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- precision highp float;
- // Constants
- #define RECIPROCAL_PI2 0.15915494
- #define FRESNEL_MAXIMUM_ON_ROUGH 0.25
- uniform vec3 vEyePosition;
- uniform vec3 vAmbientColor;
- uniform vec4 vDiffuseColor;
- // PBR CUSTOM CONTROLS
- uniform vec4 vPBRLightingIntensity;
- uniform vec4 vPBRShadowIntensity;
- uniform vec4 vPBRCameraInfos;
- uniform vec4 vPBROverloadedIntensity;
- uniform vec3 vPBROverloadedAmbient;
- uniform vec3 vPBROverloadedDiffuse;
- uniform vec3 vPBROverloadedSpecular;
- uniform vec3 vPBROverloadedEmissive;
- uniform vec3 vPBROverloadedSmoothness;
- // PBR CUSTOM CONSTANTS
- const float kPi = 3.1415926535897932384626433832795;
- // PBR HELPER METHODS
- float Square(float value)
- {
- return value * value;
- }
- float getLuminance(vec3 color)
- {
- return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);
- }
- float convertRoughnessToAverageSlope(float roughness)
- {
- // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues
- const float kMinimumVariance = 0.0005;
- float alphaG = Square(roughness) + kMinimumVariance;
- return alphaG;
- }
- // From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007
- float smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)
- {
- float tanSquared = (1.0 - dot * dot) / (dot * dot);
- return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));
- }
- float smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)
- {
- return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);
- }
- // Trowbridge-Reitz (GGX)
- // Generalised Trowbridge-Reitz with gamma power=2.0
- float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)
- {
- // Note: alphaG is average slope (gradient) of the normals in slope-space.
- // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have
- // a tangent (gradient) closer to the macrosurface than this slope.
- float a2 = Square(alphaG);
- float d = NdotH * NdotH * (a2 - 1.0) + 1.0;
- return a2 / (kPi * d * d);
- }
- vec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)
- {
- return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);
- }
- vec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)
- {
- // Schlick fresnel approximation, extended with basic smoothness term so that rough surfaces do not approach reflectance90 at grazing angle
- float weight = mix(FRESNEL_MAXIMUM_ON_ROUGH, 1.0, smoothness);
- return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);
- }
- // Cook Torance Specular computation.
- vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)
- {
- float alphaG = convertRoughnessToAverageSlope(roughness);
- float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);
- float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);
- visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.
- vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));
- float specTerm = max(0., visibility * distribution) * NdotL;
- return fresnel * specTerm * kPi; // TODO: audit pi constants
- }
- float computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)
- {
- // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of
- // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.
- float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);
- float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);
- float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;
- float diffuseFresnelTerm =
- (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *
- (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);
- return diffuseFresnelTerm * NdotL;
- // PI Test
- // diffuseFresnelTerm /= kPi;
- }
- float computeDefaultGlossiness(float glossiness, vec3 specularColor)
- {
- float kSpecularNoAlphaWorkflow_SmoothnessMax = 0.95;
- float specularLuminance = getLuminance(specularColor);
