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			117 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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#pragma import_defines(FORCE_OPAQUE, DISTORTION)
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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 PER_PIXEL_LIGHTING 1
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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 @emissiveMap
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uniform sampler2D emissiveMap;
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varying vec2 emissiveMapUV;
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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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varying float euclideanDepth;
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varying float linearDepth;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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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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uniform float emissiveMult;
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uniform float specStrength;
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uniform bool useTreeAnim;
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uniform float distortionStrength;
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#include "lib/core/fragment.h.glsl"
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#include "lib/light/lighting.glsl"
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#include "lib/material/alpha.glsl"
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#include "lib/util/distortion.glsl"
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#include "compatibility/vertexcolors.glsl"
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#include "compatibility/shadows_fragment.glsl"
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#include "compatibility/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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#if defined(DISTORTION) && DISTORTION
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    vec2 screenCoords = gl_FragCoord.xy / (screenRes * @distorionRTRatio);
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    gl_FragData[0].a *= getDiffuseColor().a;
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    gl_FragData[0] = applyDistortion(gl_FragData[0], distortionStrength, gl_FragCoord.z, sampleOpaqueDepthTex(screenCoords).x);
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    return;
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#endif
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    gl_FragData[0].a *= coveragePreservingAlphaScale(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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    vec4 diffuseColor = getDiffuseColor();
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    if (!useTreeAnim)
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        gl_FragData[0].a *= diffuseColor.a;
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    gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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    vec3 specularColor = getSpecularColor().xyz;
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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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    specularColor *= normalTex.a;
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#else
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    vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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#endif
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    float shadowing = unshadowedLightRatio(linearDepth);
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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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    vec3 diffuse = diffuseColor.xyz * diffuseLight;
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    vec3 ambient = getAmbientColor().xyz * ambientLight;
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    vec3 emission = getEmissionColor().xyz * emissiveMult;
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#if @emissiveMap
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    emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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    vec3 lighting = diffuse + ambient + emission;
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    vec3 specular = specularColor * specularLight * specStrength;
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    clampLightingResult(lighting);
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    gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
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    gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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    // having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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    gl_FragData[0].a = 1.0;
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#endif
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#if !defined(FORCE_OPAQUE) && !@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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