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