OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.
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5738d09969
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4 changed files with 56 additions and 53 deletions
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@ -292,7 +292,7 @@ void main()
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float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
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// surfaces not facing the light are always shadowed
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shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
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shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0);
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#if defined(SHADOWMAP_MODULATE)
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lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
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@ -330,7 +330,7 @@ void main()
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#if defined(USE_PBR)
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// diffuse rgb is base color
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// specular red is smoothness
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// specular red is gloss
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// specular green is metallicness
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float gloss = specular.r;
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specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);
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