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- #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 <precision_statement.glslf>
- #include <std.glsl>
- #if NODES && ALPHA
- #include <math.glslv>
- #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 <shadow.glslf>
- #endif
- #if NODES && ALPHA
- #include <nodes.glslf>
- #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
- }
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