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//
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// object.frag
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// Kraken Engine
//
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// Copyright 2025 Kearwood Gilbert. All rights reserved.
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//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
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#version 450
#extension GL_GOOGLE_include_directive : enable
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// TODO - HACK! Need to dynamically set these defines...
#define ENABLE_DIFFUSE 1
#define ENABLE_PER_PIXEL 1
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//#extension GL_EXT_shadow_samplers : require
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layout ( location = 0 ) out vec4 colorOut ;
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/ *
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
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# else
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layout ( location = 0 ) in mediump vec3 normal ;
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# endif
# if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
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layout ( location = 1 ) in highp vec2 texCoord ;
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# endif
# if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
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layout ( location = 2 ) in highp vec2 normal_uv ;
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# else
# define normal_uv texCoord
# endif
#else
# if HAS_DIFFUSE_MAP == 1
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layout ( location = 3 ) in highp vec2 texCoord ;
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# endif
#endif
#if GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
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layout ( location = 4 ) in highp mat3 tangent_to_view_matrix ;
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# endif
# if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
# if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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layout ( location = 5 ) in highp vec2 diffuse_uv ;
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# else
# define diffuse_uv texCoord
# endif
# endif
#else
# if ENABLE_RIM_COLOR == 1
# define NEED_EYEVEC
# endif
# if HAS_REFLECTION_CUBE_MAP == 1
# if HAS_NORMAL_MAP == 1
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layout ( location = 6 ) in highp mat3 tangent_to_world_matrix ;
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# define NEED_EYEVEC
# else
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layout ( location = 7 ) in mediump vec3 reflectionVec ;
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# endif
# endif
# ifdef NEED_EYEVEC
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layout ( location = 8 ) in mediump vec3 eyeVec ;
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# endif
# if SHADOW_QUALITY >= 1
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layout ( location = 9 ) in highp vec4 shadowMapCoord1 ;
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# endif
# if HAS_LIGHT_MAP == 1
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layout ( location = 10 ) in mediump vec2 lightmap_uv ;
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# endif
# if SHADOW_QUALITY >= 2
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layout ( location = 11 ) in highp vec4 shadowMapCoord2 ;
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# endif
# if SHADOW_QUALITY >= 3
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layout ( location = 12 ) in highp vec4 shadowMapCoord3 ;
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# endif