- float specularLuma = sqrt(specularLuminance);
- glossiness = specularLuma * kSpecularNoAlphaWorkflow_SmoothnessMax;
- return glossiness;
- }
- vec3 toLinearSpace(vec3 color)
- {
- return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));
- }
- vec3 toGammaSpace(vec3 color)
- {
- return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));
- }
- vec3 toneMaps(vec3 color)
- {
- color = max(color, 0.0);
- // TONE MAPPING / EXPOSURE
- color.rgb = color.rgb * vPBRCameraInfos.x;
- float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately
- // PI Test
- // tuning *= kPi;
- vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper
- color.rgb = mix(color.rgb, tonemapped, 1.0);
- return color;
- }
- vec4 contrasts(vec4 color)
- {
- color = clamp(color, 0.0, 1.0);
- vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);
- float contrast = vPBRCameraInfos.y;
- if (contrast < 1.0)
- {
- // Decrease contrast: interpolate towards zero-contrast image (flat grey)
- color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);
- }
- else
- {
- // Increase contrast: apply simple shoulder-toe high contrast curve
- color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);
- }
- return color;
- }
- // END PBR HELPER METHODS
- #ifdef SPECULARTERM
- uniform vec4 vSpecularColor;
- #endif
- uniform vec3 vEmissiveColor;
- // Input
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- // Lights
- #ifdef LIGHT0
- uniform vec4 vLightData0;
- uniform vec4 vLightDiffuse0;
- #ifdef SPECULARTERM
- uniform vec3 vLightSpecular0;
- #endif
- #ifdef SHADOW0
- #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
- varying vec4 vPositionFromLight0;
- uniform sampler2D shadowSampler0;
- #else
- uniform samplerCube shadowSampler0;
- #endif
- uniform vec3 shadowsInfo0;
- #endif
- #ifdef SPOTLIGHT0
- uniform vec4 vLightDirection0;
- #endif
- #ifdef HEMILIGHT0
- uniform vec3 vLightGround0;
- #endif
- #endif
- #ifdef LIGHT1
- uniform vec4 vLightData1;
- uniform vec4 vLightDiffuse1;
- #ifdef SPECULARTERM
- uniform vec3 vLightSpecular1;
- #endif
- #ifdef SHADOW1
- #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
- varying vec4 vPositionFromLight1;
- uniform sampler2D shadowSampler1;
- #else
- uniform samplerCube shadowSampler1;
- #endif
- uniform vec3 shadowsInfo1;
- #endif
- #ifdef SPOTLIGHT1
- uniform vec4 vLightDirection1;
- #endif
- #ifdef HEMILIGHT1
- uniform vec3 vLightGround1;
- #endif
- #endif
- #ifdef LIGHT2
- uniform vec4 vLightData2;
- uniform vec4 vLightDiffuse2;
- #ifdef SPECULARTERM
- uniform vec3 vLightSpecular2;
- #endif
- #ifdef SHADOW2
- #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
- varying vec4 vPositionFromLight2;
- uniform sampler2D shadowSampler2;
- #else
- uniform samplerCube shadowSampler2;
- #endif
- uniform vec3 shadowsInfo2;
- #endif
- #ifdef SPOTLIGHT2
- uniform vec4 vLightDirection2;
- #endif
- #ifdef HEMILIGHT2
- uniform vec3 vLightGround2;
- #endif
- #endif
- #ifdef LIGHT3
- uniform vec4 vLightData3;
- uniform vec4 vLightDiffuse3;
- #ifdef SPECULARTERM
- uniform vec3 vLightSpecular3;
- #endif
- #ifdef SHADOW3
- #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
- varying vec4 vPositionFromLight3;
- uniform sampler2D shadowSampler3;
- #else
- uniform samplerCube shadowSampler3;
- #endif
- uniform vec3 shadowsInfo3;
- #endif
- #ifdef SPOTLIGHT3
- uniform vec4 vLightDirection3;
- #endif
- #ifdef HEMILIGHT3
- uniform vec3 vLightGround3;
- #endif
- #endif
- // Samplers
- #ifdef DIFFUSE
- varying vec2 vDiffuseUV;
- uniform sampler2D diffuseSampler;
- uniform vec2 vDiffuseInfos;
- #endif
- #ifdef AMBIENT
- varying vec2 vAmbientUV;
- uniform sampler2D ambientSampler;
- uniform vec2 vAmbientInfos;
- #endif
- #ifdef OPACITY
- varying vec2 vOpacityUV;
- uniform sampler2D opacitySampler;
- uniform vec2 vOpacityInfos;
