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222 lines
6.5 KiB
HLSL
222 lines
6.5 KiB
HLSL
#include "Shadowmap.hlsli"
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struct PS_OUTPUT
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{
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float4 Colour : SV_TARGET;
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float Depth : SV_DEPTH;
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};
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cbuffer PSLightVars : register(b0)
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{
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ShaderGlobalLightParams GlobalLights;
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float4x4 ViewProjInv;
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float4 CameraPos;
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uint EnableShadows;
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uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
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uint RenderModeIndex;
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uint RenderSamplerCoord;
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uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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uint IsLOD; //useful or not?
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uint SampleCount;//for MSAA
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float SampleMult;//for MSAA
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}
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cbuffer PSLightInstVars : register(b2)
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{
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float3 InstPosition;//camera relative
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float InstIntensity;
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float3 InstColour;
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float InstFalloff;
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float3 InstDirection;
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float InstFalloffExponent;
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float3 InstTangentX;
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float InstConeInnerAngle;
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float3 InstTangentY;
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float InstConeOuterAngle;
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float3 InstCapsuleExtent;
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uint InstType;
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float3 InstCullingPlaneNormal;
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float InstCullingPlaneOffset;
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}
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struct LODLight
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{
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float3 Position;
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uint Colour;
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float3 Direction;
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uint TimeAndStateFlags;
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float4 TangentX;
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float4 TangentY;
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float Falloff;
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float FalloffExponent;
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float InnerAngle; //for cone
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float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
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};
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StructuredBuffer<LODLight> LODLights : register(t6);
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float3 GetReflectedDir(float3 camRel, float3 norm)
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{
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float3 incident = normalize(camRel);
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float3 refl = normalize(reflect(incident, norm));
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return refl;
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}
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float4 GetLineSegmentNearestPoint(float3 v, float3 a, float3 b)
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{
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float3 ab = b - a;
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float3 av = v - a;
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if (dot(av, ab) <= 0.0f)// Point is lagging behind start of the segment, so perpendicular distance is not viable.
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{
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return float4(av, length(av));
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}
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else
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{
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float3 bv = v - b;
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if (dot(bv, ab) >= 0.0f)// Point is advanced past the end of the segment, so perpendicular distance is not viable.
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{
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return float4(bv, length(bv));
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}
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else
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{
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float3 abv = cross(ab, av);
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float d = length(abv) / length(ab);
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return float4(normalize(cross(abv, ab)) * d, d); //improve this!
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}
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}
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}
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float3 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
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{
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float3 refl = GetReflectedDir(camRel, norm);
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float specb = saturate(dot(refl, GlobalLights.LightDir));
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float specp = max(exp(specb * 10) - 1, 0);
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float3 spec = GlobalLights.LightDirColour.rgb * 0.00006 * specp * specular.r;
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(camRel, lightspacepos);
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float3 c = FullLighting(diffuse.rgb, spec, norm, irradiance, GlobalLights, EnableShadows, shadowdepth, lightspacepos);
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c += diffuse.rgb * irradiance.b; //emissive multiplier
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return c;
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}
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float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance, uint iid)
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{
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LODLight lodlight = LODLights[iid];
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float3 srpos = lodlight.Position - (camRel + CameraPos.xyz); //light position relative to surface position
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float ldist = length(srpos);
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if (LightType == 4)//capsule
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{
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float3 ext = lodlight.Direction.xyz * lodlight.OuterAngleOrCapExt;
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float4 lsn = GetLineSegmentNearestPoint(srpos, ext, -ext);
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ldist = lsn.w;
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srpos.xyz = lsn.xyz;
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}
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if (ldist > lodlight.Falloff) return 0; //out of range of the light...
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if (ldist <= 0) return 0;
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float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
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float3 lcol = rgbi.rgb * rgbi.a * 5.0f;
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float3 ldir = srpos / ldist;
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float pclit = saturate(dot(ldir, norm));
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float lamt = 1;
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if (LightType == 1)//point (sphere)
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{
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
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}
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else if (LightType == 2)//spot (cone)
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{
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float ang = acos(-dot(ldir, lodlight.Direction));
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float iang = lodlight.InnerAngle;
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float oang = lodlight.OuterAngleOrCapExt;
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if (ang > oang) return 0;
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lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
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}
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else if (LightType == 4)//capsule
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{
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
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}
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pclit *= lamt;
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if (pclit <= 0) return 0;
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float3 refl = GetReflectedDir(camRel, norm);
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float specb = saturate(dot(refl, ldir));
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float specp = max(exp(specb * 10) - 1, 0);
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float3 spec = lcol * (0.00006 * specp * specular.r * lamt);
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lcol = lcol * diffuse.rgb * pclit + spec;
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return float4(lcol, 1);
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}
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float4 DeferredLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
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{
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float3 srpos = InstPosition - camRel; //light position relative to surface position
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float ldist = length(srpos);
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if (InstType == 4)//capsule
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{
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float3 ext = InstDirection.xyz * (InstCapsuleExtent.y * 0.5);
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float4 lsn = GetLineSegmentNearestPoint(srpos, ext, -ext);
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ldist = lsn.w;
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srpos.xyz = lsn.xyz;
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}
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if (ldist > InstFalloff) return 0;
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if (ldist <= 0) return 0;
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float d = dot(srpos, InstCullingPlaneNormal) - InstCullingPlaneOffset;
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if (d > 0) return 0;
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float4 rgbi = float4(InstColour, InstIntensity);
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float3 lcol = rgbi.rgb;// * rgbi.a; // * 5.0f;
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float3 ldir = srpos / ldist;
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float pclit = saturate(dot(ldir, norm));
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float lamt = 1;
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if (InstType == 1)//point (sphere)
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{
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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}
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else if (InstType == 2)//spot (cone)
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{
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float ang = acos(-dot(ldir, InstDirection));
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float iang = InstConeInnerAngle;
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float oang = InstConeOuterAngle;
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if (ang > oang) return 0;
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lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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}
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else if (InstType == 4)//capsule
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{
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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}
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pclit *= lamt;
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if (pclit <= 0) return 0;
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float3 refl = GetReflectedDir(camRel, norm);
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float specb = saturate(dot(refl, ldir));
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float specp = max(exp(specb * 10) - 1, 0);
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float3 spec = lcol * (0.00006 * specp * specular.r * lamt);
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lcol = lcol * diffuse.rgb * pclit + spec;
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return float4(lcol, 1);
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}
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