|
|
|
#version 120
|
|
|
|
|
|
|
|
#if @useUBO
|
|
|
|
#extension GL_ARB_uniform_buffer_object : require
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @useGPUShader4
|
|
|
|
#extension GL_EXT_gpu_shader4: require
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @diffuseMap
|
|
|
|
uniform sampler2D diffuseMap;
|
|
|
|
varying vec2 diffuseMapUV;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @emissiveMap
|
|
|
|
uniform sampler2D emissiveMap;
|
|
|
|
varying vec2 emissiveMapUV;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @normalMap
|
|
|
|
uniform sampler2D normalMap;
|
|
|
|
varying vec2 normalMapUV;
|
|
|
|
varying vec4 passTangent;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
uniform bool noAlpha;
|
|
|
|
|
|
|
|
varying float euclideanDepth;
|
|
|
|
varying float linearDepth;
|
|
|
|
|
|
|
|
#define PER_PIXEL_LIGHTING 1
|
|
|
|
|
|
|
|
varying vec3 passViewPos;
|
|
|
|
varying vec3 passNormal;
|
|
|
|
|
|
|
|
#include "vertexcolors.glsl"
|
|
|
|
#include "shadows_fragment.glsl"
|
|
|
|
#include "lighting.glsl"
|
|
|
|
#include "alpha.glsl"
|
|
|
|
|
|
|
|
uniform float emissiveMult;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
#if @diffuseMap
|
|
|
|
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
|
|
|
|
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
|
|
|
|
#else
|
|
|
|
gl_FragData[0] = vec4(1.0);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
vec4 diffuseColor = getDiffuseColor();
|
|
|
|
gl_FragData[0].a *= diffuseColor.a;
|
|
|
|
alphaTest();
|
|
|
|
|
|
|
|
#if @normalMap
|
|
|
|
vec4 normalTex = texture2D(normalMap, normalMapUV);
|
|
|
|
|
|
|
|
vec3 normalizedNormal = normalize(passNormal);
|
|
|
|
vec3 normalizedTangent = normalize(passTangent.xyz);
|
|
|
|
vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
|
|
|
|
mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
|
|
|
|
|
|
|
|
vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
|
|
|
|
#else
|
|
|
|
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
float shadowing = unshadowedLightRatio(linearDepth);
|
|
|
|
vec3 diffuseLight, ambientLight;
|
|
|
|
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
|
|
|
|
vec3 emission = getEmissionColor().xyz * emissiveMult;
|
|
|
|
#if @emissiveMap
|
|
|
|
emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
|
|
|
|
#endif
|
|
|
|
vec3 lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
|
|
|
|
|
|
|
|
clampLightingResult(lighting);
|
|
|
|
|
|
|
|
gl_FragData[0].xyz *= lighting;
|
|
|
|
|
|
|
|
float shininess = gl_FrontMaterial.shininess;
|
|
|
|
vec3 matSpec = getSpecularColor().xyz;
|
|
|
|
#if @normalMap
|
|
|
|
matSpec *= normalTex.a;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (matSpec != vec3(0.0))
|
|
|
|
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
|
|
|
|
#if @radialFog
|
|
|
|
float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
|
|
|
|
#else
|
|
|
|
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
|
|
|
|
#endif
|
|
|
|
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
|
|
|
|
|
|
|
|
#if @translucentFramebuffer
|
|
|
|
if (noAlpha)
|
|
|
|
gl_FragData[0].a = 1.0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
applyShadowDebugOverlay();
|
|
|
|
}
|