- #endif
- #ifdef EMISSIVE
- varying vec2 vEmissiveUV;
- uniform vec2 vEmissiveInfos;
- uniform sampler2D emissiveSampler;
- #endif
- #ifdef LIGHTMAP
- varying vec2 vLightmapUV;
- uniform vec2 vLightmapInfos;
- uniform sampler2D lightmapSampler;
- #endif
- #if defined(SPECULAR) && defined(SPECULARTERM)
- varying vec2 vSpecularUV;
- uniform vec2 vSpecularInfos;
- uniform sampler2D specularSampler;
- #endif
- // Fresnel
- #ifdef FRESNEL
- float computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)
- {
- float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);
- return clamp(fresnelTerm, 0., 1.);
- }
- #endif
- #ifdef DIFFUSEFRESNEL
- uniform vec4 diffuseLeftColor;
- uniform vec4 diffuseRightColor;
- #endif
- #ifdef OPACITYFRESNEL
- uniform vec4 opacityParts;
- #endif
- #ifdef EMISSIVEFRESNEL
- uniform vec4 emissiveLeftColor;
- uniform vec4 emissiveRightColor;
- #endif
- // Reflection
- #ifdef REFLECTION
- uniform vec2 vReflectionInfos;
- #ifdef REFLECTIONMAP_3D
- uniform samplerCube reflectionCubeSampler;
- #else
- uniform sampler2D reflection2DSampler;
- #endif
- #ifdef REFLECTIONMAP_SKYBOX
- varying vec3 vPositionUVW;
- #else
- #ifdef REFLECTIONMAP_EQUIRECTANGULAR
- varying vec3 vDirectionW;
- #endif
- #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)
- uniform mat4 reflectionMatrix;
- #endif
- #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION)
- uniform mat4 view;
- #endif
- #endif
- vec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)
- {
- #ifdef REFLECTIONMAP_EQUIRECTANGULAR
- vec3 direction = normalize(vDirectionW);
- float t = clamp(direction.y * -0.5 + 0.5, 0., 1.0);
- float s = atan(direction.z, direction.x) * RECIPROCAL_PI2 + 0.5;
- return vec3(s, t, 0);
- #endif
- #ifdef REFLECTIONMAP_SPHERICAL
- vec3 viewDir = normalize(vec3(view * worldPos));
- vec3 viewNormal = normalize(vec3(view * vec4(worldNormal, 0.0)));
- vec3 r = reflect(viewDir, viewNormal);
- r.z = r.z - 1.0;
- float m = 2.0 * length(r);
- return vec3(r.x / m + 0.5, 1.0 - r.y / m - 0.5, 0);
- #endif
- #ifdef REFLECTIONMAP_PLANAR
- vec3 viewDir = worldPos.xyz - vEyePosition;
- vec3 coords = normalize(reflect(viewDir, worldNormal));
- return vec3(reflectionMatrix * vec4(coords, 1));
- #endif
- #ifdef REFLECTIONMAP_CUBIC
- vec3 viewDir = worldPos.xyz - vEyePosition;
- vec3 coords = reflect(viewDir, worldNormal);
- #ifdef INVERTCUBICMAP
- coords.y = 1.0 - coords.y;
- #endif
- return vec3(reflectionMatrix * vec4(coords, 0));
- #endif
- #ifdef REFLECTIONMAP_PROJECTION
- return vec3(reflectionMatrix * (view * worldPos));
- #endif
- #ifdef REFLECTIONMAP_SKYBOX
- return vPositionUVW;
- #endif
- #ifdef REFLECTIONMAP_EXPLICIT
- return vec3(0, 0, 0);
- #endif
- }
- #ifdef REFLECTIONFRESNEL
- uniform vec4 reflectionLeftColor;
- uniform vec4 reflectionRightColor;
- #endif
- #endif
- // Shadows
- #ifdef SHADOWS
- float unpack(vec4 color)
- {
- 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);
- return dot(color, bit_shift);
- }
- #if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
- float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
- {
- vec3 directionToLight = vPositionW - lightPosition;
- float depth = length(directionToLight);
- depth = clamp(depth, 0., 1.);
- directionToLight.y = 1.0 - directionToLight.y;
- float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
- if (depth > shadow)
- {
- return mix(1.0, darkness, vPBRShadowIntensity.x);
- }
- return 1.0;
- }
- float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float mapSize, float bias, float darkness)
- {
- vec3 directionToLight = vPositionW - lightPosition;
- float depth = length(directionToLight);
- float diskScale = (1.0 - (1.0 + depth * 3.0)) / mapSize;
- depth = clamp(depth, 0., 1.);
- directionToLight.y = 1.0 - directionToLight.y;
