#version 120 #pragma import_defines(FORCE_OPAQUE) #if @useUBO #extension GL_ARB_uniform_buffer_object : require #endif #if @useGPUShader4 #extension GL_EXT_gpu_shader4: require #endif #if @diffuseMap uniform sampler2D diffuseMap; varying vec2 diffuseMapUV; #endif #if @darkMap uniform sampler2D darkMap; varying vec2 darkMapUV; #endif #if @detailMap uniform sampler2D detailMap; varying vec2 detailMapUV; #endif #if @decalMap uniform sampler2D decalMap; varying vec2 decalMapUV; #endif #if @emissiveMap uniform sampler2D emissiveMap; varying vec2 emissiveMapUV; #endif #if @normalMap uniform sampler2D normalMap; varying vec2 normalMapUV; varying vec4 passTangent; #endif #if @envMap uniform sampler2D envMap; varying vec2 envMapUV; uniform vec4 envMapColor; #endif #if @specularMap uniform sampler2D specularMap; varying vec2 specularMapUV; #endif #if @bumpMap uniform sampler2D bumpMap; varying vec2 bumpMapUV; uniform vec2 envMapLumaBias; uniform mat2 bumpMapMatrix; #endif uniform bool simpleWater; varying float euclideanDepth; varying float linearDepth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING centroid varying vec3 passLighting; centroid varying vec3 shadowDiffuseLighting; #else uniform float emissiveMult; #endif uniform float specStrength; varying vec3 passViewPos; varying vec3 passNormal; #include "vertexcolors.glsl" #include "shadows_fragment.glsl" #include "lighting.glsl" #include "parallax.glsl" #include "alpha.glsl" #if @softParticles #include "softparticles.glsl" #endif void main() { #if @diffuseMap vec2 adjustedDiffuseUV = diffuseMapUV; #endif #if @normalMap vec4 normalTex = texture2D(normalMap, normalMapUV); vec3 normalizedNormal = normalize(passNormal); vec3 normalizedTangent = normalize(passTangent.xyz); vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w; mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal); vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0)); #endif #if (!@normalMap && (@parallax || @forcePPL)) vec3 viewNormal = gl_NormalMatrix * normalize(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); vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0.0) ? -1.f : 1.f); adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set // TODO: check not working as the same UV buffer is being bound to different targets // if diffuseMapUV == normalMapUV #if 1 // fetch a new normal using updated coordinates normalTex = texture2D(normalMap, adjustedDiffuseUV); viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0)); #endif #endif #if @diffuseMap gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV); gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV); #else gl_FragData[0] = vec4(1.0); #endif vec4 diffuseColor = getDiffuseColor(); gl_FragData[0].a *= diffuseColor.a; #if @darkMap gl_FragData[0] *= texture2D(darkMap, darkMapUV); gl_FragData[0].a *= coveragePreservingAlphaScale(darkMap, darkMapUV); #endif alphaTest(); #if @detailMap gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0; #endif #if @decalMap vec4 decalTex = texture2D(decalMap, decalMapUV); gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a); #endif #if @envMap vec2 envTexCoordGen = envMapUV; float envLuma = 1.0; #if @normalMap // if using normal map + env map, take advantage of per-pixel normals for envTexCoordGen vec3 viewVec = normalize(passViewPos.xyz); vec3 r = reflect( viewVec, viewNormal ); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) ); envTexCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5); #endif #if @bumpMap vec4 bumpTex = texture2D(bumpMap, bumpMapUV); envTexCoordGen += bumpTex.rg * bumpMapMatrix; envLuma = clamp(bumpTex.b * envMapLumaBias.x + envMapLumaBias.y, 0.0, 1.0); #endif #if @preLightEnv gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma; #endif #endif float shadowing = unshadowedLightRatio(linearDepth); vec3 lighting; #if !PER_PIXEL_LIGHTING lighting = passLighting + shadowDiffuseLighting * shadowing; #else vec3 diffuseLight, ambientLight; doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight); vec3 emission = getEmissionColor().xyz * emissiveMult; lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission; clampLightingResult(lighting); #endif gl_FragData[0].xyz *= lighting; #if @envMap && !@preLightEnv gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma; #endif #if @emissiveMap gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz; #endif #if @specularMap vec4 specTex = texture2D(specularMap, specularMapUV); float shininess = specTex.a * 255.0; vec3 matSpec = specTex.xyz; #else float shininess = gl_FrontMaterial.shininess; vec3 matSpec = getSpecularColor().xyz; #endif matSpec *= specStrength; if (matSpec != vec3(0.0)) { #if (!@normalMap && !@parallax && !@forcePPL) vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); #endif gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing; } #if @radialFog float depth; // For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis if (simpleWater) depth = length(passViewPos); else depth = euclideanDepth; float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); #else float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); #endif gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); #if @softParticles gl_FragData[0].a *= calcSoftParticleFade(); #endif #if defined(FORCE_OPAQUE) && FORCE_OPAQUE // having testing & blending isn't enough - we need to write an opaque pixel to be opaque gl_FragData[0].a = 1.0; #endif applyShadowDebugOverlay(); }