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			85 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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varying vec2 uv;
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uniform sampler2D diffuseMap;
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#if @normalMap
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uniform sampler2D normalMap;
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#endif
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#if @blendMap
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uniform sampler2D blendMap;
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#endif
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varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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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 passNormal;
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#include "lighting.glsl"
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#include "parallax.glsl"
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void main()
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{
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    vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
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#if @normalMap
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    vec4 normalTex = texture2D(normalMap, adjustedUV);
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    vec3 normalizedNormal = normalize(passNormal);
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    vec3 tangent = vec3(1.0, 0.0, 0.0);
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    vec3 binormal = normalize(cross(tangent, normalizedNormal));
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    tangent = normalize(cross(normalizedNormal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
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    mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal);
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    vec3 viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
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#else
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    vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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#endif
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#if @parallax
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    vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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    vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
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    vec3 eyeDir = normalize(cameraPos - objectPos);
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    adjustedUV += getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, 1.f);
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    // update normal using new coordinates
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    normalTex = texture2D(normalMap, adjustedUV);
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    viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
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#endif
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    vec4 diffuseTex = texture2D(diffuseMap, adjustedUV);
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    gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
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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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#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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#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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    gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec);
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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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