- float visibility = 1.;
- vec3 poissonDisk[4];
- poissonDisk[0] = vec3(-1.0, 1.0, -1.0);
- poissonDisk[1] = vec3(1.0, -1.0, -1.0);
- poissonDisk[2] = vec3(-1.0, -1.0, -1.0);
- poissonDisk[3] = vec3(1.0, -1.0, 1.0);
- // Poisson Sampling
- float biasedDepth = depth - bias;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < biasedDepth) visibility -= 0.25;
- return min(1.0, mix(1.0, visibility + darkness, vPBRShadowIntensity.x));
- }
- #endif
- #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
- float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
- {
- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
- depth = 0.5 * depth + vec3(0.5);
- vec2 uv = depth.xy;
- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
- {
- return 1.0;
- }
- float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
- if (depth.z > shadow)
- {
- return mix(1.0, darkness, vPBRShadowIntensity.x);
- }
- return 1.;
- }
- float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
- {
- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
- depth = 0.5 * depth + vec3(0.5);
- vec2 uv = depth.xy;
- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
- {
- return 1.0;
- }
- float visibility = 1.;
- vec2 poissonDisk[4];
- poissonDisk[0] = vec2(-0.94201624, -0.39906216);
- poissonDisk[1] = vec2(0.94558609, -0.76890725);
- poissonDisk[2] = vec2(-0.094184101, -0.92938870);
- poissonDisk[3] = vec2(0.34495938, 0.29387760);
- // Poisson Sampling
- float biasedDepth = depth.z - bias;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
- return min(1.0, mix(1.0, visibility + darkness, vPBRShadowIntensity.x));
- }
- // Thanks to http://devmaster.net/
- float unpackHalf(vec2 color)
- {
- return color.x + (color.y / 255.0);
- }
- float linstep(float low, float high, float v) {
- return clamp((v - low) / (high - low), 0.0, 1.0);
- }
- float ChebychevInequality(vec2 moments, float compare, float bias)
- {
- float p = smoothstep(compare - bias, compare, moments.x);
- float variance = max(moments.y - moments.x * moments.x, 0.02);
- float d = compare - moments.x;
- float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
- return clamp(max(p, p_max), 0.0, 1.0);
- }
- float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
- {
- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
- depth = 0.5 * depth + vec3(0.5);
- vec2 uv = depth.xy;
- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
- {
- return 1.0;
- }
- vec4 texel = texture2D(shadowSampler, uv);
- vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
- return min(1.0, mix(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness, vPBRShadowIntensity.x));
- }
- #endif
- #endif
- // Bump
- #ifdef BUMP
- #extension GL_OES_standard_derivatives : enable
- varying vec2 vBumpUV;
- uniform vec2 vBumpInfos;
- uniform sampler2D bumpSampler;
- // Thanks to http://www.thetenthplanet.de/archives/1180
- mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)
- {
- // get edge vectors of the pixel triangle
- vec3 dp1 = dFdx(p);
- vec3 dp2 = dFdy(p);
- vec2 duv1 = dFdx(uv);
- vec2 duv2 = dFdy(uv);
- // solve the linear system
- vec3 dp2perp = cross(dp2, normal);
- vec3 dp1perp = cross(normal, dp1);
- vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
- vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;
- // construct a scale-invariant frame
- float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));
- return mat3(tangent * invmax, binormal * invmax, normal);
- }
- vec3 perturbNormal(vec3 viewDir)
- {
- vec3 map = texture2D(bumpSampler, vBumpUV).xyz;
- map = map * 255. / 127. - 128. / 127.;
- mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);
- return normalize(TBN * map);
- }
- #endif
- #ifdef CLIPPLANE
- varying float fClipDistance;
- #endif
- // Fog
- #ifdef FOG
- #define FOGMODE_NONE 0.
