|
|
|
#version 120
|
|
|
|
|
|
|
|
varying vec2 uv;
|
|
|
|
|
|
|
|
uniform sampler2D diffuseMap;
|
|
|
|
|
|
|
|
#if @normalMap
|
|
|
|
uniform sampler2D normalMap;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @blendMap
|
|
|
|
uniform sampler2D blendMap;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
varying float depth;
|
|
|
|
|
|
|
|
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
|
|
|
|
|
|
|
|
#if !PER_PIXEL_LIGHTING
|
|
|
|
varying vec4 lighting;
|
|
|
|
#else
|
|
|
|
varying vec4 passColor;
|
|
|
|
#endif
|
|
|
|
varying vec3 passViewPos;
|
|
|
|
varying vec3 passViewNormal;
|
|
|
|
|
|
|
|
#include "lighting.glsl"
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec2 diffuseMapUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
|
|
|
|
|
|
|
|
vec4 diffuseTex = texture2D(diffuseMap, diffuseMapUV);
|
|
|
|
gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
|
|
|
|
|
|
|
|
#if @blendMap
|
|
|
|
vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
|
|
|
|
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
vec3 viewNormal = passViewNormal;
|
|
|
|
|
|
|
|
#if @normalMap
|
|
|
|
vec3 normalTex = texture2D(normalMap, diffuseMapUV).xyz;
|
|
|
|
|
|
|
|
vec3 viewTangent = (gl_ModelViewMatrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz;
|
|
|
|
vec3 viewBinormal = normalize(cross(viewTangent, viewNormal));
|
|
|
|
viewTangent = normalize(cross(viewNormal, viewBinormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
|
|
|
mat3 tbn = mat3(viewTangent, viewBinormal, viewNormal);
|
|
|
|
|
|
|
|
viewNormal = normalize(tbn * (normalTex * 2.0 - 1.0));
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#if !PER_PIXEL_LIGHTING
|
|
|
|
gl_FragData[0] *= lighting;
|
|
|
|
#else
|
|
|
|
gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @specularMap
|
|
|
|
float shininess = 128; // TODO: make configurable
|
|
|
|
vec3 matSpec = vec3(diffuseTex.a, diffuseTex.a, diffuseTex.a);
|
|
|
|
#else
|
|
|
|
float shininess = gl_FrontMaterial.shininess;
|
|
|
|
vec3 matSpec = gl_FrontMaterial.specular.xyz;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec);
|
|
|
|
|
|
|
|
float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
|
|
|
|
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
|
|
|
|
}
|