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60 lines
1.4 KiB
GLSL
60 lines
1.4 KiB
GLSL
#version 120
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#if @useUBO
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#extension GL_ARB_uniform_buffer_object : require
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#endif
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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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varying vec2 uv;
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varying float euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 shadowDiffuseLighting;
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#endif
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#include "vertexcolors.glsl"
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#include "shadows_vertex.glsl"
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#include "lighting.glsl"
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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gl_ClipVertex = viewPos;
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euclideanDepth = length(viewPos.xyz);
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linearDepth = gl_Position.z;
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#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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#endif
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passColor = gl_Color;
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passNormal = gl_Normal.xyz;
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passViewPos = viewPos.xyz;
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#if !PER_PIXEL_LIGHTING
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vec3 diffuseLight, ambientLight;
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doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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clampLightingResult(passLighting);
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shadowDiffuseLighting *= getDiffuseColor().xyz;
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#endif
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uv = gl_MultiTexCoord0.xy;
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#if (@shadows_enabled)
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setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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