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#version 120
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
#if @darkMap
uniform sampler2D darkMap;
varying vec2 darkMapUV;
#endif
#if @detailMap
uniform sampler2D detailMap;
varying vec2 detailMapUV;
#endif
#if @decalMap
uniform sampler2D decalMap;
varying vec2 decalMapUV;
#endif
#if @emissiveMap
uniform sampler2D emissiveMap;
varying vec2 emissiveMapUV;
#endif
#if @normalMap
uniform sampler2D normalMap;
varying vec2 normalMapUV;
varying vec4 passTangent;
#endif
#if @envMap
uniform sampler2D envMap;
varying vec2 envMapUV;
uniform vec4 envMapColor;
#endif
#if @specularMap
uniform sampler2D specularMap;
varying vec2 specularMapUV;
#endif
#if @bumpMap
uniform sampler2D bumpMap;
varying vec2 bumpMapUV;
uniform vec2 envMapLumaBias;
uniform mat2 bumpMapMatrix;
#endif
uniform bool simpleWater;
uniform bool noAlpha;
varying float euclideanDepth;
varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#else
uniform float emissiveMult;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
#include "lighting.glsl"
#include "parallax.glsl"
#include "alpha.glsl"
void main()
{
#if @diffuseMap
vec2 adjustedDiffuseUV = diffuseMapUV;
#endif
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent.xyz);
vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#endif
#if (!@normalMap && (@parallax || @forcePPL))
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif
#if @parallax
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
vec3 eyeDir = normalize(cameraPos - objectPos);
vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0.0) ? -1.f : 1.f);
adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
// TODO: check not working as the same UV buffer is being bound to different targets
// if diffuseMapUV == normalMapUV
#if 1
// fetch a new normal using updated coordinates
normalTex = texture2D(normalMap, adjustedDiffuseUV);
viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#endif
#endif
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
#else
gl_FragData[0] = vec4(1.0);
#endif
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
alphaTest();
#if @detailMap
gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
#endif
#if @darkMap
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
#endif
#if @decalMap
vec4 decalTex = texture2D(decalMap, decalMapUV);
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
#endif
#if @envMap
vec2 envTexCoordGen = envMapUV;
float envLuma = 1.0;
#if @normalMap
// if using normal map + env map, take advantage of per-pixel normals for envTexCoordGen
vec3 viewVec = normalize(passViewPos.xyz);
vec3 r = reflect( viewVec, viewNormal );
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
envTexCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5);
#endif
#if @bumpMap
vec4 bumpTex = texture2D(bumpMap, bumpMapUV);
envTexCoordGen += bumpTex.rg * bumpMapMatrix;
envLuma = clamp(bumpTex.b * envMapLumaBias.x + envMapLumaBias.y, 0.0, 1.0);
#endif
#if @preLightEnv
gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
#endif
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
vec3 emission = getEmissionColor().xyz * emissiveMult;
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
clampLightingResult(lighting);
#endif
gl_FragData[0].xyz *= lighting;
#if @envMap && !@preLightEnv
gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
#endif
#if @emissiveMap
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
#if @specularMap
vec4 specTex = texture2D(specularMap, specularMapUV);
float shininess = specTex.a * 255.0;
vec3 matSpec = specTex.xyz;
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = getSpecularColor().xyz;
#endif
if (matSpec != vec3(0.0))
{
#if (!@normalMap && !@parallax && !@forcePPL)
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
}
#if @radialFog
float depth;
// For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis
if (simpleWater)
depth = length(passViewPos);
else
depth = euclideanDepth;
float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
#if @translucentFramebuffer
// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
if (noAlpha)
gl_FragData[0].a = 1.0;
#endif
applyShadowDebugOverlay();
}
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