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155 lines
4.0 KiB
GLSL
155 lines
4.0 KiB
GLSL
#version 120
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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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#if @darkMap
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uniform sampler2D darkMap;
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varying vec2 darkMapUV;
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#endif
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#if @detailMap
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uniform sampler2D detailMap;
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varying vec2 detailMapUV;
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#endif
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#if @decalMap
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uniform sampler2D decalMap;
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varying vec2 decalMapUV;
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#endif
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#if @emissiveMap
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uniform sampler2D emissiveMap;
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varying vec2 emissiveMapUV;
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#endif
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#if @normalMap
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uniform sampler2D normalMap;
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varying vec2 normalMapUV;
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varying vec4 passTangent;
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#endif
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#if @envMap
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uniform sampler2D envMap;
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varying vec2 envMapUV;
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uniform vec4 envMapColor;
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#endif
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#if @specularMap
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uniform sampler2D specularMap;
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varying vec2 specularMapUV;
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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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centroid varying vec4 lighting;
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#else
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centroid 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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#if @diffuseMap
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vec2 adjustedDiffuseUV = diffuseMapUV;
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#endif
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#if @normalMap
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vec4 normalTex = texture2D(normalMap, normalMapUV);
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vec3 normalizedNormal = normalize(passNormal);
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vec3 normalizedTangent = normalize(passTangent.xyz);
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vec3 binormal = cross(normalizedTangent, normalizedNormal);
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mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#else
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vec3 viewNormal = gl_NormalMatrix * normalize(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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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0) ? -1.f : 1.f);
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adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
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// TODO: check not working as the same UV buffer is being bound to different targets
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// if diffuseMapUV == normalMapUV
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#if 1
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// fetch a new normal using updated coordinates
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normalTex = texture2D(normalMap, adjustedDiffuseUV);
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viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#endif
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
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#else
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gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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#if @detailMap
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gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
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#endif
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#if @darkMap
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gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
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#endif
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#if @decalMap
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vec4 decalTex = texture2D(decalMap, decalMapUV);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.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 @emissiveMap
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gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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#if @envMap
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#if @normalMap
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// if using normal map + env map, take advantage of per-pixel normals for texCoordGen
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vec3 viewVec = normalize(passViewPos.xyz);
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vec3 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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vec2 texCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5);
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gl_FragData[0].xyz += texture2D(envMap, texCoordGen).xyz * envMapColor.xyz;
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#else
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gl_FragData[0].xyz += texture2D(envMap, envMapUV).xyz * envMapColor.xyz;
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#endif
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#endif
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#if @specularMap
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vec4 specTex = texture2D(specularMap, specularMapUV);
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float shininess = specTex.a * 255;
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vec3 matSpec = specTex.xyz;
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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.xyz), 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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