR_LIGHTING_FUNCTION
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#EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_lighting.glsl"
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void main() {
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vec2 v_position2f = gl_FragCoord.xy * u_viewportSize2f;
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vec3 diffuseColor3f;
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vec3 normalVector3f;
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vec2 lightmapCoords2f;
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vec3 materialData3f;
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float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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if(depth < 0.00001) {
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discard;
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}
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vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0);
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worldSpacePosition.xyz *= 2.0;
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worldSpacePosition.xyz -= 1.0;
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worldSpacePosition = u_inverseProjectionMatrix4f * worldSpacePosition;
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vec4 worldSpacePosition2 = worldSpacePosition;
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worldSpacePosition = u_inverseViewMatrix4f * worldSpacePosition;
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vec3 lightDist = (worldSpacePosition.xyz / worldSpacePosition.w) - u_lightPosition3f;
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vec3 color3f = u_lightColor3f / dot(lightDist, lightDist);
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if(color3f.r + color3f.g + color3f.b < 0.025) {
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discard;
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}
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vec4 sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0);
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diffuseColor3f.rgb = sampleVar4f.rgb;
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lightmapCoords2f.x = sampleVar4f.a;
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sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0);
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normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0;
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lightmapCoords2f.y = sampleVar4f.a;
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materialData3f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).rgb;
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vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector3f);
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vec3 lightDir3f = normalize(lightDist);
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lightDir3f = materialData3f.b == 1.0 ? worldSpaceNormal : -lightDir3f;
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if(dot(lightDir3f, worldSpaceNormal) <= 0.0) {
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discard;
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}
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diffuseColor3f *= diffuseColor3f;
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worldSpacePosition2 = u_inverseViewMatrix4f * vec4(worldSpacePosition2.xyz / worldSpacePosition2.w, 0.0);
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worldSpacePosition2.xyz = normalize(worldSpacePosition2.xyz);
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output4f = vec4(eaglercraftLighting(diffuseColor3f, color3f, -worldSpacePosition2.xyz, lightDir3f, worldSpaceNormal, materialData3f), 0.0);
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}
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