Moved the render probe function in PBR.glsllib
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3aeb7350ae
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@ -94,91 +94,6 @@ varying vec3 wNormal;
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uniform float m_AlphaDiscardThreshold;
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uniform float m_AlphaDiscardThreshold;
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#endif
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#endif
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float renderProbe(vec3 viewDir, vec3 normal, vec3 norm, float Roughness, vec4 diffuseColor, vec4 specularColor, float ndotv, vec3 ao, mat4 lightProbeData,vec3 shCoeffs[9],samplerCube prefEnvMap, inout vec3 color ){
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// lightProbeData is a mat4 with this layout
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// 3x3 rot mat|
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// 0 1 2 | 3
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// 0 | ax bx cx | px | )
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// 1 | ay by cy | py | probe position
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// 2 | az bz cz | pz | )
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// --|----------|
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// 3 | sx sy sz sp | -> 1/probe radius + nbMipMaps
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// --scale--
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// parallax fix for spherical / obb bounds and probe blending from
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// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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vec3 rv = reflect(-viewDir, normal);
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vec4 probePos = lightProbeData[3];
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float invRadius = fract( probePos.w);
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float nbMipMaps = probePos.w - invRadius;
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vec3 direction = wPosition - probePos.xyz;
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float ndf = 0.0;
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if(lightProbeData[0][3] != 0.0){
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// oriented box probe
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mat3 wToLocalRot = mat3(lightProbeData);
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wToLocalRot = inverse(wToLocalRot);
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vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
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#if NB_PROBES >= 2
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// probe blending
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// compute fragment position in probe local space
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vec3 localPos = wToLocalRot * wPosition;
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localPos -= probePos.xyz;
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// compute normalized distance field
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vec3 localDir = abs(localPos);
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localDir /= scale;
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ndf = max(max(localDir.x, localDir.y), localDir.z);
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#endif
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// parallax fix
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vec3 rayLs = wToLocalRot * rv;
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rayLs /= scale;
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vec3 positionLs = wPosition - probePos.xyz;
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positionLs = wToLocalRot * positionLs;
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positionLs /= scale;
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vec3 unit = vec3(1.0);
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vec3 firstPlaneIntersect = (unit - positionLs) / rayLs;
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vec3 secondPlaneIntersect = (-unit - positionLs) / rayLs;
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vec3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
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float distance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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vec3 intersectPositionWs = wPosition + rv * distance;
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rv = intersectPositionWs - probePos.xyz;
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} else {
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// spherical probe
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// paralax fix
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rv = invRadius * direction + rv;
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#if NB_PROBES >= 2
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// probe blending
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float dist = sqrt(dot(direction, direction));
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ndf = dist * invRadius;
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#endif
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}
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vec3 indirectDiffuse = vec3(0.0);
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vec3 indirectSpecular = vec3(0.0);
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indirectDiffuse = sphericalHarmonics(normal.xyz, shCoeffs) * diffuseColor.rgb;
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vec3 dominantR = getSpecularDominantDir( normal, rv.xyz, Roughness * Roughness );
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indirectSpecular = ApproximateSpecularIBLPolynomial(prefEnvMap, specularColor.rgb, Roughness, ndotv, dominantR, nbMipMaps);
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#ifdef HORIZON_FADE
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//horizon fade from http://marmosetco.tumblr.com/post/81245981087
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float horiz = dot(rv, norm);
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float horizFadePower = 1.0 - Roughness;
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horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
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horiz *= horiz;
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indirectSpecular *= vec3(horiz);
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#endif
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vec3 indirectLighting = (indirectDiffuse + indirectSpecular) * ao;
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color = indirectLighting * step( 0.0, probePos.w);
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return ndf;
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}
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void main(){
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void main(){
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vec2 newTexCoord;
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vec2 newTexCoord;
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vec3 viewDir = normalize(g_CameraPosition - wPosition);
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vec3 viewDir = normalize(g_CameraPosition - wPosition);
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@ -350,12 +265,12 @@ void main(){
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float weight2 = 0.0;
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float weight2 = 0.0;
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float weight3 = 0.0;
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float weight3 = 0.0;
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float ndf = renderProbe(viewDir, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData, g_ShCoeffs, g_PrefEnvMap, color1);
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float ndf = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData, g_ShCoeffs, g_PrefEnvMap, color1);
