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Reimplement detailMap, darkMap and emissiveMap
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2 changed files with 51 additions and 0 deletions
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@ -5,6 +5,21 @@ uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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varying vec2 diffuseMapUV;
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#endif
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#endif
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#if @darkMap
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uniform sampler2D darkMap;
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varying vec2 darkMapUV;
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#endif
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#if @detailMap
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uniform sampler2D detailMap;
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varying vec2 detailMapUV;
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#endif
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#if @emissiveMap
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uniform sampler2D emissiveMap;
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varying vec2 emissiveMapUV;
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#endif
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varying float depth;
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varying float depth;
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varying vec3 lighting;
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varying vec3 lighting;
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@ -17,8 +32,20 @@ void main()
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gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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#endif
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#if @detailMap
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gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
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#endif
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#if @darkMap
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gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
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#endif
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gl_FragData[0].xyz *= lighting;
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gl_FragData[0].xyz *= lighting;
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#if @emissiveMap
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gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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}
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}
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@ -4,6 +4,18 @@
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varying vec2 diffuseMapUV;
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varying vec2 diffuseMapUV;
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#endif
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#endif
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#if @darkMap
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varying vec2 darkMapUV;
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#endif
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#if @detailMap
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varying vec2 detailMapUV;
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#endif
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#if @emissiveMap
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varying vec2 emissiveMapUV;
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#endif
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varying float depth;
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varying float depth;
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varying vec3 lighting;
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varying vec3 lighting;
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@ -54,6 +66,18 @@ void main(void)
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diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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#endif
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#endif
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#if @darkMap
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darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy;
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#endif
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#if @detailMap
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detailMapUV = (gl_TextureMatrix[@detailMap] * gl_MultiTexCoord@detailMap).xy;
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#endif
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#if @emissiveMap
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emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
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#endif
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz);
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz);
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lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
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lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
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}
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}
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