#version GLSL_VERSION /*============================================================================== VARS ==============================================================================*/ #var NUM_VALUES 0 #var NUM_RGBS 0 #var PRECISION highp #var NUM_LAMP_LIGHTS 0 #var NUM_LIGHTS 0 #var PROCEDURAL_FOG 0 #var SKY_TEXTURE 0 #var NORMAL_TEXCOORD 0 #var USE_VIEW_TSR 0 #var USE_VIEW_TSR_INVERSE 0 #var USE_MODEL_TSR 0 #var USE_MODEL_TSR_INVERSE 0 #var ALPHA 0 #var ALPHA_CLIP 0 #var SOFT_STRENGTH 0.25 #var SOFT_PARTICLES 0 #var NODES 0 #var DISABLE_FOG 0 #var WATER_EFFECTS 0 #var USE_FOG 0 #var USE_ENVIRONMENT_LIGHT 0 #var SKY_COLOR 0 #var REFLECTION_TYPE REFL_NONE #var TEXTURE_NORM_CO TEXTURE_COORDS_NONE #var CALC_TBN_SPACE 0 #var USE_TBN_SHADING 0 #var TEXTURE_COLOR 0 #var CAMERA_TYPE CAM_TYPE_PERSP #var USE_POSITION_CLIP 0 #var USE_DERIVATIVES_EXT 0 # if USE_DERIVATIVES_EXT #extension GL_OES_standard_derivatives: enable # endif /*============================================================================== INCLUDES ==============================================================================*/ #include #include #include #if SOFT_PARTICLES || NODES #include #endif /*============================================================================== GLOBAL UNIFORMS ==============================================================================*/ uniform float u_environment_energy; #if NUM_LIGHTS > 0 // light_factors packed in the w componnets uniform vec4 u_light_positions[NUM_LIGHTS]; uniform vec3 u_light_directions[NUM_LIGHTS]; uniform vec4 u_light_color_intensities[NUM_LIGHTS]; #endif #if !DISABLE_FOG uniform vec4 u_fog_color_density; # if WATER_EFFECTS uniform vec4 u_underwater_fog_color_density; uniform float u_cam_water_depth; # endif # if PROCEDURAL_FOG uniform mat4 u_cube_fog; # endif # if USE_FOG uniform vec4 u_fog_params; // intensity, depth, start, height # endif #endif #if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE uniform samplerCube u_sky_texture; #elif USE_ENVIRONMENT_LIGHT && SKY_COLOR uniform vec3 u_horizon_color; uniform vec3 u_zenith_color; #endif /*============================================================================== MATERIAL UNIFORMS ==============================================================================*/ uniform float u_emit; uniform float u_ambient; uniform float u_time; uniform vec3 u_camera_eye_frag; #if (USE_NODE_FRESNEL || USE_NODE_LAYER_WEIGHT) && CAMERA_TYPE == CAM_TYPE_ORTHO uniform vec3 u_camera_direction; #endif #if USE_NODE_LAMP uniform vec3 u_lamp_light_positions[NUM_LAMP_LIGHTS]; uniform vec3 u_lamp_light_directions[NUM_LAMP_LIGHTS]; uniform vec3 u_lamp_light_color_intensities[NUM_LAMP_LIGHTS]; #endif #if USE_NODE_VALUE uniform float u_node_values[NUM_VALUES]; #endif #if USE_NODE_RGB uniform vec3 u_node_rgbs[NUM_RGBS]; #endif #if NORMAL_TEXCOORD || REFLECTION_TYPE == REFL_PLANE || USE_VIEW_TSR uniform mat3 u_view_tsr_frag; #endif #if USE_VIEW_TSR_INVERSE uniform mat3 u_view_tsr_inverse; #endif #if USE_MODEL_TSR // it's always dynamic object uniform mat3 u_model_tsr; #endif #if USE_MODEL_TSR_INVERSE uniform mat3 u_model_tsr_inverse; #endif #if SOFT_PARTICLES uniform PRECISION sampler2D u_scene_depth; uniform float u_view_max_depth; #endif #if USE_NODE_CURVE_VEC || USE_NODE_CURVE_RGB || USE_NODE_VALTORGB uniform sampler2D u_nodes_texture; #endif #if USE_NODE_OBJECT_INFO uniform vec3 u_obj_info; #endif /*============================================================================== SHADER INTERFACE ==============================================================================*/ #if TEXTURE_NORM_CO != TEXTURE_COORDS_NONE || CALC_TBN_SPACE || USE_TBN_SHADING GLSL_IN vec4 v_tangent; #endif #if SOFT_PARTICLES || USE_POSITION_CLIP GLSL_IN vec3 v_tex_pos_clip; #endif #if TEXTURE_COLOR || USE_NODE_TEX_COORD_UV || USE_NODE_UV_MERGED || USE_NODE_UVMAP \ || USE_NODE_GEOMETRY_UV || USE_NODE_GEOMETRY_OR || USE_NODE_TEX_COORD_GE GLSL_IN vec2 v_texcoord; #endif GLSL_IN vec3 v_pos_world; #if SOFT_PARTICLES || !DISABLE_FOG || NODES GLSL_IN vec4 v_pos_view; #endif GLSL_IN vec3 v_normal; //------------------------------------------------------------------------------ GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR; /*============================================================================== FUNCTIONS ==============================================================================*/ #if !DISABLE_FOG #include #endif #include #include /*============================================================================== MAIN ==============================================================================*/ void main(void) { vec3 eye_dir = normalize(u_camera_eye_frag - v_pos_world); vec3 nout_color; vec3 nout_specular_color; vec3 nout_normal; vec4 nout_shadow_factor; float nout_alpha; nodes_main(eye_dir, nout_color, nout_specular_color, nout_normal, nout_shadow_factor, nout_alpha); vec3 color = nout_color; float alpha = nout_alpha; #if ALPHA # if ALPHA_CLIP if (alpha < 0.5) discard; alpha = 1.0; // prevent blending with html content # else alpha = min(1.0, alpha); # endif // ALPHA CLIP #else // ALPHA alpha = 1.0; #endif // ALPHA #if !DISABLE_FOG fog(color, length(v_pos_view), eye_dir, 1.0); #endif #if SOFT_PARTICLES float view_depth = -v_pos_view.z / u_view_max_depth; vec4 scene_depth_rgba = GLSL_TEXTURE_PROJ(u_scene_depth, v_tex_pos_clip); float scene_depth = unpack_float(scene_depth_rgba); float delta = scene_depth - view_depth; float depth_diff = u_view_max_depth / SOFT_STRENGTH * delta; alpha = alpha * min(depth_diff, 1.0); #endif lin_to_srgb(color); #if ALPHA && !ALPHA_CLIP premultiply_alpha(color, alpha); #endif GLSL_OUT_FRAG_COLOR = vec4(color, alpha); }