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#if NB_PROBES >= 2
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#if NB_PROBES >= 2
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float ndf2 = renderProbe(viewDir, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData2, g_ShCoeffs2, g_PrefEnvMap2, color2);
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float ndf2 = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData2, g_ShCoeffs2, g_PrefEnvMap2, color2);
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#endif
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#endif
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#if NB_PROBES == 3
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#if NB_PROBES == 3
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float ndf3 = renderProbe(viewDir, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData3, g_ShCoeffs3, g_PrefEnvMap3, color3);
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float ndf3 = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData3, g_ShCoeffs3, g_PrefEnvMap3, color3);
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#endif
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#endif
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#if NB_PROBES >= 2
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#if NB_PROBES >= 2
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@ -121,6 +121,92 @@ vec3 ApproximateSpecularIBLPolynomial(samplerCube envMap, vec3 SpecularColor , f
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}
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}
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float renderProbe(vec3 viewDir, vec3 worldPos, vec3 normal, vec3 norm, float Roughness, vec4 diffuseColor, vec4 specularColor, float ndotv, vec3 ao, mat4 lightProbeData,vec3 shCoeffs[9],samplerCube prefEnvMap, inout vec3 color ){
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// lightProbeData is a mat4 with this layout
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// 3x3 rot mat|
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// 0 1 2 | 3
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// 0 | ax bx cx | px | )
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// 1 | ay by cy | py | probe position
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// 2 | az bz cz | pz | )
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// --|----------|
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// 3 | sx sy sz sp | -> 1/probe radius + nbMipMaps
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// --scale--
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// parallax fix for spherical / obb bounds and probe blending from
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// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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vec3 rv = reflect(-viewDir, normal);
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vec4 probePos = lightProbeData[3];
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float invRadius = fract( probePos.w);
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float nbMipMaps = probePos.w - invRadius;
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vec3 direction = worldPos - probePos.xyz;
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float ndf = 0.0;
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if(lightProbeData[0][3] != 0.0){
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// oriented box probe
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mat3 wToLocalRot = mat3(lightProbeData);
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wToLocalRot = inverse(wToLocalRot);
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vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
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#if NB_PROBES >= 2
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// probe blending
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// compute fragment position in probe local space
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vec3 localPos = wToLocalRot * worldPos;
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localPos -= probePos.xyz;
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// compute normalized distance field
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vec3 localDir = abs(localPos);
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localDir /= scale;
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ndf = max(max(localDir.x, localDir.y), localDir.z);
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#endif
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// parallax fix
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vec3 rayLs = wToLocalRot * rv;
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rayLs /= scale;
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vec3 positionLs = worldPos - probePos.xyz;
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positionLs = wToLocalRot * positionLs;
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positionLs /= scale;
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vec3 unit = vec3(1.0);
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vec3 firstPlaneIntersect = (unit - positionLs) / rayLs;
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vec3 secondPlaneIntersect = (-unit - positionLs) / rayLs;
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vec3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
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float distance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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vec3 intersectPositionWs = worldPos + rv * distance;
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rv = intersectPositionWs - probePos.xyz;
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} else {
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// spherical probe
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// paralax fix
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rv = invRadius * direction + rv;
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#if NB_PROBES >= 2
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// probe blending
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float dist = sqrt(dot(direction, direction));
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ndf = dist * invRadius;
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#endif
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}
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vec3 indirectDiffuse = vec3(0.0);
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vec3 indirectSpecular = vec3(0.0);
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indirectDiffuse = sphericalHarmonics(normal.xyz, shCoeffs) * diffuseColor.rgb;
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vec3 dominantR = getSpecularDominantDir( normal, rv.xyz, Roughness * Roughness );
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indirectSpecular = ApproximateSpecularIBLPolynomial(prefEnvMap, specularColor.rgb, Roughness, ndotv, dominantR, nbMipMaps);
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#ifdef HORIZON_FADE
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//horizon fade from http://marmosetco.tumblr.com/post/81245981087
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float horiz = dot(rv, norm);
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float horizFadePower = 1.0 - Roughness;
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horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
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horiz *= horiz;
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indirectSpecular *= vec3(horiz);
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#endif
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vec3 indirectLighting = (indirectDiffuse + indirectSpecular) * ao;
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color = indirectLighting * step( 0.0, probePos.w);
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return ndf;
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}
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