add alpha pass
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@ -151,7 +151,7 @@ uniform int u_ShadowEnabled;
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struct PBRParameters
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{
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vec3 Albedo;
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vec4 Albedo;
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float Roughness;
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float Metalness;
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vec3 Normal;
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@ -213,7 +213,7 @@ vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters para
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float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
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vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
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vec3 diffuseBRDF = kd * params.Albedo;
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vec3 diffuseBRDF = kd * params.Albedo.rgb;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
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return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
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@ -245,7 +245,7 @@ vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 wor
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float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
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vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
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vec3 diffuseBRDF = kd * params.Albedo;
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vec3 diffuseBRDF = kd * params.Albedo.rgb;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
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return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
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@ -282,7 +282,7 @@ vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 world
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float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
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vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
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vec3 diffuseBRDF = kd * params.Albedo;
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vec3 diffuseBRDF = kd * params.Albedo.rgb;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
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return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
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@ -305,7 +305,7 @@ vec3 Lighting(vec3 F0)
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float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
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vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
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vec3 diffuseBRDF = kd * m_Params.Albedo;
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vec3 diffuseBRDF = kd * m_Params.Albedo.rgb;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
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@ -331,7 +331,7 @@ vec3 IBL(vec3 F0, vec3 Lr)
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vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
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vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
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vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
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vec3 diffuseIBL = m_Params.Albedo * irradiance;
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vec3 diffuseIBL = m_Params.Albedo.rgb * irradiance;
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int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
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vec3 specularIrradiance = textureLod(
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@ -405,7 +405,7 @@ float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
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void main()
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{
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m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
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m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord) : vec4(u_AlbedoColor, 1.0f);
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m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
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m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
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m_Params.Roughness = max(m_Params.Roughness, 0.05);
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@ -423,7 +423,7 @@ void main()
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vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
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vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
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vec3 F0 = mix(Fdielectric, m_Params.Albedo.rgb, m_Params.Metalness);
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// Shadow
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float shadowFactor = 1.0;
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@ -453,7 +453,8 @@ void main()
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vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
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color = vec4(lightContribution + iblContribution, 1.0);
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color = vec4(lightContribution + iblContribution, m_Params.Albedo.a);
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// Bloom
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float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
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