Retain cubemap reflection on shiny faces while in shadowed, but don't bloom the sun reflection.
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@@ -391,24 +391,23 @@ void main()
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float envIntensity = norm.z;
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norm.xyz = decode_normal(norm.xy); // unpack norm
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float da = dot(norm.xyz, sun_dir.xyz);
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float final_da = max(0.0,da);
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final_da = min(final_da, 1.0f);
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final_da = pow(final_da, 1.0/1.3);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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//convert to gamma space
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diffuse.rgb = linear_to_srgb(diffuse.rgb);
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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vec3 col;
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float bloom = 0.0;
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{
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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bloom = spec.r*norm.w;
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if (norm.w < 0.5)
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{
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float da = dot(norm.xyz, sun_dir.xyz);
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float final_da = max(0.0,da);
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final_da = min(final_da, 1.0f);
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final_da = pow(final_da, 1.0/1.3);
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calcAtmospherics(pos.xyz, 1.0);
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col = atmosAmbient(vec3(0));
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@@ -400,12 +400,6 @@ void main()
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float envIntensity = norm.z;
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norm.xyz = decode_normal(norm.xy); // unpack norm
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float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
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float light_gamma = 1.0/1.3;
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da = pow(da, light_gamma);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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//convert to gamma space
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@@ -419,6 +413,12 @@ void main()
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if (norm.w < 0.5)
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{
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float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
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float light_gamma = 1.0/1.3;
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da = pow(da, light_gamma);
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
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@@ -466,8 +466,8 @@ void main()
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{ //add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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vec3 refcol = textureCube(environmentMap, env_vec).rgb*scol_ambocc.r;
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bloom = (luminance(refcol) - .45)*.25;
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vec3 refcol = textureCube(environmentMap, env_vec).rgb; //Perhaps mix with a cubemap without sun, in the future.
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bloom = (luminance(refcol) - .45)*.25*scol_ambocc.r;
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col = mix(col.rgb, refcol,
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envIntensity);
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