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	- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now. - Fixes several blending issues and cell border seams - Fix map render to use the terrain bounding box instead of an arbitrary height - Different LODs are now properly connected instead of using skirts - Support self shadowing - Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better - Support a fixed function fallback (though the splatting shader usually performs better) - Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
		
			
				
	
	
		
			447 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			447 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#include "core.h"
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#define FOG @shGlobalSettingBool(fog)
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#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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    #include "shadows.h"
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#endif
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#if FOG || SHADOWS_PSSM
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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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#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
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#define DETAIL_MAP @shPropertyHasValue(detailMap)
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// right now we support 2 UV sets max. implementing them is tedious, and we're probably not going to need more
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#define SECOND_UV_SET (@shPropertyString(emissiveMapUVSet) || @shPropertyString(detailMapUVSet))
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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 VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#ifdef SH_VERTEX_SHADER
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    // ------------------------------------- VERTEX ---------------------------------------
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    SH_BEGIN_PROGRAM
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        shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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        shUniform(float4x4, textureMatrix0) @shAutoConstant(textureMatrix0, texture_matrix, 0)
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#if (VIEWPROJ_FIX) || (SHADOWS)
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    shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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#if VIEWPROJ_FIX
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        shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
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        shUniform(float4x4, vpMatrix) @shAutoConstant(vpMatrix, viewproj_matrix)
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#endif
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        shVertexInput(float2, uv0)
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#if SECOND_UV_SET
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        shVertexInput(float2, uv1)
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#endif
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        shOutput(float4, 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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        shOutput(float3, objSpacePositionPassthrough)
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#if VERTEXCOLOR_MODE != 0
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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(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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#if SHADOWS
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        shOutput(float4, lightSpacePos0)
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        shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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    @shForeach(3)
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        shOutput(float4, lightSpacePos@shIterator)
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        shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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    @shEndForeach
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#if !VIEWPROJ_FIX
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    shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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#endif
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#if VERTEX_LIGHTING
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    shOutput(float4, lightResult)
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    shOutput(float3, directionalResult)
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#endif
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    SH_START_PROGRAM
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    {
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	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
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        UV.xy = shMatrixMult (textureMatrix0, float4(uv0,0,1)).xy;
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#if SECOND_UV_SET
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        UV.zw = uv1;
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#endif
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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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#if VIEWPROJ_FIX
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        float4x4 vpFixed = vpMatrix;
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#if !SH_GLSL
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        vpFixed[2] = vpRow2Fix;
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#else
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        vpFixed[0][2] = vpRow2Fix.x;
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        vpFixed[1][2] = vpRow2Fix.y;
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        vpFixed[2][2] = vpRow2Fix.z;
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        vpFixed[3][2] = vpRow2Fix.w;
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#endif
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        float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
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        depthPassthrough = shMatrixMult(fixedWVP, shInputPosition).z;
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#else
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        depthPassthrough = shOutputPosition.z;
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#endif
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#endif
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        objSpacePositionPassthrough = shInputPosition.xyz;
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#if SHADOWS
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        lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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#endif
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#if SHADOWS_PSSM
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        float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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    @shForeach(3)
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        lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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    @shEndForeach
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#endif
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#if VERTEX_LIGHTING
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        float3 viewPos = shMatrixMult(worldView, shInputPosition).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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        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 += colour.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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            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 * colour.xyz + materialEmissive.xyz;
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        lightResult.a *= colour.a;
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#endif
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#if VERTEXCOLOR_MODE == 1
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        lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colour.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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    }
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#else
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    // ----------------------------------- FRAGMENT ------------------------------------------
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#if UNDERWATER
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    #include "underwater.h"
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#endif
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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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#if EMISSIVE_MAP
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        shSampler2D(emissiveMap)
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#endif
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#if DETAIL_MAP
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        shSampler2D(detailMap)
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#endif
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        shInput(float4, 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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#endif
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#if SHADOWS
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        shInput(float4, lightSpacePos0)
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        shSampler2D(shadowMap0)
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        shUniform(float2, invShadowmapSize0)   @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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#endif
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#if SHADOWS_PSSM
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    @shForeach(3)
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        shInput(float4, lightSpacePos@shIterator)
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        shSampler2D(shadowMap@shIterator)
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        shUniform(float2, invShadowmapSize@shIterator)  @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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    @shEndForeach
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    shUniform(float3, pssmSplitPoints)  @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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        shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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#if (UNDERWATER) || (FOG)
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        shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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        shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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#endif
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#if UNDERWATER
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        shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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        shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
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#endif
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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.xy);
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#if DETAIL_MAP
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#if @shPropertyString(detailMapUVSet)
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        shOutputColour(0) *= shSample(detailMap, UV.zw)*2;
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#else
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        shOutputColour(0) *= shSample(detailMap, UV.xy)*2;
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#endif
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#endif
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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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#endif
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#if SHADOWS_PSSM
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            float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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            float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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            float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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            shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
 | 
						|
#endif
 | 
						|
 | 
						|
#if !SHADOWS && !SHADOWS_PSSM
 | 
						|
            float shadow = 1.0;
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
 | 
						|
#if (UNDERWATER) || (FOG)
 | 
						|
    float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)).xyz;
 | 
						|
#endif
 | 
						|
 | 
						|
#if UNDERWATER
 | 
						|
    float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
 | 
						|
#endif
 | 
						|
 | 
						|
#if SHADOWS || SHADOWS_PSSM
 | 
						|
        shOutputColour(0) *= (lightResult - float4(directionalResult * (1.0-shadow),0));
 | 
						|
#else
 | 
						|
        shOutputColour(0) *= lightResult;
 | 
						|
#endif
 | 
						|
 | 
						|
#if FOG
 | 
						|
        float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
 | 
						|
 | 
						|
 | 
						|
#if UNDERWATER
 | 
						|
        shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
 | 
						|
#else
 | 
						|
        shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
 | 
						|
#endif
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
#if EMISSIVE_MAP
 | 
						|
        #if @shPropertyString(emissiveMapUVSet)
 | 
						|
        shOutputColour(0).xyz += shSample(emissiveMap, UV.zw).xyz;
 | 
						|
        #else
 | 
						|
        shOutputColour(0).xyz += shSample(emissiveMap, UV.xy).xyz;
 | 
						|
        #endif
 | 
						|
#endif
 | 
						|
 | 
						|
        // prevent negative colour output (for example with negative lights)
 | 
						|
        shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
 | 
						|
    }
 | 
						|
 | 
						|
#endif
 |