simple.fragment.fx 1.8 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. #ifdef NORMAL
  8. varying vec3 vNormalW;
  9. #endif
  10. #ifdef VERTEXCOLOR
  11. varying vec4 vColor;
  12. #endif
  13. // Lights
  14. #include<light0FragmentDeclaration>
  15. #include<light1FragmentDeclaration>
  16. #include<light2FragmentDeclaration>
  17. #include<light3FragmentDeclaration>
  18. #include<lightsFragmentFunctions>
  19. #include<shadowsFragmentFunctions>
  20. // Samplers
  21. #ifdef DIFFUSE
  22. varying vec2 vDiffuseUV;
  23. uniform sampler2D diffuseSampler;
  24. uniform vec2 vDiffuseInfos;
  25. #endif
  26. #ifdef CLIPPLANE
  27. varying float fClipDistance;
  28. #endif
  29. // Fog
  30. #include<fogFragmentDeclaration>
  31. void main(void) {
  32. // Clip plane
  33. #ifdef CLIPPLANE
  34. if (fClipDistance > 0.0)
  35. discard;
  36. #endif
  37. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  38. // Base color
  39. vec4 baseColor = vec4(1., 1., 1., 1.);
  40. vec3 diffuseColor = vDiffuseColor.rgb;
  41. // Alpha
  42. float alpha = vDiffuseColor.a;
  43. #ifdef DIFFUSE
  44. baseColor = texture2D(diffuseSampler, vDiffuseUV);
  45. #ifdef ALPHATEST
  46. if (baseColor.a < 0.4)
  47. discard;
  48. #endif
  49. baseColor.rgb *= vDiffuseInfos.y;
  50. #endif
  51. #ifdef VERTEXCOLOR
  52. baseColor.rgb *= vColor.rgb;
  53. #endif
  54. // Bump
  55. #ifdef NORMAL
  56. vec3 normalW = normalize(vNormalW);
  57. #else
  58. vec3 normalW = vec3(1.0, 1.0, 1.0);
  59. #endif
  60. // Lighting
  61. vec3 diffuseBase = vec3(0., 0., 0.);
  62. float shadow = 1.;
  63. float glossiness = 0.;
  64. #include<light0Fragment>
  65. #include<light1Fragment>
  66. #include<light2Fragment>
  67. #include<light3Fragment>
  68. #ifdef VERTEXALPHA
  69. alpha *= vColor.a;
  70. #endif
  71. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  72. // Composition
  73. vec4 color = vec4(finalDiffuse, alpha);
  74. #include<fogFragment>
  75. gl_FragColor = color;
  76. }