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91 lines
2.0 KiB
GLSL
91 lines
2.0 KiB
GLSL
#version 120
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#pragma import_defines(FORCE_OPAQUE)
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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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#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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varying vec3 passViewPos;
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varying vec3 passNormal;
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varying float euclideanDepth;
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varying float linearDepth;
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varying float passFalloff;
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uniform vec2 screenRes;
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uniform bool useFalloff;
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uniform float far;
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uniform float near;
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uniform float alphaRef;
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#include "lib/material/alpha.glsl"
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#include "compatibility/vertexcolors.glsl"
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#include "compatibility/fog.glsl"
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#include "compatibility/shadows_fragment.glsl"
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#if @softParticles
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#include "lib/particle/soft.glsl"
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uniform sampler2D opaqueDepthTex;
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uniform float particleSize;
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uniform bool particleFade;
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uniform float softFalloffDepth;
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#endif
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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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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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gl_FragData[0] *= getDiffuseColor();
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if (useFalloff)
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gl_FragData[0].a *= passFalloff;
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gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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#if !defined(FORCE_OPAQUE) && @softParticles
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vec2 screenCoords = gl_FragCoord.xy / screenRes;
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vec3 viewVec = normalize(passViewPos.xyz);
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vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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gl_FragData[0].a *= calcSoftParticleFade(
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viewVec,
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passViewPos,
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viewNormal,
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near,
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far,
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texture2D(opaqueDepthTex, screenCoords).x,
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particleSize,
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particleFade,
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softFalloffDepth
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);
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#endif
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#if defined(FORCE_OPAQUE) && FORCE_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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vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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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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