#version GLSL_VERSION /*============================================================================== VARS ==============================================================================*/ #var PRECISION highp #var NODES 0 #var REFLECTION_TYPE REFL_NONE #var USE_TBN_SHADING 0 #var SHADELESS 0 #var USE_VIEW_TSR_INVERSE 0 #var USE_MODEL_TSR_INVERSE 0 #var USE_VIEW_TSR 0 #var USE_MODEL_TSR 0 #var USE_ENVIRONMENT_LIGHT 0 #var SKY_TEXTURE 0 #var SKY_COLOR 0 #var USE_REFRACTION 0 #var CALC_TBN_SPACE 0 #var CAMERA_TYPE CAM_TYPE_PERSP #var USE_POSITION_CLIP 0 #var USE_REFRACTION_CORRECTION 0 #var CSM_SECTION1 0 #var CSM_SECTION2 0 #var CSM_SECTION3 0 #var NUM_LIGHTS 0 #var NUM_LAMP_LIGHTS 0 #var TEXTURE_BLEND_TYPE TEXTURE_BLEND_TYPE_MIX #var NUM_VALUES 0 #var NUM_RGBS 0 #var NUM_CAST_LAMPS 0 #var TEXTURE_COLOR 0 #var ALPHA 0 #var SHADOW_USAGE NO_SHADOWS #var POISSON_DISK_NUM NO_SOFT_SHADOWS #var USE_DERIVATIVES_EXT 0 # if USE_DERIVATIVES_EXT #extension GL_OES_standard_derivatives: enable # endif /*============================================================================== INCLUDES ==============================================================================*/ #include #include #if NODES && ALPHA #include #endif /*============================================================================== UNIFORMS ==============================================================================*/ #if NODES && ALPHA uniform float u_time; 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 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 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 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 # if REFLECTION_TYPE == REFL_PLANE uniform sampler2D u_plane_reflection; # elif REFLECTION_TYPE == REFL_CUBE uniform samplerCube u_cube_reflection; # elif REFLECTION_TYPE == REFL_MIRRORMAP uniform samplerCube u_mirrormap; # endif uniform float u_emit; uniform float u_ambient; uniform vec4 u_fresnel_params; # if REFLECTION_TYPE == REFL_MIRRORMAP uniform float u_mirror_factor; # elif REFLECTION_TYPE == REFL_PLANE uniform vec4 u_refl_plane; # 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 #else # if TEXTURE_COLOR uniform sampler2D u_colormap0; uniform float u_alpha_factor; # endif uniform vec4 u_diffuse_color; #endif // NODES && ALPHA #if SHADOW_USAGE == SHADOW_MASK_GENERATION # if POISSON_DISK_NUM != NO_SOFT_SHADOWS uniform vec4 u_pcf_blur_radii; # endif uniform vec4 u_csm_center_dists; uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map0; # if CSM_SECTION1 || NUM_CAST_LAMPS > 1 uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map1; # endif # if CSM_SECTION2 || NUM_CAST_LAMPS > 2 uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map2; # endif # if CSM_SECTION3 || NUM_CAST_LAMPS > 3 uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map3; # endif #endif // SHADOW_USAGE == SHADOW_MASK_GENERATION // NOTE: impossible case, needed for shader validator #if SHADOW_USAGE == SHADOW_MAPPING_OPAQUE uniform sampler2D u_shadow_mask; #endif #if USE_NODE_B4W_REFRACTION uniform sampler2D u_refractmap; # if USE_REFRACTION && USE_REFRACTION_CORRECTION uniform PRECISION sampler2D u_scene_depth; # endif #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 NODES && ALPHA GLSL_IN vec3 v_pos_world; GLSL_IN vec3 v_normal; # if CALC_TBN_SPACE GLSL_IN vec4 v_tangent; # endif #else # if TEXTURE_COLOR GLSL_IN vec2 v_texcoord; # endif #endif // NODES && ALPHA #if SHADOW_USAGE == SHADOW_MASK_GENERATION || NODES && ALPHA GLSL_IN vec4 v_pos_view; #endif #if SHADOW_USAGE == SHADOW_MASK_GENERATION GLSL_IN vec4 v_shadow_coord0; # if CSM_SECTION1 || NUM_CAST_LAMPS > 1 GLSL_IN vec4 v_shadow_coord1; # endif # if CSM_SECTION2 || NUM_CAST_LAMPS > 2 GLSL_IN vec4 v_shadow_coord2; # endif # if CSM_SECTION3 || NUM_CAST_LAMPS > 3 GLSL_IN vec4 v_shadow_coord3; # endif #endif #if REFLECTION_TYPE == REFL_PLANE || USE_POSITION_CLIP GLSL_IN vec3 v_tex_pos_clip; #endif #if NODES && ALPHA # if USE_NODE_B4W_REFRACTION && USE_REFRACTION GLSL_IN float v_view_depth; # endif #endif #if USE_TBN_SHADING GLSL_IN vec3 v_shade_tang; #endif //------------------------------------------------------------------------------ GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR; /*============================================================================== INCLUDE ==============================================================================*/ #if !SHADELESS || NODES && ALPHA || SHADOW_USAGE == SHADOW_MASK_GENERATION #include #endif #if NODES && ALPHA #include #endif /*============================================================================== MAIN ==============================================================================*/ void main(void) { #if ALPHA # if NODES 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); float alpha = nout_alpha; # else // NODES # if TEXTURE_COLOR float alpha = (GLSL_TEXTURE(u_colormap0, v_texcoord)).a; # if TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MIX float texture_alpha = u_alpha_factor * alpha; texture_alpha += (1.0 - step(0.0, texture_alpha)); alpha = mix(texture_alpha, 1.0, u_diffuse_color.a); # endif # else float alpha = u_diffuse_color.a; # endif # endif // NODES if (alpha < 0.5) discard; #endif #if SHADOW_USAGE == NO_SHADOWS || SHADOW_USAGE == SHADOW_CASTING GLSL_OUT_FRAG_COLOR = vec4(1.0); #elif SHADOW_USAGE == SHADOW_MASK_GENERATION GLSL_OUT_FRAG_COLOR = shadow_visibility(v_pos_view.z); #endif // NOTE: It's a hack for PC using Arch Linux and Intel graphic card with open source drivers #if NODES && ALPHA # if CALC_TBN_SPACE GLSL_OUT_FRAG_COLOR.a *= clamp(v_tangent.r, 0.999999999, 1.0); # endif #endif }