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			93 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
	
		
			2.3 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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#define GROUNDCOVER
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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#if @normalMap
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uniform sampler2D normalMap;
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varying vec2 normalMapUV;
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#endif
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// Other shaders respect forcePPL, but legacy groundcover mods were designed to work with vertex lighting.
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// They may do not look as intended with per-pixel lighting, so ignore this setting for now.
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#define PER_PIXEL_LIGHTING @normalMap
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varying float euclideanDepth;
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varying float linearDepth;
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uniform vec2 screenRes;
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uniform float far;
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uniform float alphaRef;
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#if PER_PIXEL_LIGHTING
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varying vec3 passViewPos;
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#else
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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 passNormal;
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#include "shadows_fragment.glsl"
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#include "lib/light/lighting.glsl"
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#include "lib/material/alpha.glsl"
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#include "fog.glsl"
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#include "compatibility/normals.glsl"
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void main()
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{
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#if @diffuseMap
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    gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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#else
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    gl_FragData[0] = vec4(1.0);
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#endif
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    if (euclideanDepth > @groundcoverFadeStart)
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        gl_FragData[0].a *= 1.0-smoothstep(@groundcoverFadeStart, @groundcoverFadeEnd, euclideanDepth);
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    gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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#if @normalMap
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    vec4 normalTex = texture2D(normalMap, normalMapUV);
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    vec3 normal = normalTex.xyz * 2.0 - 1.0;
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#if @reconstructNormalZ
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    normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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#endif
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    vec3 viewNormal = normalToView(normal);
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#else
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    vec3 viewNormal = normalToView(normalize(passNormal));
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#endif
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    float shadowing = unshadowedLightRatio(linearDepth);
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    vec3 lighting;
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#if !PER_PIXEL_LIGHTING
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    lighting = passLighting + shadowDiffuseLighting * shadowing;
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#else
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    vec3 diffuseLight, ambientLight, specularLight;
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    doLighting(passViewPos, viewNormal, gl_FrontMaterial.shininess, shadowing, diffuseLight, ambientLight, specularLight);
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    lighting = diffuseLight + ambientLight;
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#endif
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    clampLightingResult(lighting);
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    gl_FragData[0].xyz *= lighting;
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    gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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#if !@disableNormals
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    gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
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#endif
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    applyShadowDebugOverlay();
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}
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