OPTIM: shader optimization
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@@ -44,16 +44,22 @@ void main()
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// Normal mapping path for forward/transparent pipeline
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// Expect UNORM normal map; support BC5 (RG) by reconstructing Z from XY.
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vec2 enc = texture(normalMap, inUV).xy * 2.0 - 1.0;
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float normalScale = max(materialData.extra[0].x, 0.0);
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enc *= normalScale;
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float z2 = 1.0 - dot(enc, enc);
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float nz = z2 > 0.0 ? sqrt(z2) : 0.0;
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vec3 Nm = vec3(enc, nz);
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vec3 Nn = normalize(inNormal);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = normalize(cross(Nn, T)) * inTangent.w;
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vec3 N = normalize(T * Nm.x + B * Nm.y + Nn * Nm.z);
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vec3 N = Nn;
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float normalScale = max(materialData.extra[0].x, 0.0);
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if (normalScale > 0.0)
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{
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vec2 enc = texture(normalMap, inUV).xy * 2.0 - 1.0;
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enc *= normalScale;
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float z2 = 1.0 - dot(enc, enc);
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float nz = z2 > 0.0 ? sqrt(z2) : 0.0;
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vec3 Nm = vec3(enc, nz);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = normalize(cross(Nn, T)) * inTangent.w;
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N = normalize(T * Nm.x + B * Nm.y + Nn * Nm.z);
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}
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vec3 camPos = getCameraWorldPosition();
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vec3 V = normalize(camPos - inWorldPos);
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@@ -78,11 +84,12 @@ void main()
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// IBL: specular from equirect 2D mips; diffuse from SH
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vec3 R = reflect(-V, N);
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float NdotV = max(dot(N, V), 0.0);
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float levels = float(textureQueryLevels(iblSpec2D));
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float lod = ibl_lod_from_roughness(roughness, levels);
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vec2 uv = dir_to_equirect(R);
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vec2 uv = dir_to_equirect_normalized(R);
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vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb;
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vec2 brdf = texture(iblBRDF, vec2(max(dot(N, V), 0.0), roughness)).rg;
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vec2 brdf = texture(iblBRDF, vec2(NdotV, roughness)).rg;
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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vec3 specIBL = prefiltered * (F0 * brdf.x + brdf.y);
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vec3 diffIBL = (1.0 - metallic) * albedo * sh_eval_irradiance(N);
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@@ -91,17 +98,21 @@ void main()
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// extra[0].y = AO strength, extra[0].z = hasAO flag (1 = use AO texture)
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float hasAO = materialData.extra[0].z;
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float aoStrength = clamp(materialData.extra[0].y, 0.0, 1.0);
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float aoTex = texture(occlusionTex, inUV).r;
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float ao = 1.0;
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if (hasAO > 0.5)
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if (hasAO > 0.5 && aoStrength > 0.0)
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{
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float aoTex = texture(occlusionTex, inUV).r;
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ao = 1.0 - aoStrength + aoStrength * aoTex;
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}
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// Emissive from texture and factor
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vec3 emissive = vec3(0.0);
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vec3 emissiveFactor = materialData.extra[1].rgb;
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vec3 emissiveTex = texture(emissiveTex, inUV).rgb;
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vec3 emissive = emissiveTex * emissiveFactor;
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if (any(greaterThan(emissiveFactor, vec3(0.0))))
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{
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vec3 emissiveSample = texture(emissiveTex, inUV).rgb;
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emissive = emissiveSample * emissiveFactor;
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}
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vec3 indirect = diffIBL + specIBL;
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vec3 color = direct + indirect * ao + emissive;
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