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			120 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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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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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 euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 shadowDiffuseLighting;
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#endif
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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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#include "vertexcolors.glsl"
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#include "shadows_fragment.glsl"
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#include "lighting.glsl"
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#include "parallax.glsl"
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#include "fog.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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    vec3 normal = normalize(passNormal);
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#if @normalMap
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    vec4 normalTex = texture2D(normalMap, adjustedUV);
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    vec3 normalizedNormal = normal;
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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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    normal = tbnTranspose * (normalTex.xyz * 2.0 - 1.0);
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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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    normal = tbnTranspose * (normalTex.xyz * 2.0 - 1.0);
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#endif
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    vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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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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    vec4 diffuseColor = getDiffuseColor();
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    gl_FragData[0].a *= diffuseColor.a;
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    float shadowing = unshadowedLightRatio(linearDepth);
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    vec3 lighting;
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#if !PER_PIXEL_LIGHTING
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    lighting = passLighting + shadowDiffuseLighting * shadowing;
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#else
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    vec3 diffuseLight, ambientLight;
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    doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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    lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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#endif
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    clampLightingResult(lighting);
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    gl_FragData[0].xyz *= lighting;
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#if @specularMap
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    float shininess = 128.0; // TODO: make configurable
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    vec3 matSpec = vec3(diffuseTex.a);
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#else
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    float shininess = gl_FrontMaterial.shininess;
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    vec3 matSpec = getSpecularColor().xyz;
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#endif
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    if (matSpec != vec3(0.0))
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    {
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        gl_FragData[0].xyz += getSpecular(viewNormal, normalize(passViewPos), shininess, matSpec) * shadowing;
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    }
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    gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth);
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#if !@disableNormals && @writeNormals
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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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