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glsl_shader_fs_gen: Apply shadow before ambient light (#7404)
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@ -285,19 +285,20 @@ std::pair<Common::Vec4<u8>, Common::Vec4<u8>> ComputeFragmentsColors(
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}
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}
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auto diffuse =
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(light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f()) *
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dist_atten * spot_atten;
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auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten;
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const bool shadow_primary_enable =
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lighting.config0.shadow_primary && !lighting.IsShadowDisabled(num);
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const bool shadow_secondary_enable =
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lighting.config0.shadow_secondary && !lighting.IsShadowDisabled(num);
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const auto shadow_primary =
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shadow_primary_enable ? shadow.xyz() : Common::MakeVec(1.f, 1.f, 1.f);
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const auto shadow_secondary =
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shadow_secondary_enable ? shadow.xyz() : Common::MakeVec(1.f, 1.f, 1.f);
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if (!lighting.IsShadowDisabled(num)) {
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if (lighting.config0.shadow_primary) {
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diffuse = diffuse * shadow.xyz();
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}
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if (lighting.config0.shadow_secondary) {
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specular = specular * shadow.xyz();
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}
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}
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const auto diffuse = (light_config.diffuse.ToVec3f() * dot_product * shadow_primary +
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light_config.ambient.ToVec3f()) *
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dist_atten * spot_atten;
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const auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten *
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spot_atten * shadow_secondary;
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diffuse_sum += Common::MakeVec(diffuse, 0.0f);
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specular_sum += Common::MakeVec(specular, 0.0f);
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@ -810,8 +810,8 @@ void FragmentModule::WriteLighting() {
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// Compute primary fragment color (diffuse lighting) function
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out += fmt::format(
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"diffuse_sum.rgb += (({}.diffuse * dot_product) + {}.ambient) * {} * {}{};\n",
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light_src, light_src, dist_atten, spot_atten, shadow_primary);
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"diffuse_sum.rgb += (({}.diffuse * dot_product{}) + {}.ambient) * {} * {};\n",
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light_src, shadow_primary, light_src, dist_atten, spot_atten);
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// Compute secondary fragment color (specular lighting) function
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out += fmt::format("specular_sum.rgb += ({} + {}) * clamp_highlights * {} * {}{};\n",
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