lava.fragment.fx 16 KB

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  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. // Input
  6. varying vec3 vPositionW;
  7. // MAGMAAAA
  8. uniform float time;
  9. uniform sampler2D noiseTexture;
  10. uniform float incandescent;
  11. // Varying
  12. varying float noise;
  13. #ifdef NORMAL
  14. varying vec3 vNormalW;
  15. #endif
  16. #ifdef VERTEXCOLOR
  17. varying vec4 vColor;
  18. #endif
  19. // Lights
  20. #ifdef LIGHT0
  21. uniform vec4 vLightData0;
  22. uniform vec4 vLightDiffuse0;
  23. #ifdef SHADOW0
  24. #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
  25. varying vec4 vPositionFromLight0;
  26. uniform sampler2D shadowSampler0;
  27. #else
  28. uniform samplerCube shadowSampler0;
  29. #endif
  30. uniform vec3 shadowsInfo0;
  31. #endif
  32. #ifdef SPOTLIGHT0
  33. uniform vec4 vLightDirection0;
  34. #endif
  35. #ifdef HEMILIGHT0
  36. uniform vec3 vLightGround0;
  37. #endif
  38. #endif
  39. #ifdef LIGHT1
  40. uniform vec4 vLightData1;
  41. uniform vec4 vLightDiffuse1;
  42. #ifdef SHADOW1
  43. #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
  44. varying vec4 vPositionFromLight1;
  45. uniform sampler2D shadowSampler1;
  46. #else
  47. uniform samplerCube shadowSampler1;
  48. #endif
  49. uniform vec3 shadowsInfo1;
  50. #endif
  51. #ifdef SPOTLIGHT1
  52. uniform vec4 vLightDirection1;
  53. #endif
  54. #ifdef HEMILIGHT1
  55. uniform vec3 vLightGround1;
  56. #endif
  57. #endif
  58. #ifdef LIGHT2
  59. uniform vec4 vLightData2;
  60. uniform vec4 vLightDiffuse2;
  61. #ifdef SHADOW2
  62. #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
  63. varying vec4 vPositionFromLight2;
  64. uniform sampler2D shadowSampler2;
  65. #else
  66. uniform samplerCube shadowSampler2;
  67. #endif
  68. uniform vec3 shadowsInfo2;
  69. #endif
  70. #ifdef SPOTLIGHT2
  71. uniform vec4 vLightDirection2;
  72. #endif
  73. #ifdef HEMILIGHT2
  74. uniform vec3 vLightGround2;
  75. #endif
  76. #endif
  77. #ifdef LIGHT3
  78. uniform vec4 vLightData3;
  79. uniform vec4 vLightDiffuse3;
  80. #ifdef SHADOW3
  81. #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
  82. varying vec4 vPositionFromLight3;
  83. uniform sampler2D shadowSampler3;
  84. #else
  85. uniform samplerCube shadowSampler3;
  86. #endif
  87. uniform vec3 shadowsInfo3;
  88. #endif
  89. #ifdef SPOTLIGHT3
  90. uniform vec4 vLightDirection3;
  91. #endif
  92. #ifdef HEMILIGHT3
  93. uniform vec3 vLightGround3;
  94. #endif
  95. #endif
  96. // Samplers
  97. #ifdef DIFFUSE
  98. varying vec2 vDiffuseUV;
  99. uniform sampler2D diffuseSampler;
  100. uniform vec2 vDiffuseInfos;
  101. #endif
  102. // Shadows
  103. #ifdef SHADOWS
  104. float unpack(vec4 color)
  105. {
  106. const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  107. return dot(color, bit_shift);
  108. }
  109. #if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
  110. float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
  111. {
  112. vec3 directionToLight = vPositionW - lightPosition;
  113. float depth = length(directionToLight);
  114. depth = clamp(depth, 0., 1.);
  115. directionToLight.y = 1.0 - directionToLight.y;
  116. float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
  117. if (depth > shadow)
  118. {
  119. return darkness;
  120. }
  121. return 1.0;
  122. }
  123. float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)
  124. {
  125. vec3 directionToLight = vPositionW - lightPosition;
  126. float depth = length(directionToLight);
  127. depth = clamp(depth, 0., 1.);
  128. directionToLight.y = 1.0 - directionToLight.y;
  129. float visibility = 1.;
  130. vec3 poissonDisk[4];
  131. poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
  132. poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
  133. poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
  134. poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
  135. // Poisson Sampling
  136. float biasedDepth = depth - bias;
  137. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
