1 | //////////////////// |
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2 | // Screen Spaced Ambient Occlusion shader |
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3 | // mainly based on Kustls shader |
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4 | |
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5 | #define NUM_SAMPLES 8 |
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6 | //#define SAMPLE_INTENSITY 0.5f |
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7 | //#define SAMPLE_INTENSITY 1.1f |
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8 | #define SAMPLE_INTENSITY 0.25f |
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9 | #define AREA_SIZE 5e-1f |
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10 | |
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11 | |
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12 | struct fragment |
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13 | { |
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14 | float4 pos: WPOS; // normalized screen position |
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15 | float4 texCoord: TEXCOORD0; |
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16 | float3 view: COLOR0; |
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17 | }; |
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18 | |
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19 | |
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20 | struct pixel |
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21 | { |
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22 | float4 color: COLOR0; |
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23 | }; |
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24 | |
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25 | |
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26 | float2 reflect(float2 pt, float2 n) |
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27 | { |
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28 | // distance to plane |
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29 | float d = dot(n, pt); |
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30 | // reflect around plane |
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31 | float2 rpt = pt - d * 2.0f * n; |
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32 | |
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33 | //return pt; |
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34 | return rpt; |
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35 | } |
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36 | |
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37 | |
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38 | float2 rotate(float2 pt, float2 n) |
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39 | { |
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40 | float2 ptTransformed; |
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41 | ptTransformed.x = n.r * pt.x - n.g * pt.y; |
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42 | ptTransformed.y = n.g * pt.x + n.r * pt.y; |
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43 | |
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44 | return ptTransformed; |
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45 | } |
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46 | |
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47 | |
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48 | //based on kustls shader |
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49 | float ssao(fragment IN, |
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50 | uniform sampler2D positions, |
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51 | uniform sampler2D noiseTexture, |
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52 | uniform float2 samples[NUM_SAMPLES], |
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53 | uniform float3 currentNormal, |
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54 | uniform float3 currentViewDir) |
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55 | { |
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56 | // the current world position |
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57 | float4 centerPosition = tex2D(positions, IN.texCoord.xy); |
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58 | // the w coordinate from the persp. projection |
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59 | float w = centerPosition.w; |
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60 | |
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61 | // Check in a circular area around the current position. |
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62 | // Shoot vectors to the positions there, and check the angle to these positions. |
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63 | // Summing up these angles gives an estimation of the occlusion at the current position. |
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64 | |
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65 | float total_ao = 0.0; |
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66 | |
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67 | const float areaSize = 5e-1f; |
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68 | //const float areaSize = 3e-1f; |
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69 | //const float sampleIntensity = 0.2f; |
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70 | |
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71 | for (int i = 0; i < NUM_SAMPLES; i ++) { |
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72 | float2 offset = samples[i]; |
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73 | |
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74 | //sample noisetex; r stores costheta, g stores sintheta |
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75 | float2 noise = tex2D(noiseTexture, IN.texCoord.xy * 7.1f).xy * 2.0f - 1.0f; |
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76 | |
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77 | // rotation |
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78 | //float2 offsetTransformed = offset; |
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79 | float2 offsetTransformed = rotate(offset, noise); |
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80 | //float2 offsetTransformed = reflect(offset, noise); |
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81 | |
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82 | // weight with projected coordinate to reach similar kernel size for near and far |
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83 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w; |
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84 | |
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85 | float3 sample_position = tex2D(positions, texcoord).xyz; |
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86 | |
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87 | float3 vector_to_sample = sample_position - centerPosition.xyz; |
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88 | float length_to_sample = length(vector_to_sample); |
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89 | float3 direction_to_sample = vector_to_sample / length_to_sample; |
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90 | |
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91 | // Angle between current normal and direction to sample controls AO intensity. |
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92 | float cos_angle = dot(direction_to_sample, currentNormal); |
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93 | cos_angle = max(cos_angle, 0.0f); |
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94 | // take quadratic influence to sharpen contrast |
