ADD: emissive, occlusion
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@@ -11,6 +11,7 @@ layout(location=0) out vec4 outColor;
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layout(set=1, binding=0) uniform sampler2D posTex;
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layout(set=1, binding=1) uniform sampler2D normalTex;
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layout(set=1, binding=2) uniform sampler2D albedoTex;
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layout(set=1, binding=3) uniform sampler2D extraTex;
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layout(set=2, binding=0) uniform sampler2D shadowTex[4];
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// TLAS for ray query (optional, guarded by sceneData.rtOptions.x)
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#ifdef GL_EXT_ray_query
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@@ -279,6 +280,10 @@ void main(){
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vec3 albedo = albedoSample.rgb;
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float metallic = clamp(albedoSample.a, 0.0, 1.0);
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vec4 extraSample = texture(extraTex, inUV);
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float ao = extraSample.x;
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vec3 emissive = extraSample.yzw;
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vec3 camPos = vec3(inverse(sceneData.view)[3]);
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vec3 V = normalize(camPos - pos);
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@@ -340,7 +345,8 @@ void main(){
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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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vec3 color = direct + diffIBL + specIBL;
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vec3 indirect = diffIBL + specIBL;
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vec3 color = direct + indirect * ao + emissive;
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outColor = vec4(color, 1.0);
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}
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