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592 lines
18 KiB
GLSL
592 lines
18 KiB
GLSL
#include "core.h"
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#define FOG @shGlobalSettingBool(fog)
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#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#if FOG || SHADOWS_PSSM
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#define NEED_DEPTH
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#endif
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#define SPECULAR 1
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#define NORMAL_MAP @shPropertyHasValue(normalMap)
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#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
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#define DETAIL_MAP @shPropertyHasValue(detailMap)
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#define DIFFUSE_MAP @shPropertyHasValue(diffuseMap)
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#define DARK_MAP @shPropertyHasValue(darkMap)
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#define SPEC_MAP @shPropertyHasValue(specMap) && SPECULAR
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#define ALPHATEST_MODE @shPropertyString(alphaTestMode)
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#define PARALLAX @shPropertyBool(use_parallax)
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#define PARALLAX_SCALE 0.04
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#define PARALLAX_BIAS -0.02
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// right now we support 2 UV sets max. implementing them is tedious, and we're probably not going to need more
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#define SECOND_UV_SET (@shPropertyString(emissiveMapUVSet) || @shPropertyString(detailMapUVSet) || @shPropertyString(diffuseMapUVSet) || @shPropertyString(darkMapUVSet))
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// if normal mapping is enabled, we force pixel lighting
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#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
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#define UNDERWATER @shGlobalSettingBool(render_refraction)
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#define VERTEXCOLOR_MODE @shPropertyString(vertexcolor_mode)
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#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#define ENV_MAP @shPropertyBool(env_map)
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#define NEED_NORMAL (!VERTEX_LIGHTING || ENV_MAP) || SPECULAR
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#ifdef SH_VERTEX_SHADER
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// ------------------------------------- VERTEX ---------------------------------------
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SH_BEGIN_PROGRAM
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shUniform(float4x4, textureMatrix0) @shAutoConstant(textureMatrix0, texture_matrix, 0)
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#if (VIEWPROJ_FIX) || (SHADOWS)
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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#if VIEWPROJ_FIX
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shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
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shUniform(float4x4, vpMatrix) @shAutoConstant(vpMatrix, viewproj_matrix)
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#endif
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shVertexInput(float2, uv0)
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#if SECOND_UV_SET
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shVertexInput(float2, uv1)
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#endif
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shOutput(float4, UV)
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shNormalInput(float4)
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#if NORMAL_MAP
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shTangentInput(float4)
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shOutput(float3, tangentPassthrough)
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#endif
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#if NEED_NORMAL
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shOutput(float3, normalPassthrough)
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#endif
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// Depth in w
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shOutput(float4, objSpacePositionPassthrough)
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#if VERTEXCOLOR_MODE != 0
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shColourInput(float4)
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#endif
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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shOutput(float4, colourPassthrough)
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#endif
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#if ENV_MAP || VERTEX_LIGHTING
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shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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#endif
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#if VERTEX_LIGHTING
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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#endif
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shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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#if VERTEXCOLOR_MODE != 1
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shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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#endif
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#endif
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#if SHADOWS
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shOutput(float4, lightSpacePos0)
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shOutput(float4, lightSpacePos@shIterator)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#if !VIEWPROJ_FIX
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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#endif
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#if VERTEX_LIGHTING
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shOutput(float4, lightResult)
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shOutput(float3, directionalResult)
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#endif
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV.xy = shMatrixMult (textureMatrix0, float4(uv0,0,1)).xy;
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#if SECOND_UV_SET
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UV.zw = uv1;
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#endif
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#if ENV_MAP || VERTEX_LIGHTING
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float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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#endif
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#if ENV_MAP
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float3 viewVec = normalize( shMatrixMult(worldView, shInputPosition).xyz);
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float3 r = reflect( viewVec, viewNormal );
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float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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UV.z = r.x/m + 0.5;
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UV.w = r.y/m + 0.5;
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#endif
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#if NORMAL_MAP
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tangentPassthrough = tangent.xyz;
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#endif
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#if NEED_NORMAL
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normalPassthrough = normal.xyz;
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#endif
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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colourPassthrough = colour;
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#endif
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#ifdef NEED_DEPTH
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#if VIEWPROJ_FIX
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float4x4 vpFixed = vpMatrix;
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#if !SH_GLSL && !SH_GLSLES
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vpFixed[2] = vpRow2Fix;
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#else
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vpFixed[0][2] = vpRow2Fix.x;
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vpFixed[1][2] = vpRow2Fix.y;
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vpFixed[2][2] = vpRow2Fix.z;
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vpFixed[3][2] = vpRow2Fix.w;
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#endif
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float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
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objSpacePositionPassthrough.w = shMatrixMult(fixedWVP, shInputPosition).z;
