#version 120 #if @diffuseMap uniform sampler2D diffuseMap; varying vec2 diffuseMapUV; #endif #if @darkMap uniform sampler2D darkMap; varying vec2 darkMapUV; #endif #if @detailMap uniform sampler2D detailMap; varying vec2 detailMapUV; #endif #if @decalMap uniform sampler2D decalMap; varying vec2 decalMapUV; #endif #if @emissiveMap uniform sampler2D emissiveMap; varying vec2 emissiveMapUV; #endif #if @normalMap uniform sampler2D normalMap; varying vec2 normalMapUV; varying vec4 passTangent; #endif #if @envMap uniform sampler2D envMap; varying vec2 envMapUV; uniform vec4 envMapColor; #endif #if @specularMap uniform sampler2D specularMap; varying vec2 specularMapUV; #endif varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING centroid varying vec4 lighting; #else centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; #include "lighting.glsl" #include "parallax.glsl" void main() { #if @diffuseMap vec2 adjustedDiffuseUV = diffuseMapUV; #endif #if @normalMap vec4 normalTex = texture2D(normalMap, normalMapUV); vec3 normalizedNormal = normalize(passNormal); vec3 normalizedTangent = normalize(passTangent.xyz); vec3 binormal = cross(normalizedTangent, normalizedNormal); mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal); vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0)); #else vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); #endif #if @parallax vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz; vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz; vec3 eyeDir = normalize(cameraPos - objectPos); vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0) ? -1.f : 1.f); adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set // TODO: check not working as the same UV buffer is being bound to different targets // if diffuseMapUV == normalMapUV #if 1 // fetch a new normal using updated coordinates normalTex = texture2D(normalMap, adjustedDiffuseUV); viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0)); #endif #endif #if @diffuseMap gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV); #else gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0); #endif #if @detailMap gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0; #endif #if @darkMap gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz; #endif #if @decalMap vec4 decalTex = texture2D(decalMap, decalMapUV); gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a); #endif #if !PER_PIXEL_LIGHTING gl_FragData[0] *= lighting; #else gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor); #endif #if @emissiveMap gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz; #endif #if @envMap #if @normalMap // if using normal map + env map, take advantage of per-pixel normals for texCoordGen vec3 viewVec = normalize(passViewPos.xyz); vec3 r = reflect( viewVec, viewNormal ); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) ); vec2 texCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5); gl_FragData[0].xyz += texture2D(envMap, texCoordGen).xyz * envMapColor.xyz; #else gl_FragData[0].xyz += texture2D(envMap, envMapUV).xyz * envMapColor.xyz; #endif #endif #if @specularMap vec4 specTex = texture2D(specularMap, specularMapUV); float shininess = specTex.a * 255; vec3 matSpec = specTex.xyz; #else float shininess = gl_FrontMaterial.shininess; vec3 matSpec = gl_FrontMaterial.specular.xyz; #endif gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec); float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); }