# if ENABLE_PER_PIXEL == 1
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layout ( location = 13 ) in mediump vec3 lightVec ;
layout ( location = 14 ) in mediump vec3 halfVec ;
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# else
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layout ( location = 15 ) in mediump float lamberFactor ;
layout ( location = 16 ) in mediump float specularFactor ;
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# endif
# if ( HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1 ) && ENABLE_PER_PIXEL == 1
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layout ( location = 17 ) in mediump vec2 spec_uv ;
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# else
# define spec_uv texCoord
# endif
# if ( HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1 ) && ENABLE_PER_PIXEL == 1
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layout ( location = 18 ) in mediump vec2 reflection_uv ;
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# else
# define reflection_uv texCoord
# endif
# if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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layout ( location = 19 ) in highp vec2 diffuse_uv ;
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# else
# define diffuse_uv texCoord
# endif
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#endif
* /
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
# if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
layout ( location = 0 ) in highp vec2 texCoord ;
# endif
# if HAS_NORMAL_MAP == 1
# if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
layout ( location = 1 ) in highp vec2 normal_uv ;
# endif
# else
layout ( location = 2 ) in mediump vec3 normal ;
# endif
#else
# if HAS_DIFFUSE_MAP == 1
layout ( location = 3 ) in highp vec2 texCoord ;
# endif
#endif
#if GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
layout ( location = 4 ) in highp mat3 tangent_to_view_matrix ;
# endif
#else
# if HAS_LIGHT_MAP == 1
layout ( location = 5 ) in mediump vec2 lightmap_uv ;
# endif
# if ENABLE_PER_PIXEL == 1
layout ( location = 6 ) in mediump vec3 lightVec ;
layout ( location = 7 ) in mediump vec3 halfVec ;
# if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
layout ( location = 8 ) in highp vec2 spec_uv ;
# endif
# if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
layout ( location = 9 ) in highp vec2 reflection_uv ;
# endif
# if SHADOW_QUALITY >= 1
layout ( location = 10 ) in highp vec4 shadowMapCoord1 ;
# endif
# if SHADOW_QUALITY >= 2
layout ( location = 11 ) in highp vec4 shadowMapCoord2 ;
# endif
# if SHADOW_QUALITY >= 3
layout ( location = 12 ) in highp vec4 shadowMapCoord3 ;
# endif
# else
layout ( location = 13 ) in mediump float lamberFactor ;
layout ( location = 14 ) in mediump float specularFactor ;
# endif
# if ENABLE_RIM_COLOR == 1
# define NEED_EYEVEC
# endif
# if HAS_REFLECTION_CUBE_MAP == 1
# if HAS_NORMAL_MAP == 1
# define NEED_EYEVEC
layout ( location = 15 ) in highp mat3 tangent_to_world_matrix ;
# else
layout ( location = 16 ) in mediump vec3 reflectionVec ;
# endif
# endif
# ifdef NEED_EYEVEC
layout ( location = 17 ) in mediump vec3 eyeVec ;
# endif
# if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
layout ( location = 18 ) in highp vec2 diffuse_uv ;
# endif
#endif
layout ( push_constant ) uniform constants
{
highp mat4 mvp_matrix ; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
highp mat4 bone_transforms [ BONE_COUNT ] ;
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
# if HAS_NORMAL_MAP_SCALE == 1
highp vec2 normalTexture_Scale ;
# endif
# if HAS_NORMAL_MAP_OFFSET == 1
highp vec2 normalTexture_Offset ;
# endif
# endif
#else
mediump float material_shininess ;
#endif
#if GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
highp mat4 model_view_inverse_transpose_matrix ;
# endif
#else
highp vec3 light_direction_model_space ; // Must be normalized before entering shader
highp vec3 camera_position_model_space ;
# if ENABLE_PER_PIXEL == 1
# if HAS_SPEC_MAP_SCALE == 1
highp vec2 specularTexture_Scale ;