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#else
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objSpacePositionPassthrough.w = shOutputPosition.z;
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#endif
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#endif
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objSpacePositionPassthrough.xyz = shInputPosition.xyz;
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#if SHADOWS
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lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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@shForeach(3)
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lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shEndForeach
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#endif
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#if VERTEX_LIGHTING
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float3 viewPos = shMatrixMult(worldView, shInputPosition).xyz;
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float3 lightDir;
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float d;
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lightResult = float4(0,0,0,1);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += colour.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0.0);
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#else
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lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0.0);
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#endif
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#if @shIterator == 0
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directionalResult = lightResult.xyz;
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#endif
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@shEndForeach
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += lightAmbient.xyz * colour.xyz + materialEmissive.xyz;
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lightResult.a *= colour.a;
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#endif
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#if VERTEXCOLOR_MODE == 1
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lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colour.xyz;
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#endif
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#if VERTEXCOLOR_MODE == 0
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lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
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#endif
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lightResult.a *= materialDiffuse.a;
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#endif
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}
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#else
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#if NORMAL_MAP && SH_GLSLES
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mat3 transpose( mat3 m);
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#endif
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// ----------------------------------- FRAGMENT ------------------------------------------
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#if UNDERWATER
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#include "underwater.h"
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#endif
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SH_BEGIN_PROGRAM
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#if DIFFUSE_MAP
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shSampler2D(diffuseMap)
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#endif
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#if NORMAL_MAP
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shSampler2D(normalMap)
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#endif
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#if DARK_MAP
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shSampler2D(darkMap)
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#endif
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#if DETAIL_MAP
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shSampler2D(detailMap)
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#endif
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#if EMISSIVE_MAP
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shSampler2D(emissiveMap)
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#endif
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#if ENV_MAP
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shSampler2D(envMap)
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shUniform(float3, env_map_color) @shUniformProperty3f(env_map_color, env_map_color)
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#endif
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#if SPEC_MAP
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shSampler2D(specMap)
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#endif
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#if ENV_MAP || SPECULAR || PARALLAX
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shUniform(float3, cameraPosObjSpace) @shAutoConstant(cameraPosObjSpace, camera_position_object_space)
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#endif
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#if SPECULAR
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shUniform(float3, lightSpec0) @shAutoConstant(lightSpec0, light_specular_colour, 0)
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shUniform(float3, lightPosObjSpace0) @shAutoConstant(lightPosObjSpace0, light_position_object_space, 0)
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shUniform(float, matShininess) @shAutoConstant(matShininess, surface_shininess)
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shUniform(float3, matSpec) @shAutoConstant(matSpec, surface_specular_colour)
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#endif
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shInput(float4, UV)
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#if NORMAL_MAP
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shInput(float3, tangentPassthrough)
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#endif
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#if NEED_NORMAL
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shInput(float3, normalPassthrough)
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#endif
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shInput(float4, objSpacePositionPassthrough)
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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shInput(float4, colourPassthrough)
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#endif
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#if FOG
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shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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#endif
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#if SHADOWS
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shInput(float4, lightSpacePos0)
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shInput(float4, lightSpacePos@shIterator)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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#if (UNDERWATER) || (FOG)
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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#endif
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#if UNDERWATER
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shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
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#endif
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#if VERTEX_LIGHTING
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shInput(float4, lightResult)
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shInput(float3, directionalResult)
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#else
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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#endif
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shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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#if VERTEXCOLOR_MODE != 1
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shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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#endif
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#endif
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#if ALPHATEST_MODE != 0
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shUniform(float, alphaTestValue) @shUniformProperty1f(alphaTestValue, alphaTestValue)
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#endif
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SH_START_PROGRAM
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{
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float4 newUV = UV;
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#ifdef NEED_DEPTH
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float depthPassthrough = objSpacePositionPassthrough.w;
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#endif
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#if NEED_NORMAL
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float3 normal = normalPassthrough;
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#endif
