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- #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 <precision_statement.glslf>
- #include <std.glsl>
- #include <color_util.glslf>
- #if SOFT_PARTICLES || NODES
- #include <pack.glslf>
- #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 <fog.glslf>
- #endif
- #include <math.glslv>
- #include <particles_nodes.glslf>
- /*==============================================================================
- 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);
- }
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