  138. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
  139. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
  140. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
  141. return min(1.0, visibility + darkness);
  142. }
  143. #endif
  144. #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
  145. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
  146. {
  147. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  148. depth = 0.5 * depth + vec3(0.5);
  149. vec2 uv = depth.xy;
  150. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  151. {
  152. return 1.0;
  153. }
  154. float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
  155. if (depth.z > shadow)
  156. {
  157. return darkness;
  158. }
  159. return 1.;
  160. }
  161. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
  162. {
  163. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  164. depth = 0.5 * depth + vec3(0.5);
  165. vec2 uv = depth.xy;
  166. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  167. {
  168. return 1.0;
  169. }
  170. float visibility = 1.;
  171. vec2 poissonDisk[4];
  172. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  173. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  174. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  175. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  176. // Poisson Sampling
  177. float biasedDepth = depth.z - bias;
  178. if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
  179. if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
  180. if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
  181. if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
  182. return min(1.0, visibility + darkness);
  183. }
  184. // Thanks to http://devmaster.net/
  185. float unpackHalf(vec2 color)
  186. {
  187. return color.x + (color.y / 255.0);
  188. }
  189. float linstep(float low, float high, float v) {
  190. return clamp((v - low) / (high - low), 0.0, 1.0);
  191. }
  192. float ChebychevInequality(vec2 moments, float compare, float bias)
  193. {
  194. float p = smoothstep(compare - bias, compare, moments.x);
  195. float variance = max(moments.y - moments.x * moments.x, 0.02);
  196. float d = compare - moments.x;
  197. float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
  198. return clamp(max(p, p_max), 0.0, 1.0);
  199. }
  200. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
  201. {
  202. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  203. depth = 0.5 * depth + vec3(0.5);
  204. vec2 uv = depth.xy;
  205. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
  206. {
  207. return 1.0;
  208. }
  209. vec4 texel = texture2D(shadowSampler, uv);
  210. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  211. return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
  212. }
  213. #endif
  214. #endif
  215. #ifdef CLIPPLANE
  216. varying float fClipDistance;
  217. #endif
  218. // Fog
  219. #ifdef FOG
  220. #define FOGMODE_NONE 0.
  221. #define FOGMODE_EXP 1.
  222. #define FOGMODE_EXP2 2.
  223. #define FOGMODE_LINEAR 3.
  224. #define E 2.71828
  225. uniform vec4 vFogInfos;
  226. uniform vec3 vFogColor;
  227. varying float fFogDistance;
  228. float CalcFogFactor()
  229. {
  230. float fogCoeff = 1.0;
  231. float fogStart = vFogInfos.y;
  232. float fogEnd = vFogInfos.z;
  233. float fogDensity = vFogInfos.w;
  234. if (FOGMODE_LINEAR == vFogInfos.x)
  235. {
  236. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  237. }
  238. else if (FOGMODE_EXP == vFogInfos.x)
  239. {
  240. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  241. }
  242. else if (FOGMODE_EXP2 == vFogInfos.x)
  243. {
  244. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  245. }
  246. return clamp(fogCoeff, 0.0, 1.0);
  247. }
  248. #endif
  249. // Light Computing
  250. struct lightingInfo
  251. {
  252. vec3 diffuse;
  253. };
  254. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
  255. lightingInfo result;
  256. vec3 lightVectorW;
  257. float attenuation = 1.0;
  258. if (lightData.w == 0.)
