add aabb cull for mesh, improve NodeEditor view and control
add AO texture
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@ -85,7 +85,6 @@ float MultiSampleDepth(sampler2DMS tex, vec2 tc)
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void main()
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{
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const float gamma = 2.2;
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const float pureWhite = 1.0;
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// Tonemapping
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vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
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@ -100,7 +99,7 @@ void main()
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if (u_EnableSSR)
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{
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vec4 ssrSample = texture(u_SSRTexture, v_TexCoord);
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color += ssrSample.rgb * ssrSample.a;
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color = mix(color, ssrSample.rgb, ssrSample.a);
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}
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@ -111,14 +110,18 @@ void main()
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exposure = u_ManualExposure;
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color *= exposure;
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vec3 mappedColor = color;
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// Reinhard tonemapping operator.
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// see: "Photographic Tone Reproduction for Digital Images", eq. 4
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
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// Scale color by ratio of average luminances.
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vec3 mappedColor = (mappedLuminance / luminance) * color;
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float luminance = dot(mappedColor, vec3(0.2126, 0.7152, 0.0722));
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if (luminance > 0.00001)
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{
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float a = 2.51;
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float b = 0.03;
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float c = 2.43;
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float d = 0.59;
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float e = 0.14;
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mappedColor = clamp((mappedColor * (a * mappedColor + b)) / (mappedColor * (c * mappedColor + d) + e), 0.0, 1.0);
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}
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if (u_FogEnabled > 0.5)
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{
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