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#define ENTITY_GN_AND_CT
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#define GENERATED_NORMAL_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 250 300 400]
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#define GENERATED_NORMAL_ENTITY_MULT 0 //[0 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 250 300 400]
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#define NORMAL_RES 128 //[16 32 64 80 96 112 128 144 160 176 192 208 224 240 256 320 384 448 512]
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const float normalThreshold = 0.05;
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const float normalClamp = 0.2;
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const float packSizeGN = 128.0;
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#ifdef GBUFFERS_ENTITIES
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#if GENERATED_NORMAL_ENTITY_MULT > 0
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const float normalMult = GENERATED_NORMAL_ENTITY_MULT * 0.025;
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#else
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const float normalMult = GENERATED_NORMAL_MULT * 0.025;
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#endif
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#elif !defined GBUFFERS_HAND
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const float normalMult = GENERATED_NORMAL_MULT * 0.025;
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#else
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const float normalMult = GENERATED_NORMAL_MULT * 0.015;
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#endif
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float GetDif(float lOriginalAlbedo, vec2 offsetCoord) {
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#ifndef GBUFFERS_WATER
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float lNearbyAlbedo = length(texture2D(tex, offsetCoord).rgb);
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#else
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vec4 textureSample = texture2D(tex, offsetCoord);
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float lNearbyAlbedo = length(textureSample.rgb * textureSample.a * 1.5);
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#endif
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#ifdef GBUFFERS_ENTITIES
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lOriginalAlbedo = abs(lOriginalAlbedo - 1.0);
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lNearbyAlbedo = abs(lNearbyAlbedo - 1.0);
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#endif
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float dif = lOriginalAlbedo - lNearbyAlbedo;
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#ifdef GBUFFERS_ENTITIES
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dif = -dif;
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#endif
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#ifndef GBUFFERS_WATER
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if (dif > 0.0) dif = max(dif - normalThreshold, 0.0);
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else dif = min(dif + normalThreshold, 0.0);
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#endif
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return clamp(dif, -normalClamp, normalClamp);
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}
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void GenerateNormals(inout vec3 normalM, vec3 color) {
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#ifndef ENTITY_GN_AND_CT
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#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
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return;
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#endif
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#endif
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vec2 absMidCoordPos2 = absMidCoordPos * 2.0;
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float lOriginalAlbedo = length(color.rgb);
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float normalMult = max0(1.0 - mipDelta) * normalMult;
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#ifndef SAFER_GENERATED_NORMALS
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vec2 offsetR = 16.0 / atlasSizeM;
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#else
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vec2 offsetR = max(absMidCoordPos2.x, absMidCoordPos2.y) * vec2(float(atlasSizeM.y) / float(atlasSizeM.x), 1.0);
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#endif
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offsetR /= NORMAL_RES;
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vec2 midCoord = texCoord - midCoordPos;
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vec2 maxOffsetCoord = midCoord + absMidCoordPos;
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vec2 minOffsetCoord = midCoord - absMidCoordPos;
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if (normalMult > 0.0) {
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vec3 normalMap = vec3(0.0, 0.0, 1.0);
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vec2 offsetCoord = texCoord + vec2( 0.0, offsetR.y);
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if (offsetCoord.y < maxOffsetCoord.y)
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normalMap.y += GetDif(lOriginalAlbedo, offsetCoord);
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offsetCoord = texCoord + vec2( offsetR.x, 0.0);
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if (offsetCoord.x < maxOffsetCoord.x)
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normalMap.x += GetDif(lOriginalAlbedo, offsetCoord);
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offsetCoord = texCoord + vec2( 0.0,-offsetR.y);
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if (offsetCoord.y > minOffsetCoord.y)
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normalMap.y -= GetDif(lOriginalAlbedo, offsetCoord);
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offsetCoord = texCoord + vec2(-offsetR.x, 0.0);
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if (offsetCoord.x > minOffsetCoord.x)
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normalMap.x -= GetDif(lOriginalAlbedo, offsetCoord);
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normalMap.xy *= normalMult;
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normalMap.xy = clamp(normalMap.xy, vec2(-1.0), vec2(1.0));
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if (normalMap.xy != vec2(0.0, 0.0))
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normalM = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
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}
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}
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