  259. {
  260. vec3 direction = lightData.xyz - vPositionW;
  261. attenuation = max(0., 1.0 - length(direction) / range);
  262. lightVectorW = normalize(direction);
  263. }
  264. else
  265. {
  266. lightVectorW = normalize(-lightData.xyz);
  267. }
  268. // diffuse
  269. float ndl = max(0., dot(vNormal, lightVectorW));
  270. result.diffuse = ndl * diffuseColor * attenuation;
  271. return result;
  272. }
  273. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
  274. lightingInfo result;
  275. vec3 direction = lightData.xyz - vPositionW;
  276. vec3 lightVectorW = normalize(direction);
  277. float attenuation = max(0., 1.0 - length(direction) / range);
  278. // diffuse
  279. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  280. float spotAtten = 0.0;
  281. if (cosAngle >= lightDirection.w)
  282. {
  283. cosAngle = max(0., pow(cosAngle, lightData.w));
  284. spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
  285. // Diffuse
  286. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  287. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  288. return result;
  289. }
  290. result.diffuse = vec3(0.);
  291. return result;
  292. }
  293. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
  294. lightingInfo result;
  295. // Diffuse
  296. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  297. result.diffuse = mix(groundColor, diffuseColor, ndl);
  298. return result;
  299. }
  300. float random( vec3 scale, float seed ){
  301. return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed ) ;
  302. }
  303. void main(void) {
  304. // Clip plane
  305. #ifdef CLIPPLANE
  306. if (fClipDistance > 0.0)
  307. discard;
  308. #endif
  309. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  310. // Base color
  311. vec4 baseColor = vec4(1., 1., 1., 1.);
  312. vec3 diffuseColor = vDiffuseColor.rgb;
  313. // Alpha
  314. float alpha = vDiffuseColor.a;
  315. #ifdef DIFFUSE
  316. ////// MAGMA ///
  317. vec3 fogColor = vec3(0.5,0.5,0.5);
  318. vec4 noiseTex = texture2D( noiseTexture, vDiffuseUV );
  319. vec2 T1 = vDiffuseUV + vec2( 1.5, -1.5 ) * time * 0.02;
  320. vec2 T2 = vDiffuseUV + vec2( -0.5, 2.0 ) * time * 0.01;
  321. T1.x += noiseTex.x * 2.0;
  322. T1.y += noiseTex.y * 2.0;
  323. T2.x -= noiseTex.y * 0.2;
  324. T2.y += noiseTex.z * 0.2;
  325. float p = texture2D( noiseTexture, T1 * 3.0 ).a;
  326. vec4 lavaColor = texture2D( diffuseSampler, T2 * 4.0 );
  327. vec4 temp = lavaColor * ( vec4( p, p, p, p ) * 2.0 ) + ( lavaColor * lavaColor - 0.1 );
  328. if( temp.r > 1.0 ){ temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
  329. if( temp.g > 1.0 ){ temp.rb += temp.g - 1.0; }
  330. if( temp.b > 1.0 ){ temp.rg += temp.b - 1.0; }
  331. baseColor = temp;
  332. float fogDensity = 0.15;
  333. float depth = gl_FragCoord.z * 4.0;
  334. const float LOG2 = 1.442695;
  335. float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
  336. fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
  337. baseColor = mix( baseColor, vec4( fogColor, baseColor.w ), fogFactor );
  338. ///// END MAGMA ////
  339. // baseColor = texture2D(diffuseSampler, vDiffuseUV);
  340. #ifdef ALPHATEST
  341. if (baseColor.a < 0.4)
  342. discard;
  343. #endif
  344. baseColor.rgb *= vDiffuseInfos.y;
  345. #endif
  346. #ifdef VERTEXCOLOR
  347. baseColor.rgb *= vColor.rgb;
  348. #endif
  349. // Bump
  350. #ifdef NORMAL
  351. vec3 normalW = normalize(vNormalW);
  352. #else
  353. vec3 normalW = vec3(1.0, 1.0, 1.0);
  354. #endif
  355. // Lighting
  356. vec3 diffuseBase = vec3(0., 0., 0.);
  357. float shadow = 1.;
  358. #ifdef LIGHT0
  359. #ifdef SPOTLIGHT0
  360. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  361. #endif
  362. #ifdef HEMILIGHT0
  363. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
  364. #endif
  365. #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
  366. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  367. #endif
  368. #ifdef SHADOW0
