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@ -14,13 +14,15 @@
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#define NEED_DEPTH
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#endif
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#define NORMAL_MAP @shPropertyHasValue(normalMap)
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// if normal mapping is enabled, we force pixel lighting
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#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
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#define UNDERWATER @shGlobalSettingBool(render_refraction)
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#define VERTEXCOLOR_MODE @shPropertyString(vertexcolor_mode)
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#define VERTEX_LIGHTING 1
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#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#ifdef SH_VERTEX_SHADER
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@ -42,6 +44,16 @@
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shNormalInput(float4)
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#if NORMAL_MAP
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shTangentInput(float4)
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shOutput(float3, tangentPassthrough)
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#endif
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#if !VERTEX_LIGHTING
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shOutput(float3, normalPassthrough)
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#endif
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#ifdef NEED_DEPTH
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shOutput(float, depthPassthrough)
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#endif
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@ -52,6 +64,10 @@
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shColourInput(float4)
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#endif
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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shOutput(float4, colourPassthrough)
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#endif
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#if VERTEX_LIGHTING
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shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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@ -94,6 +110,15 @@
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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#if NORMAL_MAP
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tangentPassthrough = tangent.xyz;
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#endif
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#if !VERTEX_LIGHTING
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normalPassthrough = normal.xyz;
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#endif
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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colourPassthrough = colour;
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#endif
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#ifdef NEED_DEPTH
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@ -189,14 +214,30 @@
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SH_BEGIN_PROGRAM
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shSampler2D(diffuseMap)
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#if NORMAL_MAP
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shSampler2D(normalMap)
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#endif
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shInput(float2, UV)
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#if NORMAL_MAP
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shInput(float3, tangentPassthrough)
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#endif
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#if !VERTEX_LIGHTING
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shInput(float3, normalPassthrough)
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#endif
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#ifdef NEED_DEPTH
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shInput(float, depthPassthrough)
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#endif
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shInput(float3, objSpacePositionPassthrough)
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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shInput(float4, colourPassthrough)
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#endif
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#if FOG
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shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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@ -233,12 +274,87 @@
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#if VERTEX_LIGHTING
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shInput(float4, lightResult)
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shInput(float3, directionalResult)
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#else
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shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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#endif
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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#endif
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#if VERTEXCOLOR_MODE != 1
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shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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#endif
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#endif
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV);
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#if NORMAL_MAP
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float3 normal = normalPassthrough;
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float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
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float3x3 tbn = float3x3(tangentPassthrough.xyz, binormal, normal.xyz);
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#if SH_GLSL
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tbn = transpose(tbn);
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#endif
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float3 TSnormal = shSample(normalMap, UV.xy).xyz * 2 - 1;
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normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
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#endif
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#if !VERTEX_LIGHTING
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float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough,1)).xyz;
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float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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float3 lightDir;
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float d;
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float4 lightResult = float4(0,0,0,1);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += colourPassthrough.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0);
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#else
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lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0);
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#endif
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#if @shIterator == 0
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float3 directionalResult = lightResult.xyz;
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#endif
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@shEndForeach
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += lightAmbient.xyz * colourPassthrough.xyz + materialEmissive.xyz;
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lightResult.a *= colourPassthrough.a;
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#endif
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#if VERTEXCOLOR_MODE == 1
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lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colourPassthrough.xyz;
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#endif
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#if VERTEXCOLOR_MODE == 0
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lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
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#endif
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#if VERTEXCOLOR_MODE != 2
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lightResult.a *= materialDiffuse.a;
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#endif
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#endif
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// shadows only for the first (directional) light
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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