# endif
# if HAS_SPEC_MAP_OFFSET == 1
highp vec2 specularTexture_Offset ;
# endif
# if HAS_REFLECTION_MAP_SCALE == 1
highp vec2 reflectionTexture_Scale ;
# endif
# if HAS_REFLECTION_MAP_OFFSET == 1
highp vec2 reflectionTexture_Offset ;
# endif
# if SHADOW_QUALITY >= 1
highp mat4 shadow_mvp1 ;
# endif
# if SHADOW_QUALITY >= 2
highp mat4 shadow_mvp2 ;
# endif
# if SHADOW_QUALITY >= 3
highp mat4 shadow_mvp3 ;
# endif
# endif // ENABLE_PER_PIXEL
# if HAS_REFLECTION_CUBE_MAP == 1
# if HAS_NORMAL_MAP == 1
# define NEED_EYEVEC
highp mat4 model_inverse_transpose_matrix ;
# else
highp mat4 model_matrix ;
# endif
# endif
# if HAS_DIFFUSE_MAP_SCALE == 1
highp vec2 diffuseTexture_Scale ;
# endif
# if HAS_DIFFUSE_MAP_OFFSET == 1
highp vec2 diffuseTexture_Offset ;
# endif
#endif
#if ENABLE_RIM_COLOR == 1
lowp vec3 rim_color ;
mediump float rim_power ;
#endif
#if FOG_TYPE > 0
// FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential
// FOG_TYPE 3 - Exponential squared
lowp vec3 fog_color ;
mediump float fog_near ;
# if FOG_TYPE == 1
mediump float fog_far ;
mediump float fog_scale ;
# endif
# if FOG_TYPE > 1
mediump float fog_density ;
# endif
# if FOG_TYPE == 2
mediump float fog_density_premultiplied_exponential ;
# endif
# if FOG_TYPE == 3
mediump float fog_density_premultiplied_squared ;
# endif
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
mediump float material_shininess ;
# if HAS_NORMAL_MAP == 1
sampler2D normalTexture ;
# endif
#endif
#if GBUFFER_PASS == 3
sampler2D gbuffer_frame ;
sampler2D gbuffer_depth ;
#endif
#if GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
# else
highp mat4 model_view_inverse_transpose_matrix ;
# endif
# if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
sampler2D diffuseTexture ;
# endif
#else
lowp vec3 material_ambient ;
lowp vec3 material_diffuse ;
lowp vec3 material_specular ;
lowp float material_alpha ;
# if HAS_DIFFUSE_MAP == 1
sampler2D diffuseTexture ;
# endif
# if HAS_SPEC_MAP == 1
sampler2D specularTexture ;
# endif
# if HAS_REFLECTION_MAP == 1
sampler2D reflectionTexture ;
# endif
# if ENABLE_RIM_COLOR == 1
# define NEED_EYEVEC
# endif
# if HAS_REFLECTION_CUBE_MAP == 1
lowp vec3 material_reflection ;
samplerCube reflectionCubeTexture ;
# if HAS_NORMAL_MAP == 1
highp mat4 model_matrix ;
# endif
# endif
# if SHADOW_QUALITY >= 1
# ifdef GL_EXT_shadow_samplers
sampler2DShadow shadowTexture1 ;
# else
sampler2D shadowTexture1 ;
# endif
# endif
# if HAS_LIGHT_MAP == 1
sampler2D lightmapTexture ;
# endif
# if SHADOW_QUALITY >= 2
ampler2D shadowTexture2 ;
# endif
# if SHADOW_QUALITY >= 3
sampler2D shadowTexture3 ;
# endif
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#endif
#if GBUFFER_PASS == 1 || GBUFFER_PASS == 3
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mediump vec4 viewport ;
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#endif
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} PushConstants ;
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void main ( )
{
# if ALPHA_TEST == 1 && HAS_DIFFUSE_MAP == 1
mediump vec4 diffuseMaterial = texture ( diffuseTexture , diffuse_uv ) ;
if ( diffuseMaterial . a < 0.5 ) discard ;
# endif
# if GBUFFER_PASS == 1 && ALPHA_TEST == 1
if ( texture ( diffuseTexture , diffuse_uv ) . a < 0.5 ) discard ;
# endif
# if GBUFFER_PASS == 2 || GBUFFER_PASS == 3
mediump vec2 gbuffer_uv = vec2 ( gl_FragCoord . xy / viewport . zw ) ; // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
# endif
# if GBUFFER_PASS == 3
lowp vec4 gbuffer_sample = texture ( gbuffer_frame , gbuffer_uv ) ;
mediump vec3 gbuffer_lamber_factor = gbuffer_sample . rgb * 5.0 ;
lowp float gbuffer_specular_factor = gbuffer_sample . a ;
# endif
# if GBUFFER_PASS == 1
# if HAS_NORMAL_MAP == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize ( 2.0 * texture ( normalTexture , normal_uv ) . rgb - 1.0 ) ;
mediump vec3 view_space_normal = tangent_to_view_matrix * normal ;