- #define FOGMODE_EXP 1.
- #define FOGMODE_EXP2 2.
- #define FOGMODE_LINEAR 3.
- #define E 2.71828
- uniform vec4 vFogInfos;
- uniform vec3 vFogColor;
- varying float fFogDistance;
- float CalcFogFactor()
- {
- float fogCoeff = 1.0;
- float fogStart = vFogInfos.y;
- float fogEnd = vFogInfos.z;
- float fogDensity = vFogInfos.w;
- if (FOGMODE_LINEAR == vFogInfos.x)
- {
- fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
- }
- else if (FOGMODE_EXP == vFogInfos.x)
- {
- fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
- }
- else if (FOGMODE_EXP2 == vFogInfos.x)
- {
- fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
- }
- return clamp(fogCoeff, 0.0, 1.0);
- }
- #endif
- // Light Computing
- struct lightingInfo
- {
- vec3 diffuse;
- #ifdef SPECULARTERM
- vec3 specular;
- #endif
- };
- lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {
- lightingInfo result;
- vec3 lightVectorW;
- float attenuation = 1.0;
- if (lightData.w == 0.)
- {
- vec3 direction = lightData.xyz - vPositionW;
- attenuation = max(0., 1.0 - length(direction) / range);
- lightVectorW = normalize(direction);
- }
- else
- {
- lightVectorW = normalize(-lightData.xyz);
- }
- // diffuse
- vec3 H = normalize(viewDirectionW + lightVectorW);
- float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));
- float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
- float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
- result.diffuse = diffuseTerm * diffuseColor * attenuation;
- #ifdef SPECULARTERM
- // Specular
- float NdotH = max(0.00000000001, dot(vNormal, H));
- vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
- result.specular = specTerm * attenuation;
- #endif
- return result;
- }
- lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {
- lightingInfo result;
- vec3 direction = lightData.xyz - vPositionW;
- vec3 lightVectorW = normalize(direction);
- float attenuation = max(0., 1.0 - length(direction) / range);
- // diffuse
- float cosAngle = max(0.0000001, dot(-lightDirection.xyz, lightVectorW));
- float spotAtten = 0.0;
- if (cosAngle >= lightDirection.w)
- {
- cosAngle = max(0., pow(cosAngle, lightData.w));
- spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
- // Diffuse
- vec3 H = normalize(viewDirectionW - lightDirection.xyz);
- float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));
- float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);
- float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
- result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;
- #ifdef SPECULARTERM
- // Specular
- float NdotH = max(0.00000000001, dot(vNormal, H));
- vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
- result.specular = specTerm * attenuation * spotAtten;
- #endif
- return result;
- }
- result.diffuse = vec3(0.);
- #ifdef SPECULARTERM
- result.specular = vec3(0.);
- #endif
- return result;
- }
- lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {
- lightingInfo result;
- vec3 lightVectorW = normalize(lightData.xyz);
- // Diffuse
