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			73 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| varying vec2 uv;
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| 
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| uniform sampler2D diffuseMap;
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| 
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| #if @normalMap
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| uniform sampler2D normalMap;
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| #endif
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| 
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| #if @blendMap
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| uniform sampler2D blendMap;
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| #endif
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| 
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| varying float depth;
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| 
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| #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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| 
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| #if !PER_PIXEL_LIGHTING
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| varying vec4 lighting;
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| #else
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| varying vec4 passColor;
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| #endif
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| varying vec3 passViewPos;
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| varying vec3 passViewNormal;
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| 
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| #include "lighting.glsl"
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| 
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| void main()
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| {
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|     vec2 diffuseMapUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
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| 
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|     vec4 diffuseTex = texture2D(diffuseMap, diffuseMapUV);
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|     gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
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| 
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| #if @blendMap
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|     vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
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|     gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
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| #endif
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| 
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|     vec3 viewNormal = passViewNormal;
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| 
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| #if @normalMap
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|     vec3 normalTex = texture2D(normalMap, diffuseMapUV).xyz;
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| 
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|     vec3 viewTangent = (gl_ModelViewMatrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz;
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|     vec3 viewBinormal = normalize(cross(viewTangent, viewNormal));
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|     viewTangent = normalize(cross(viewNormal, viewBinormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
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|     mat3 tbn = mat3(viewTangent, viewBinormal, viewNormal);
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| 
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|     viewNormal = normalize(tbn * (normalTex * 2.0 - 1.0));
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| #endif
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| 
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| 
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| #if !PER_PIXEL_LIGHTING
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|     gl_FragData[0] *= lighting;
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| #else
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|     gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor);
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| #endif
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| 
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| #if @specularMap
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|     float shininess = 128; // TODO: make configurable
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|     vec3 matSpec = vec3(diffuseTex.a, diffuseTex.a, diffuseTex.a);
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| #else
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|     float shininess = gl_FrontMaterial.shininess;
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|     vec3 matSpec = gl_FrontMaterial.specular.xyz;
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| #endif
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| 
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|     gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec);
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| 
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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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| }
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