# else
mediump vec3 view_space_normal = vec3 ( model_view_inverse_transpose_matrix * vec4 ( normal , 1.0 ) ) ;
# endif
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colorOut = vec4 ( view_space_normal * 0.5 + 0.5 , PushConstants . material_shininess / 100.0 ) ;
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# else
# if HAS_DIFFUSE_MAP == 1
# if ALPHA_TEST == 1
diffuseMaterial . a = 1.0 ;
# else
mediump vec4 diffuseMaterial = texture ( diffuseTexture , diffuse_uv ) ;
# endif
# else
mediump vec4 diffuseMaterial = vec4 ( 1.0 ) ;
# endif
# if ENABLE_PER_PIXEL == 1
# if HAS_NORMAL_MAP == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize ( 2.0 * texture ( normalTexture , normal_uv ) . rgb - 1.0 ) ;
# endif
# if GBUFFER_PASS == 3
mediump vec3 lamberFactor = gbuffer_lamber_factor ;
# else
mediump float lamberFactor = max ( 0.0 , dot ( lightVec , normal ) ) ;
# endif
mediump float specularFactor = 0.0 ;
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if ( PushConstants . material_shininess > 0.0 ) {
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# if GBUFFER_PASS == 3
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specularFactor = gbuffer_specular_factor ;
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# else
mediump float halfVecDot = dot ( halfVec , normal ) ;
if ( halfVecDot > 0.0 ) {
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specularFactor = max ( 0.0 , pow ( halfVecDot , PushConstants . material_shininess ) ) ;
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}
# endif
}
# ifdef GL_EXT_shadow_samplers
# if SHADOW_QUALITY == 1
lowp float shadow = shadow2DProjEXT ( shadowTexture1 , shadowMapCoord1 ) ;
lamberFactor * = shadow ;
specularFactor * = shadow ;
# endif
# else
# if SHADOW_QUALITY == 1
highp float shadowMapDepth = 1.0 ;
highp float vertexShadowDepth = 1.0 ;
highp vec2 shadowMapPos = ( shadowMapCoord1 / shadowMapCoord1 . w ) . st ;
if ( shadowMapCoord1 . x >= - 1.0 && shadowMapCoord1 . x <= 1.0 && shadowMapCoord1 . y >= - 1.0 && shadowMapCoord1 . y <= 1.0 && shadowMapCoord1 . z >= 0.0 && shadowMapCoord1 . z <= 1.0 ) {
# if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4 ( 0.75 , 0.75 , 0.5 , 1.0 ) + vec4 ( 0.0 , 0.0 , 0.5 , 0.0 ) ;
# endif
shadowMapDepth = texture ( shadowTexture1 , shadowMapPos ) . z ;
vertexShadowDepth = ( shadowMapCoord1 / shadowMapCoord1 . w ) . z ;
}
# endif
# if SHADOW_QUALITY >= 2
highp float shadowMapDepth = 1.0 ;
highp float vertexShadowDepth = 1.0 ;
if ( shadowMapCoord1 . x >= - 1.0 && shadowMapCoord1 . x <= 1.0 && shadowMapCoord1 . y >= - 1.0 && shadowMapCoord1 . y <= 1.0 && shadowMapCoord1 . z >= 0.0 && shadowMapCoord1 . z <= 1.0 ) {
# if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4 ( 0.75 , 0.75 , 0.5 , 1.0 ) + vec4 ( 0.0 , 0.0 , 0.5 * diffuseMaterial . a , 0.0 ) ;
# endif
highp vec2 shadowMapPos = ( shadowMapCoord1 / shadowMapCoord1 . w ) . st ;
shadowMapDepth = texture ( shadowTexture1 , shadowMapPos ) . z ;
vertexShadowDepth = ( shadowMapCoord1 / shadowMapCoord1 . w ) . z ;
} else if ( shadowMapCoord2 . s >= - 1.0 && shadowMapCoord2 . s <= 1.0 && shadowMapCoord2 . t >= - 1.0 && shadowMapCoord2 . t <= 1.0 && shadowMapCoord2 . z >= 0.0 && shadowMapCoord2 . z <= 1.0 ) {
# if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4 ( 0.75 , 0.50 , 0.75 , 1.0 ) + vec4 ( 0.0 , 0.5 * diffuseMaterial . a , 0.0 , 0.0 ) ;
# endif
highp vec2 shadowMapPos = ( shadowMapCoord2 / shadowMapCoord2 . w ) . st ;
shadowMapDepth = texture ( shadowTexture2 , shadowMapPos ) . z ;
vertexShadowDepth = ( shadowMapCoord2 / shadowMapCoord2 . w ) . z ;
}
# if SHADOW_QUALITY >= 3
else if ( shadowMapCoord3 . s >= - 1.0 && shadowMapCoord3 . s <= 1.0 && shadowMapCoord3 . t >= - 1.0 && shadowMapCoord3 . t <= 1.0 && shadowMapCoord3 . z >= 0.0 && shadowMapCoord3 . z <= 1.0 ) {
# if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4 ( 0.50 , 0.75 , 0.75 , 1.0 ) + vec4 ( 0.5 * diffuseMaterial . a , 0.0 , 0.0 , 0.0 ) ;
# endif
highp vec2 shadowMapPos = ( shadowMapCoord3 / shadowMapCoord3 . w ) . st ;