- float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
- result.diffuse = mix(groundColor, diffuseColor, ndl);
- #ifdef SPECULARTERM
- // Specular
- vec3 H = normalize(viewDirectionW + lightVectorW);
- float NdotH = max(0.00000000001, dot(vNormal, H));
- float NdotL = max(0.00000000001, ndl);
- float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
- vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
- result.specular = specTerm;
- #endif
- return result;
- }
- void main(void) {
- // Clip plane
- #ifdef CLIPPLANE
- if (fClipDistance > 0.0)
- discard;
- #endif
- vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
- // Base color
- vec4 baseColor = vec4(1., 1., 1., 1.);
- vec3 diffuseColor = vDiffuseColor.rgb;
-
- // Alpha
- float alpha = vDiffuseColor.a;
- #ifdef DIFFUSE
- baseColor = texture2D(diffuseSampler, vDiffuseUV);
- baseColor = vec4(toLinearSpace(baseColor.rgb), baseColor.a);
- #ifdef ALPHATEST
- if (baseColor.a < 0.4)
- discard;
- #endif
- #ifdef ALPHAFROMDIFFUSE
- alpha *= baseColor.a;
- #endif
- baseColor.rgb *= vDiffuseInfos.y;
- #endif
- baseColor.rgb = mix(baseColor.rgb, vPBROverloadedDiffuse, vPBROverloadedIntensity.y);
- #ifdef VERTEXCOLOR
- baseColor.rgb *= vColor.rgb;
- #endif
- // Bump
- #ifdef NORMAL
- vec3 normalW = normalize(vNormalW);
- #else
- vec3 normalW = vec3(1.0, 1.0, 1.0);
- #endif
- #ifdef BUMP
- normalW = perturbNormal(viewDirectionW);
- #endif
- // Ambient color
- vec3 baseAmbientColor = vec3(1., 1., 1.);
- #ifdef AMBIENT
- baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
- baseAmbientColor.rgb = mix(baseAmbientColor.rgb, vPBROverloadedAmbient, vPBROverloadedIntensity.x);
- #endif
- // Specular map
- #ifdef SPECULARTERM
- float glossiness = vSpecularColor.a;
- vec3 specularColor = vSpecularColor.rgb;
- specularColor.rgb = mix(specularColor.rgb, vPBROverloadedSpecular, vPBROverloadedIntensity.z);
- #ifdef SPECULAR
- vec4 specularMapColor = texture2D(specularSampler, vSpecularUV);
- specularColor = toLinearSpace(specularMapColor.rgb);
- specularColor.rgb = mix(specularColor.rgb, vPBROverloadedSpecular, vPBROverloadedIntensity.z);
- #ifdef GLOSSINESS
- glossiness = specularMapColor.a;
- #else
- glossiness = computeDefaultGlossiness(glossiness, specularColor);
- #endif
- #endif
- glossiness = mix(glossiness, vPBROverloadedSmoothness.x, vPBROverloadedSmoothness.y);
- #else
- float glossiness = 0.;
- glossiness = mix(glossiness, vPBROverloadedSmoothness.x, vPBROverloadedSmoothness.y);
- vec3 specularColor = vec3(0., 0., 0);
- specularColor.rgb = mix(specularColor.rgb, vPBROverloadedSpecular, vPBROverloadedIntensity.z);
- #endif
- // Apply Energy Conservation.
- float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
- baseColor.rgb = (1. - reflectance) * baseColor.rgb;
- // Compute Specular Fresnel + Reflectance.
- float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));
- // Adapt glossiness.
- glossiness = clamp(glossiness, 0., 1.) * 0.98;
- // Call rough to not conflict with previous one.