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95 | //cos_angle *= cos_angle; |
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96 | |
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97 | // distance between current position and sample position controls AO intensity. |
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98 | //const float maxdist = 2e-1f; |
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99 | //const float maxdist = 5e-1f; |
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100 | const float distanceScale = 1e-6f; |
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101 | |
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102 | float distance_intensity = |
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103 | (SAMPLE_INTENSITY * distanceScale) / (distanceScale + length_to_sample * length_to_sample); |
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104 | |
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105 | // if normal perpenticular to view dir, only half of the samples count |
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106 | float view_correction = (2.0f - dot(currentViewDir, currentNormal)); |
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107 | |
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108 | total_ao += cos_angle * distance_intensity * view_correction; |
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109 | } |
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110 | |
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111 | return (1.0f - total_ao); |
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112 | } |
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113 | |
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114 | |
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115 | float4 shade(fragment IN, |
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116 | uniform sampler2D colors, |
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117 | uniform sampler2D positions, |
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118 | uniform float3 normal, |
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119 | uniform float amb) |
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120 | { |
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121 | float4 lightDir = float4(0.8f, -1.0f, 0.7f, 0.0f); |
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122 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f); |
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123 | |
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124 | float4 color = tex2D(colors, IN.texCoord.xy); |
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125 | |
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126 | float4 position = tex2D(positions, IN.texCoord.xy); |
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127 | |
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128 | float4 ambient = 0.3f; |
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129 | |
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130 | // float3 L = normalize(lightPosition - position); |
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131 | float3 light = normalize(lightDir.xyz); |
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132 | float3 light2 = normalize(lightDir2.xyz); |
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133 | |
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134 | float diffuseLight = max(dot(normal, light), 0.0f); |
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135 | float diffuseLight2 = max(dot(normal, light2), 0.0f); |
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136 | |
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137 | //float diffuse = diffuseLight + diffuseLight2; |
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138 | float diffuse = diffuseLight; |
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139 | |
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140 | return (ambient + diffuse) * color * (1.0f - amb) + amb * color; |
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141 | } |
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142 | |
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143 | |
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144 | pixel main_ssao(fragment IN, |
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145 | uniform sampler2D colors, |
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146 | uniform sampler2D positions, |
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147 | uniform sampler2D normals, |
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148 | uniform sampler2D noiseTexture, |
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149 | uniform float2 samples[NUM_SAMPLES]) |
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150 | { |
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151 | pixel OUT; |
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152 | |
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153 | float4 normal = tex2D(normals, IN.texCoord.xy); |
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154 | float amb = normal.w; |
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155 | |
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156 | // expand normal |
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157 | normal = normalize(normal * 2.0f - 1.0f); |
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158 | float3 viewDir = normalize(IN.view * 2.0f - float(1.0f)); |
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159 | |
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160 | float4 col = shade(IN, colors, positions, normal, amb); |
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161 | float ao = ssao(IN, positions, noiseTexture, samples, normal, viewDir); |
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162 | |
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163 | //OUT.color = ao; |
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164 | OUT.color = ao * col; |
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165 | |
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166 | return OUT; |
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167 | } |
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168 | |
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169 | |
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170 | pixel main(fragment IN, |
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171 | uniform sampler2D colors, |
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172 | uniform sampler2D positions, |
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173 | uniform sampler2D normals) |
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174 | { |
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175 | pixel OUT; |
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176 | |
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177 | float4 normal = tex2D(normals, IN.texCoord.xy); |
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178 | float amb = normal.w; |
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179 | |
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180 | //OUT.color.xyz = IN.view; |
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181 | // expand normal |
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182 | normal = normalize(normal * 2.0f - float4(1.0f)); |
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183 | |
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184 | float4 col = shade(IN, colors, positions, normal.xyz, amb); |
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185 | OUT.color = col; |
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186 | |
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187 | return OUT; |
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188 | } |
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