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#if NORMAL_MAP
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float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
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float3x3 tbn = float3x3(tangentPassthrough.xyz, binormal, normal.xyz);
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#if SH_GLSL || SH_GLSLES
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tbn = transpose(tbn);
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#endif
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float4 normalTex = shSample(normalMap, UV.xy);
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normal = normalize (shMatrixMult( transpose(tbn), normalTex.xyz * 2.0 - 1.0 ));
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#endif
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#if ENV_MAP || SPECULAR || PARALLAX
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float3 eyeDir = normalize(cameraPosObjSpace.xyz - objSpacePositionPassthrough.xyz);
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#endif
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#if PARALLAX
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float3 TSeyeDir = normalize(shMatrixMult(tbn, eyeDir));
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newUV += (TSeyeDir.xyxy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS )).xyxy;
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#endif
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#if DIFFUSE_MAP
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#if @shPropertyString(diffuseMapUVSet)
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float4 diffuse = shSample(diffuseMap, newUV.zw);
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#else
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float4 diffuse = shSample(diffuseMap, newUV.xy);
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#endif
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#else
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float4 diffuse = float4(1,1,1,1);
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#endif
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#if ALPHATEST_MODE == 1
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if (diffuse.a >= alphaTestValue)
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discard;
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#elif ALPHATEST_MODE == 2
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if (diffuse.a != alphaTestValue)
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discard;
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#elif ALPHATEST_MODE == 3
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if (diffuse.a > alphaTestValue)
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discard;
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#elif ALPHATEST_MODE == 4
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if (diffuse.a <= alphaTestValue)
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discard;
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#elif ALPHATEST_MODE == 5
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if (diffuse.a == alphaTestValue)
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discard;
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#elif ALPHATEST_MODE == 6
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if (diffuse.a < alphaTestValue)
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discard;
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#elif ALPHATEST_MODE == 7
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discard;
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#endif
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#if DETAIL_MAP
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#if @shPropertyString(detailMapUVSet)
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diffuse *= shSample(detailMap, newUV.zw)*2;
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#else
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diffuse *= shSample(detailMap, newUV.xy)*2;
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#endif
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#endif
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#if DARK_MAP
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#if @shPropertyString(darkMapUVSet)
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diffuse *= shSample(darkMap, newUV.zw);
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#else
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diffuse *= shSample(darkMap, newUV.xy);
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#endif
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#endif
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shOutputColour(0) = diffuse;
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#if !VERTEX_LIGHTING
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float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough.xyz,1)).xyz;
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float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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float3 lightDir;
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float d;
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float4 lightResult = float4(0,0,0,1);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += colourPassthrough.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0.0);
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#else
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lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0.0);
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#endif
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#if @shIterator == 0
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float3 directionalResult = lightResult.xyz;
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#endif
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@shEndForeach
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += lightAmbient.xyz * colourPassthrough.xyz + materialEmissive.xyz;
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lightResult.a *= colourPassthrough.a;
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#endif
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#if VERTEXCOLOR_MODE == 1
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lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colourPassthrough.xyz;
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#endif
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#if VERTEXCOLOR_MODE == 0
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lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
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#endif
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lightResult.a *= materialDiffuse.a;
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#endif
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// shadows only for the first (directional) light
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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|
|
|
#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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|
|
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|
|
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#if (UNDERWATER) || (FOG)
|
|
float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough.xyz,1)).xyz;
|
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#endif
|
|
|
|
#if UNDERWATER
|
|
float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0.0,0.0,1.0), waterLevel);
|
|
#endif
|
|
|
|
#if SHADOWS || SHADOWS_PSSM
|
|
shOutputColour(0) *= (lightResult - float4(directionalResult * (1.0-shadow),0.0));
|
|
#else
|
|
shOutputColour(0) *= lightResult;
|
|
#endif
|
|
|
|
#if EMISSIVE_MAP
|
|
#if @shPropertyString(emissiveMapUVSet)
|
|
shOutputColour(0).xyz += shSample(emissiveMap, newUV.zw).xyz;
|
|
#else
|
|
shOutputColour(0).xyz += shSample(emissiveMap, newUV.xy).xyz;
|
|
#endif
|
|
#endif
|
|
|
|
#if ENV_MAP
|
|
// Everything looks better with fresnel
|
|
float facing = 1.0 - max(abs(dot(-eyeDir, normal)), 0.0);
|
|
float envFactor = shSaturate(0.25 + 0.75 * pow(facing, 1.0));
|
|
|
|
shOutputColour(0).xyz += shSample(envMap, UV.zw).xyz * envFactor * env_map_color;
|
|
#endif
|
|
|
|
#if SPECULAR
|
|
float3 light0Dir = normalize(lightPosObjSpace0.xyz);
|
|
|
|
float NdotL = max(dot(normal, light0Dir), 0.0);
|
|
float3 halfVec = normalize (light0Dir + eyeDir);
|
|
|
|
float shininess = matShininess;
|
|
#if SPEC_MAP
|
|
float4 specTex = shSample(specMap, UV.xy);
|
|
shininess *= (specTex.a);
|
|
#endif
|
|
|
|
float3 specular = pow(max(dot(normal, halfVec), 0.0), shininess) * lightSpec0 * matSpec;
|
|
#if SPEC_MAP
|
|
specular *= specTex.xyz;
|
|
#else
|
|
specular *= diffuse.a;
|
|
#endif
|
|
|
|
shOutputColour(0).xyz += specular * shadow;
|
|
#endif
|
|
|
|
#if FOG
|
|
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
|
|
|
|
|
|
#if UNDERWATER
|
|
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
|
|
#else
|
|
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
// prevent negative colour output (for example with negative lights)
|
|
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0.0,0.0,0.0));
|
|
}
|
|
#if NORMAL_MAP && SH_GLSLES
|
|
mat3 transpose(mat3 m){
|
|
return mat3(
|
|
m[0][0],m[1][0],m[2][0],
|
|
m[0][1],m[1][1],m[2][1],
|
|
m[0][2],m[1][2],m[2][2]
|
|
);
|
|
}
|
|
#endif
|
|
|
|
#endif
|