- float rough = clamp(1. - glossiness, 0.000001, 1.0);
- // Lighting
- vec3 diffuseBase = vec3(0., 0., 0.);
- vec3 shadowedOnly = vPBROverloadedDiffuse;
- #ifdef SPECULARTERM
- vec3 specularBase = vec3(0., 0., 0.);
- #endif
- float shadow = 1.;
- #ifdef LIGHT0
- #ifndef SPECULARTERM
- vec3 vLightSpecular0 = vec3(0.0);
- #endif
- #ifdef SPOTLIGHT0
- lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);
- #endif
- #ifdef HEMILIGHT0
- lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);
- #endif
- #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
- lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);
- #endif
- #ifdef SHADOW0
- #ifdef SHADOWVSM0
- shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
- #else
- #ifdef SHADOWPCF0
- #if defined(POINTLIGHT0)
- shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
- #endif
- #else
- #if defined(POINTLIGHT0)
- shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
- #else
- shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- shadowedOnly *= shadow;
- #ifdef SPECULARTERM
- specularBase += info.specular * shadow;
- #endif
- #endif
- #ifdef LIGHT1
- #ifndef SPECULARTERM
- vec3 vLightSpecular1 = vec3(0.0);
- #endif
- #ifdef SPOTLIGHT1
- info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);
- #endif
- #ifdef HEMILIGHT1
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);
- #endif
- #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
- info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);
- #endif
- #ifdef SHADOW1
- #ifdef SHADOWVSM1
- shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
- #else
- #ifdef SHADOWPCF1
- #if defined(POINTLIGHT1)
- shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
- #endif
- #else
- #if defined(POINTLIGHT1)
- shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
- #else
- shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- shadowedOnly *= shadow;
- #ifdef SPECULARTERM
- specularBase += info.specular * shadow;
- #endif
- #endif
- #ifdef LIGHT2
- #ifndef SPECULARTERM
- vec3 vLightSpecular2 = vec3(0.0);
- #endif
- #ifdef SPOTLIGHT2
- info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);
- #endif
- #ifdef HEMILIGHT2
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);
- #endif
- #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
- info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);
- #endif
- #ifdef SHADOW2
- #ifdef SHADOWVSM2
- shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
- #else
- #ifdef SHADOWPCF2
- #if defined(POINTLIGHT2)
- shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
- #endif
- #else
- #if defined(POINTLIGHT2)
- shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
- #else
- shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- shadowedOnly *= shadow;
- #ifdef SPECULARTERM
- specularBase += info.specular * shadow;
- #endif
- #endif
- #ifdef LIGHT3
- #ifndef SPECULARTERM
- vec3 vLightSpecular3 = vec3(0.0);
- #endif
- #ifdef SPOTLIGHT3
- info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);
- #endif
- #ifdef HEMILIGHT3
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);
- #endif
- #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
- info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);
- #endif
- #ifdef SHADOW3
- #ifdef SHADOWVSM3
- shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
- #else
- #ifdef SHADOWPCF3
- #if defined(POINTLIGHT3)
- shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
- #endif
- #else
- #if defined(POINTLIGHT3)
- shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
- #else
- shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- shadowedOnly *= shadow;
- #ifdef SPECULARTERM
- specularBase += info.specular * shadow;
- #endif
- #endif
- // Reflection
- vec3 reflectionColor = vec3(0., 0., 0.);
- #ifdef REFLECTION
- vec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);
- vec3 ambientReflectionColor = vec3(0.1, 0.1, 0.1);
- #ifdef REFLECTIONMAP_3D
- float bias = 0.;
- #ifdef ROUGHNESS
- bias = 20.;
-
- #ifdef SPECULARTERM
- bias *= (1.0 - glossiness);
- #endif
- #endif
- reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW, bias).rgb * vReflectionInfos.x;
- reflectionColor = toLinearSpace(reflectionColor.rgb);
- ambientReflectionColor = textureCube(reflectionCubeSampler, normalW, 20.).rgb;
- ambientReflectionColor = toLinearSpace(ambientReflectionColor.rgb);
- reflectionColor = reflectionColor * vReflectionInfos.y;
- //reflectionColor = reflectionColor * vReflectionInfos.y * shadow;
