feat: deferred lighting (WIP)
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@@ -1,13 +1,12 @@
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#param vec3 u_ssaoSamples[64]
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#param int u_kernelSize = 16
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#param float u_radius = 0.25
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#param float u_bias = 0.025
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#param float u_radius = 0.2
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#param float u_bias = 0.006
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vec4 effect() {
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vec2 noiseScale = u_screenSize / 4.0;
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vec3 position = texture(u_position, v_uv).xyz;
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vec3 color = texture(u_screen, v_uv).rgb;
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vec3 normal = texture(u_normal, v_uv).xyz;
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vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz);
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@@ -31,7 +30,7 @@ vec4 effect() {
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}
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occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
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float z = -position.z * 0.02;
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float z = -position.z * 0.01;
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z = max(0.0, 1.0 - z);
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return vec4(color * mix(1.0, occlusion, z), 1.0);
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return vec4(occlusion, 0.0, 0.0, 1.0);
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}
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