Removed deprecated material attributes
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@@ -234,7 +234,7 @@ layout( push_constant ) uniform constants
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#endif
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#endif
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#else
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mediump float material_shininess;
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mediump float material_roughness_factor;
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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@@ -322,7 +322,7 @@ layout( push_constant ) uniform constants
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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mediump float material_shininess;
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mediump float material_roughness_factor;
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#if HAS_NORMAL_MAP == 1
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sampler2D normalTexture;
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#endif
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@@ -346,9 +346,8 @@ layout( push_constant ) uniform constants
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#endif
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#else
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lowp vec3 material_ambient;
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lowp vec3 material_diffuse;
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lowp vec3 material_specular;
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lowp float material_alpha;
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lowp vec4 material_baseColor_factor;
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lowp vec3 material_specularColor_factor;
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#if HAS_DIFFUSE_MAP == 1
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@@ -432,7 +431,7 @@ void main()
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#else
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mediump vec3 view_space_normal = vec3(model_view_inverse_transpose_matrix * vec4(normal, 1.0));
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#endif
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colorOut = vec4(view_space_normal * 0.5 + 0.5, PushConstants.material_shininess / 100.0);
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colorOut = vec4(view_space_normal * 0.5 + 0.5, (1.0 - PushConstants.material_roughness_factor) / 100.0);
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#else
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#if HAS_DIFFUSE_MAP == 1
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#if ALPHA_TEST == 1
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@@ -457,13 +456,13 @@ void main()
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mediump float lamberFactor = max(0.0,dot(lightVec, normal));
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#endif
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mediump float specularFactor = 0.0;
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if(PushConstants.material_shininess > 0.0) {
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if(PushConstants.material_roughness_factor < 1.0) {
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#if GBUFFER_PASS == 3
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specularFactor = gbuffer_specular_factor;
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#else
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mediump float halfVecDot = dot(halfVec,normal);
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if(halfVecDot > 0.0) {
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specularFactor = max(0.0,pow(halfVecDot, PushConstants.material_shininess));
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specularFactor = max(0.0,pow(halfVecDot, 1.0 - PushConstants.material_roughness_factor));
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}
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#endif
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}
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@@ -546,23 +545,23 @@ void main()
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#if ENABLE_DIFFUSE == 1
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// -------------------- Add diffuse light --------------------
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colorOut += diffuseMaterial * vec4(PushConstants.material_diffuse * lamberFactor, 1.0);
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colorOut += diffuseMaterial * vec4(PushConstants.material_baseColor_factor.rgb * lamberFactor, 1.0);
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#endif
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// -------------------- Apply material_alpha --------------------
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#if ALPHA_BLEND == 1
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colorOut.a = diffuseMaterial.a;
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colorOut *= material_alpha;
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colorOut *= material_baseColor_factor.a;
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#endif
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// -------------------- Add specular light --------------------
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// Additive, not masked against diffuse alpha
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#if ENABLE_SPECULAR == 1
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#if HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1
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colorOut.rgb += material_specular * vec3(texture(specularTexture, spec_uv)) * specularFactor;
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colorOut.rgb += material_specularColor_factor * vec3(texture(specularTexture, spec_uv)) * specularFactor;
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#else
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colorOut.rgb += material_specular * specularFactor;
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colorOut.rgb += material_specularColor_factor * specularFactor;
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#endif
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#endif
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