- #else
- vec2 coords = vReflectionUVW.xy;
- #ifdef REFLECTIONMAP_PROJECTION
- coords /= vReflectionUVW.z;
- #endif
- coords.y = 1.0 - coords.y;
- reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;
- reflectionColor = toLinearSpace(reflectionColor.rgb);
- ambientReflectionColor = texture2D(reflection2DSampler, coords, 10.).rgb;
- ambientReflectionColor = toLinearSpace(ambientReflectionColor.rgb);
- #endif
- #ifdef REFLECTIONFRESNEL
- #ifdef REFLECTIONFRESNELFROMSPECULAR
- // Compute reflection specular fresnel
- vec3 specularEnvironmentR0 = specularColor.rgb;
- vec3 specularEnvironmentR90 = reflectionLeftColor.rgb;
- vec3 specularEnvironmentReflectanceViewer = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), specularEnvironmentR0, specularEnvironmentR90, sqrt(glossiness));
- reflectionColor *= specularEnvironmentReflectanceViewer;
- #else
- float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);
- reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;
- #endif
- #endif
- #endif
- #ifdef OPACITY
- vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
- #ifdef OPACITYRGB
- opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
- alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
- #else
- alpha *= opacityMap.a * vOpacityInfos.y;
- #endif
- #endif
- #ifdef VERTEXALPHA
- alpha *= vColor.a;
- #endif
- #ifdef OPACITYFRESNEL
- float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);
- alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;
- #endif
- // Emissive
- vec3 emissiveColor = vEmissiveColor;
- #ifdef EMISSIVE
- vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;
- emissiveColor = toLinearSpace(emissiveColorTex.rgb) * emissiveColor * vEmissiveInfos.y;
- emissiveColor = mix(emissiveColor, vPBROverloadedEmissive, vPBROverloadedIntensity.w);
- #endif
- #ifdef EMISSIVEFRESNEL
- float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);
- emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;
- #endif
- // Fresnel
- #ifdef DIFFUSEFRESNEL
- float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);
- diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;
- #endif
- // Composition
- #ifdef EMISSIVEASILLUMINATION
- vec3 finalDiffuse = max(diffuseBase * diffuseColor + vAmbientColor, 0.0) * baseColor.rgb;
- #else
- #ifdef LINKEMISSIVEWITHDIFFUSE
- vec3 finalDiffuse = clamp((diffuseBase + emissiveColor) * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
- #else
- vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
- #endif
- #endif
- #ifdef REFLECTION
- // diffuse lighting from environment
- finalDiffuse += baseColor.rgb * ambientReflectionColor * 0.2 * vPBRLightingIntensity.z;
- #endif
- #ifdef SPECULARTERM
- vec3 finalSpecular = specularBase * specularColor;
- #else
- vec3 finalSpecular = vec3(0.0);
- #endif
- #ifdef SPECULAROVERALPHA
- alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);
- #endif
- // Composition
- #ifdef EMISSIVEASILLUMINATION
- vec4 color = vec4(finalDiffuse * baseAmbientColor * vPBRLightingIntensity.x + finalSpecular * vPBRLightingIntensity.x + reflectionColor * vPBRLightingIntensity.z + emissiveColor * vPBRLightingIntensity.y, alpha);
- #else
- vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
- #endif
- #ifdef LIGHTMAP
- vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;
- #ifdef USELIGHTMAPASSHADOWMAP
- color.rgb *= lightmapColor;
- #else
- color.rgb += lightmapColor;
- #endif
- #endif
- #ifdef FOG
- float fog = CalcFogFactor();
- color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
- #endif
- color = max(color, 0.0);
- color.rgb = toneMaps(color.rgb);
- color.rgb = toGammaSpace(color.rgb);
- color = contrasts(color);
- color.rgb = mix(color.rgb, shadowedOnly, (1.0 - vPBRShadowIntensity.y));
- // Normal Display.
- // gl_FragColor = vec4(normalW * 0.5 + 0.5, 1.0);
- // Ambient reflection color.
- // gl_FragColor = vec4(ambientReflectionColor, 1.0);
- // Reflection color.
- // gl_FragColor = vec4(reflectionColor, 1.0);
- // Base color.
- // gl_FragColor = vec4(baseColor.rgb, 1.0);
- // Specular color.
- // gl_FragColor = vec4(specularColor.rgb, 1.0);
- // Glossiness color.
- // gl_FragColor = vec4(glossiness, glossiness, glossiness, 1.0);
- // Specular Map
- // gl_FragColor = vec4(specularMapColor.rgb, 1.0);
- //// Emissive Color
- //vec2 test = vEmissiveUV * 0.5 + 0.5;
- //gl_FragColor = vec4(test.x, test.y, 1.0, 1.0);
- gl_FragColor = color;
- }
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