  369. #ifdef SHADOWVSM0
  370. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  371. #else
  372. #ifdef SHADOWPCF0
  373. #if defined(POINTLIGHT0)
  374. shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  375. #else
  376. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
  377. #endif
  378. #else
  379. #if defined(POINTLIGHT0)
  380. shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  381. #else
  382. shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  383. #endif
  384. #endif
  385. #endif
  386. #else
  387. shadow = 1.;
  388. #endif
  389. diffuseBase += info.diffuse * shadow;
  390. #endif
  391. #ifdef LIGHT1
  392. #ifdef SPOTLIGHT1
  393. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  394. #endif
  395. #ifdef HEMILIGHT1
  396. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
  397. #endif
  398. #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
  399. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  400. #endif
  401. #ifdef SHADOW1
  402. #ifdef SHADOWVSM1
  403. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  404. #else
  405. #ifdef SHADOWPCF1
  406. #if defined(POINTLIGHT1)
  407. shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  408. #else
  409. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
  410. #endif
  411. #else
  412. #if defined(POINTLIGHT1)
  413. shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  414. #else
  415. shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  416. #endif
  417. #endif
  418. #endif
  419. #else
  420. shadow = 1.;
  421. #endif
  422. diffuseBase += info.diffuse * shadow;
  423. #endif
  424. #ifdef LIGHT2
  425. #ifdef SPOTLIGHT2
  426. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  427. #endif
  428. #ifdef HEMILIGHT2
  429. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
  430. #endif
  431. #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
  432. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  433. #endif
  434. #ifdef SHADOW2
  435. #ifdef SHADOWVSM2
  436. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  437. #else
  438. #ifdef SHADOWPCF2
  439. #if defined(POINTLIGHT2)
  440. shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  441. #else
  442. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
  443. #endif
  444. #else
  445. #if defined(POINTLIGHT2)
  446. shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  447. #else
  448. shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  449. #endif
  450. #endif
  451. #endif
  452. #else
  453. shadow = 1.;
  454. #endif
  455. diffuseBase += info.diffuse * shadow;
  456. #endif
  457. #ifdef LIGHT3
  458. #ifdef SPOTLIGHT3
  459. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  460. #endif
  461. #ifdef HEMILIGHT3
  462. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
  463. #endif
  464. #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
  465. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  466. #endif
  467. #ifdef SHADOW3
  468. #ifdef SHADOWVSM3
  469. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  470. #else
  471. #ifdef SHADOWPCF3
  472. #if defined(POINTLIGHT3)
  473. shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  474. #else
  475. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
  476. #endif
  477. #else
  478. #if defined(POINTLIGHT3)
  479. shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  480. #else
  481. shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  482. #endif
  483. #endif
  484. #endif
  485. #else
  486. shadow = 1.;
  487. #endif
  488. diffuseBase += info.diffuse * shadow;
  489. #endif
  490. #ifdef VERTEXALPHA
  491. alpha *= vColor.a;
  492. #endif
  493. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  494. // Composition
  495. vec4 color = vec4(finalDiffuse, alpha);
  496. #ifdef FOG
  497. float fog = CalcFogFactor();
  498. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  499. #endif
  500. gl_FragColor = color;
  501. }