add mouse picking, add more hdr environment maps
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@@ -46,7 +46,7 @@ void main()
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vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
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vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
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vs_Output.Normal = mat3(boneTransform) * a_Normal;
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vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * a_Normal;
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vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
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vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
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vs_Output.Binormal = mat3(boneTransform) * a_Binormal;
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@@ -68,6 +68,7 @@ const vec3 Fdielectric = vec3(0.04);
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struct Light {
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vec3 Direction;
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vec3 Radiance;
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float Multiplier;
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};
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in VertexOutput
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@@ -256,7 +257,7 @@ vec3 Lighting(vec3 F0)
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for(int i = 0; i < LightCount; i++)
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{
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vec3 Li = -lights.Direction;
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vec3 Lradiance = lights.Radiance;
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vec3 Lradiance = lights.Radiance * lights.Multiplier;
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vec3 Lh = normalize(Li + m_Params.View);
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// Calculate angles between surface normal and various light vectors.
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@@ -288,7 +289,7 @@ vec3 IBL(vec3 F0, vec3 Lr)
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int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
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float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
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vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
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vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness * m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
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vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
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// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
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vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
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@@ -322,7 +323,7 @@ void main()
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// Fresnel reflectance, metals use albedo
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vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
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vec3 lightContribution = vec3(0.0);//Lighting(F0);
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vec3 lightContribution = Lighting(F0);
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vec3 iblContribution = IBL(F0, Lr);
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color = vec4(lightContribution + iblContribution, 1.0);
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@@ -57,6 +57,7 @@ const vec3 Fdielectric = vec3(0.04);
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struct Light {
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vec3 Direction;
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vec3 Radiance;
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float Multiplier;
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};
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in VertexOutput
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@@ -246,7 +247,7 @@ vec3 Lighting(vec3 F0)
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for(int i = 0; i < LightCount; i++)
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{
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vec3 Li = -lights.Direction;
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vec3 Lradiance = lights.Radiance;
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vec3 Lradiance = lights.Radiance * lights.Multiplier;
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vec3 Lh = normalize(Li + m_Params.View);
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// Calculate angles between surface normal and various light vectors.
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@@ -271,15 +272,15 @@ vec3 Lighting(vec3 F0)
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vec3 IBL(vec3 F0, vec3 Lr)
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{
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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 F = fresnelSchlick(F0, m_Params.NdotV);
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vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
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// vec3 F = fresnelSchlickR(F0, m_Params.NdotV);
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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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int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
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float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
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vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
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vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness * m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
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vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
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// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
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vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
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@@ -317,5 +318,5 @@ void main()
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vec3 iblContribution = IBL(F0, Lr);
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color = vec4(lightContribution + iblContribution, 1.0);
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color = vec4(iblContribution, 1.0);
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// color = vec4(iblContribution, 1.0);
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}
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