shadowMapDepth = texture ( shadowTexture3 , shadowMapPos ) . z ;
vertexShadowDepth = ( shadowMapCoord3 / shadowMapCoord3 . w ) . z ;
}
# endif
# endif
# if SHADOW_QUALITY >= 1
if ( vertexShadowDepth >= shadowMapDepth && shadowMapDepth < 1.0 ) {
# if GBUFFER_PASS == 3
lamberFactor = vec3 ( 0.0 ) ;
# else
lamberFactor = 0.0 ;
# endif
specularFactor = 0.0 ;
}
# endif
# endif
# endif
# if ENABLE_AMBIENT == 1
// -------------------- Add ambient light and alpha component --------------------
colorOut = vec4 ( vec3 ( diffuseMaterial ) * material_ambient , 0.0 ) ;
# else
colorOut = vec4 ( 0.0 , 0.0 , 0.0 , 0.0 ) ;
# endif
# if ENABLE_DIFFUSE == 1
// -------------------- Add diffuse light --------------------
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colorOut + = diffuseMaterial * vec4 ( PushConstants . material_diffuse * lamberFactor , 1.0 ) ;
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# endif
// -------------------- Apply material_alpha --------------------
# if ALPHA_BLEND == 1
colorOut . a = diffuseMaterial . a ;
colorOut * = material_alpha ;
# endif
// -------------------- Add specular light --------------------
// Additive, not masked against diffuse alpha
# if ENABLE_SPECULAR == 1
# if HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1
colorOut . rgb + = material_specular * vec3 ( texture ( specularTexture , spec_uv ) ) * specularFactor ;
# else
colorOut . rgb + = material_specular * specularFactor ;
# endif
# endif
// -------------------- Multiply light map --------------------
# if HAS_LIGHT_MAP == 1
mediump vec3 lightMapColor = vec3 ( texture ( lightmapTexture , lightmap_uv ) ) ;
//colorOut = vec4(colorOut.r * lightMapColor.r, colorOut.g * lightMapColor.g, colorOut.b * lightMapColor.b, colorOut.a);
colorOut . rgb * = lightMapColor ;
# endif
// -------------------- Add reflected light --------------------
# if HAS_REFLECTION_CUBE_MAP == 1
// Reflected light is additive and not modulated by the light map
# if HAS_NORMAL_MAP == 1
// Calculate reflection vector as I - 2.0 * dot(N, I) * N
mediump vec3 incidenceVec = - normalize ( eyeVec ) ;
highp vec3 world_space_normal = tangent_to_world_matrix * normal ;
mediump vec3 reflectionVec = mat3 ( model_matrix ) * ( incidenceVec - 2.0 * dot ( world_space_normal , incidenceVec ) * world_space_normal ) ;
# endif
# if HAS_REFLECTION_MAP == 1
colorOut + = vec4 ( material_reflection , 0.0 ) * texture ( reflectionTexture , reflection_uv ) * vec4 ( texture ( reflectionCubeTexture , reflectionVec ) . rgb , 1.0 ) ;
# else
colorOut + = vec4 ( material_reflection , 0.0 ) * vec4 ( texture ( reflectionCubeTexture , reflectionVec ) . rgb , 1.0 ) ;
# endif
# endif
// -------------------- Apply Fog --------------------
# if FOG_TYPE == 1 || FOG_TYPE == 2 || FOG_TYPE == 3
# if FOG_TYPE == 1
// Linear fog
lowp float fog_alpha = clamp ( ( fog_far - gl_FragCoord . z / gl_FragCoord . w ) * fog_scale , 0.0 , 1.0 ) ;
# endif
# if FOG_TYPE == 2
// Exponential fog
mediump float fog_z = gl_FragCoord . z / gl_FragCoord . w - fog_near ;
lowp float fog_alpha = clamp ( exp2 ( fog_density_premultiplied_exponential * fog_z ) , 0.0 , 1.0 ) ;
# endif
# if FOG_TYPE == 3
// Exponential squared fog
mediump float fog_z = max ( gl_FragCoord . z / gl_FragCoord . w - fog_near , 0.0 ) ;
lowp float fog_alpha = clamp ( exp2 ( fog_density_premultiplied_squared * fog_z * fog_z ) , 0.0 , 1.0 ) ;
# endif
# if ALPHA_BLEND == 1
colorOut . rgb = mix ( fog_color . rgb * colorOut . a , colorOut . rgb , fog_alpha ) ;
# else
colorOut . rgb = mix ( fog_color . rgb , colorOut . rgb , fog_alpha ) ;
# endif
# endif
# endif
# if ENABLE_RIM_COLOR == 1
lowp float rim = 1.0 - clamp ( dot ( normalize ( eyeVec ) , normal ) , 0.0 , 1.0 ) ;
colorOut + = vec4 ( rim_color , 1.0 ) * pow ( rim , rim_power ) ;
# endif
# if BONE_COUNT > 0
colorOut . b = 1.0 ;
# endif
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colorOut . a = 1.0 ; // HACK?
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}