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- precision highp float;
- // Constants
- uniform vec3 vEyePosition;
- uniform vec4 vDiffuseColor;
- #ifdef SPECULARTERM
- uniform vec4 vSpecularColor;
- #endif
- // Input
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- // Helper functions
- #include<helperFunctions>
- // Lights
- #include<__decl__lightFragment>[0..maxSimultaneousLights]
- // Samplers
- #ifdef DIFFUSE
- varying vec2 vTextureUV;
- uniform sampler2D mixMap1Sampler;
- uniform vec2 vTextureInfos;
- #ifdef MIXMAP2
- uniform sampler2D mixMap2Sampler;
- #endif
- uniform sampler2D diffuse1Sampler;
- uniform sampler2D diffuse2Sampler;
- uniform sampler2D diffuse3Sampler;
- uniform sampler2D diffuse4Sampler;
- uniform vec2 diffuse1Infos;
- uniform vec2 diffuse2Infos;
- uniform vec2 diffuse3Infos;
- uniform vec2 diffuse4Infos;
- #ifdef MIXMAP2
- uniform sampler2D diffuse5Sampler;
- uniform sampler2D diffuse6Sampler;
- uniform sampler2D diffuse7Sampler;
- uniform sampler2D diffuse8Sampler;
- uniform vec2 diffuse5Infos;
- uniform vec2 diffuse6Infos;
- uniform vec2 diffuse7Infos;
- uniform vec2 diffuse8Infos;
- #endif
- #endif
- // Shadows
- #include<lightsFragmentFunctions>
- #include<shadowsFragmentFunctions>
- #include<clipPlaneFragmentDeclaration>
- // Fog
- #include<fogFragmentDeclaration>
- void main(void) {
- // Clip plane
- #include<clipPlaneFragment>
- vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
- // Base color
- vec4 finalMixColor = vec4(1., 1., 1., 1.);
- vec3 diffuseColor = vDiffuseColor.rgb;
- #ifdef MIXMAP2
- vec4 mixColor2 = vec4(1., 1., 1., 1.);
- #endif
-
- #ifdef SPECULARTERM
- float glossiness = vSpecularColor.a;
- vec3 specularColor = vSpecularColor.rgb;
- #else
- float glossiness = 0.;
- #endif
- // Alpha
- float alpha = vDiffuseColor.a;
-
- // Normal
- #ifdef NORMAL
- vec3 normalW = normalize(vNormalW);
- #else
- vec3 normalW = vec3(1.0, 1.0, 1.0);
- #endif
- #ifdef DIFFUSE
- vec4 mixColor = texture2D(mixMap1Sampler, vTextureUV);
- #include<depthPrePass>
- mixColor.rgb *= vTextureInfos.y;
-
- vec4 diffuse1Color = texture2D(diffuse1Sampler, vTextureUV * diffuse1Infos);
- vec4 diffuse2Color = texture2D(diffuse2Sampler, vTextureUV * diffuse2Infos);
- vec4 diffuse3Color = texture2D(diffuse3Sampler, vTextureUV * diffuse3Infos);
- vec4 diffuse4Color = texture2D(diffuse4Sampler, vTextureUV * diffuse4Infos);
-
- diffuse1Color.rgb *= mixColor.r;
- diffuse2Color.rgb = mix(diffuse1Color.rgb, diffuse2Color.rgb, mixColor.g);
- diffuse3Color.rgb = mix(diffuse2Color.rgb, diffuse3Color.rgb, mixColor.b);
- finalMixColor.rgb = mix(diffuse3Color.rgb, diffuse4Color.rgb, 1.0 - mixColor.a);
- #ifdef MIXMAP2
- mixColor = texture2D(mixMap2Sampler, vTextureUV);
- mixColor.rgb *= vTextureInfos.y;
- vec4 diffuse5Color = texture2D(diffuse5Sampler, vTextureUV * diffuse5Infos);
- vec4 diffuse6Color = texture2D(diffuse6Sampler, vTextureUV * diffuse6Infos);
- vec4 diffuse7Color = texture2D(diffuse7Sampler, vTextureUV * diffuse7Infos);
- vec4 diffuse8Color = texture2D(diffuse8Sampler, vTextureUV * diffuse8Infos);
- diffuse5Color.rgb = mix(finalMixColor.rgb, diffuse5Color.rgb, mixColor.r);
- diffuse6Color.rgb = mix(diffuse5Color.rgb, diffuse6Color.rgb, mixColor.g);
- diffuse7Color.rgb = mix(diffuse6Color.rgb, diffuse7Color.rgb, mixColor.b);
- finalMixColor.rgb = mix(diffuse7Color.rgb, diffuse8Color.rgb, 1.0 - mixColor.a);
- #endif
-
- #endif
- #ifdef VERTEXCOLOR
- finalMixColor.rgb *= vColor.rgb;
- #endif
- // Lighting
- vec3 diffuseBase = vec3(0., 0., 0.);
- lightingInfo info;
- float shadow = 1.;
-
- #ifdef SPECULARTERM
- vec3 specularBase = vec3(0., 0., 0.);
- #endif
- #include<lightFragment>[0..maxSimultaneousLights]
- #ifdef VERTEXALPHA
- alpha *= vColor.a;
- #endif
- #ifdef SPECULARTERM
- vec3 finalSpecular = specularBase * specularColor;
- #else
- vec3 finalSpecular = vec3(0.0);
- #endif
- vec3 finalDiffuse = clamp(diffuseBase * diffuseColor * finalMixColor.rgb, 0.0, 1.0);
- // Composition
- vec4 color = vec4(finalDiffuse + finalSpecular, alpha);
- #include<fogFragment>
- gl_FragColor = color;
- }
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