|
|
|
#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
|
|
|
|
centroid varying vec4 lighting;
|
|
|
|
#else
|
|
|
|
centroid varying vec4 passColor;
|
|
|
|
#endif
|
|
|
|
varying vec3 passViewPos;
|
|
|
|
varying vec3 passNormal;
|
|
|
|
|
|
|
|
#include "lighting.glsl"
|
|
|
|
#include "parallax.glsl"
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
|
|
|
|
|
|
|
|
#if @normalMap
|
|
|
|
vec4 normalTex = texture2D(normalMap, adjustedUV);
|
|
|
|
|
|
|
|
vec3 normalizedNormal = normalize(passNormal);
|
|
|
|
vec3 tangent = vec3(1.0, 0.0, 0.0);
|
|
|
|
vec3 binormal = normalize(cross(tangent, normalizedNormal));
|
|
|
|
tangent = normalize(cross(normalizedNormal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
|
|
|
mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal);
|
|
|
|
|
|
|
|
vec3 viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
|
|
|
|
#else
|
|
|
|
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if @parallax
|
|
|
|
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
|
|
|
|
vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
|
|
|
|
vec3 eyeDir = normalize(cameraPos - objectPos);
|
|
|
|
adjustedUV += getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, 1.f);
|
|
|
|
|
|
|
|
// update normal using new coordinates
|
|
|
|
normalTex = texture2D(normalMap, adjustedUV);
|
|
|
|
viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
|
|
|
|
#endif
|
|
|
|
|
|
|
|
vec4 diffuseTex = texture2D(diffuseMap, adjustedUV);
|
|
|
|
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
|
|
|
|
|
|
|
|
#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);
|
|
|
|
}
|