#version GLSL_VERSION /*============================================================================== VARS ==============================================================================*/ #var PRECISION highp #var NUM_LIGHTS 0 #var SKY_TEXTURE 0 #var SKY_COLOR 0 #var PROCEDURAL_FOG 0 #var TEXTURE_BLEND_TYPE TEXTURE_BLEND_TYPE_MIX #var ALPHA 0 #var ALPHA_CLIP 0 #var SOFT_STRENGTH 0.25 #var SOFT_PARTICLES 0 #var NODES 0 #var HALO_PARTICLES 0 #var TEXTURE_COLOR 0 #var USE_ENVIRONMENT_LIGHT 0 #var SKY_STARS 0 #var DISABLE_FOG 0 #var WATER_EFFECTS 0 #var USE_FOG 0 #var PARTICLES_SHADELESS 0 #var USE_TBN_SHADING 0 /*============================================================================== INCLUDES ==============================================================================*/ #include #include #include #if SOFT_PARTICLES || NODES #include #endif /*============================================================================== GLOBAL UNIFORMS ==============================================================================*/ #if !HALO_PARTICLES # if TEXTURE_COLOR uniform sampler2D u_sampler; # endif 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 TEXTURE_COLOR uniform float u_diffuse_color_factor; # 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 vec2 u_diffuse_params; uniform float u_diffuse_intensity; uniform float u_emit; uniform float u_ambient; uniform vec3 u_specular_color; uniform vec3 u_specular_params; #else //!HALO_PARTICLES uniform float u_halo_size; uniform vec3 u_halo_rings_color; uniform float u_halo_hardness; uniform vec3 u_halo_lines_color; # if SKY_STARS uniform vec3 u_sun_intensity; uniform float u_halo_stars_blend; uniform float u_halo_stars_height; # endif uniform float u_p_alpha_start; uniform float u_p_alpha_end; #endif //!HALO_PARTICLES #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 uniform vec4 u_diffuse_color; #if SOFT_PARTICLES uniform PRECISION sampler2D u_scene_depth; uniform float u_view_max_depth; #endif /*============================================================================== SHADER INTERFACE ==============================================================================*/ #if SOFT_PARTICLES GLSL_IN vec3 v_tex_pos_clip; #endif #if TEXTURE_COLOR || HALO_PARTICLES || 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 !NODES # if !HALO_PARTICLES GLSL_IN float v_alpha; # endif GLSL_IN vec3 v_color; #endif #if !PARTICLES_SHADELESS || !DISABLE_FOG GLSL_IN vec3 v_eye_dir; #endif #if SOFT_PARTICLES || !DISABLE_FOG || NODES GLSL_IN vec4 v_pos_view; #endif #if HALO_PARTICLES GLSL_IN float v_vertex_random; # if SKY_STARS GLSL_IN vec4 v_position_world; # endif #endif #if USE_TBN_SHADING GLSL_IN vec3 v_shade_tang; #endif //------------------------------------------------------------------------------ GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR; /*============================================================================== FUNCTIONS ==============================================================================*/ #include #if !DISABLE_FOG #include #endif #if !HALO_PARTICLES #include #endif #if HALO_PARTICLES #include #endif /*============================================================================== MAIN ==============================================================================*/ void main(void) { # if !PARTICLES_SHADELESS || !DISABLE_FOG vec3 eye_dir = normalize(v_eye_dir); # endif # if HALO_PARTICLES vec4 frag_color = halo_color(); vec3 color = frag_color.rgb * v_color; float diam = 0.9 * length(v_texcoord); float transp = smoothstep(u_p_alpha_start, u_p_alpha_end, diam); float alpha = frag_color.a * (1.0 - transp); # else // HALO_PARTICLES vec4 diffuse_color = u_diffuse_color; # if TEXTURE_COLOR vec4 texture_color = GLSL_TEXTURE(u_sampler, v_texcoord); srgb_to_lin(texture_color.rgb); # if TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MIX diffuse_color.rgb = mix(diffuse_color.rgb, texture_color.rgb, u_diffuse_color_factor); # elif TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MULTIPLY diffuse_color.rgb *= mix(vec3(1.0), texture_color.rgb, u_diffuse_color_factor); # endif diffuse_color.a = texture_color.a; # endif // TEXTURE_COLOR diffuse_color.rgb *= v_color; # if !PARTICLES_SHADELESS vec3 D = u_diffuse_intensity * diffuse_color.rgb; vec3 E = u_emit * diffuse_color.rgb; vec3 normal = vec3(0.0, 0.0, 1.0); # if USE_ENVIRONMENT_LIGHT && !SKY_TEXTURE && SKY_COLOR vec3 environment_color = u_environment_energy * get_environment_color(vec3(0.0)); # else vec3 environment_color = u_environment_energy * get_environment_color(normal); # endif vec3 A = u_ambient * environment_color; float specint = u_specular_params[0]; vec2 spec_params = vec2(u_specular_params[1], u_specular_params[2]); vec3 S = specint * u_specular_color; vec3 color; vec3 specular; nodes_lighting(E, A, D, S, v_pos_world, normal, eye_dir, spec_params, u_diffuse_params, vec4(1.0), 0.0, vec4(0.0), color, specular); # else // !PARTICLES_SHADELESS vec3 color = diffuse_color.rgb; # endif // !PARTICLES_SHADELESS float alpha = diffuse_color.a * v_alpha; #endif // HALO_PARTICLES #if ALPHA # if ALPHA_CLIP if (alpha < 0.5) discard; alpha = 1.0; // prevent blending with html content # 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); }