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- #version 330 core
- in vec3 v_normal;
- in vec2 v_texCoord;
- in vec3 v_worldPos;
- in vec3 v_instanceColor;
- in float v_instanceAlpha;
- uniform sampler2D u_texture;
- uniform vec3 u_color;
- uniform bool u_useTexture;
- uniform float u_alpha;
- uniform bool u_instanced;
- out vec4 FragColor;
- float hash(vec2 p) {
- vec3 p3 = fract(vec3(p.xyx) * 0.1031);
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.x + p3.y) * p3.z);
- }
- float noise(vec2 p) {
- vec2 i = floor(p);
- vec2 f = fract(p);
- f = f * f * (3.0 - 2.0 * f);
- float a = hash(i);
- float b = hash(i + vec2(1.0, 0.0));
- float c = hash(i + vec2(0.0, 1.0));
- float d = hash(i + vec2(1.0, 1.0));
- return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
- }
- float clothWeave(vec2 p) {
- float warpThread = sin(p.x * 70.0);
- float weftThread = sin(p.y * 68.0);
- return warpThread * weftThread * 0.06;
- }
- float leatherGrain(vec2 p) {
- return noise(p * 16.0) * 0.12 + noise(p * 28.0) * 0.06;
- }
- void main() {
- vec3 base_color_in = u_instanced ? v_instanceColor : u_color;
- float alpha_in = u_instanced ? v_instanceAlpha : u_alpha;
- vec3 color = base_color_in;
- if (u_useTexture) {
- color *= texture(u_texture, v_texCoord).rgb;
- }
- vec3 normal = normalize(v_normal);
- vec2 uv = v_worldPos.xz * 4.5;
- float avgColor = (color.r + color.g + color.b) / 3.0;
- if (avgColor > 0.65) {
- float weave = clothWeave(v_worldPos.xz);
- float folds = noise(uv * 8.0) * 0.13;
- float viewAngle = abs(dot(normal, normalize(vec3(0.0, 1.0, 0.2))));
- float clothSheen = pow(1.0 - viewAngle, 9.0) * 0.12;
- color *= 1.0 + weave + folds - 0.03;
- color += vec3(clothSheen);
- }
- else if (avgColor > 0.30) {
- float leather = leatherGrain(uv);
- float viewAngle = abs(dot(normal, normalize(vec3(0.0, 1.0, 0.4))));
- float leatherSheen = pow(1.0 - viewAngle, 6.0) * 0.10;
- color *= 1.0 + leather - 0.04;
- color += vec3(leatherSheen);
- } else {
- float detail = noise(uv * 10.0) * 0.10;
- color *= 1.0 + detail - 0.06;
- }
- color = clamp(color, 0.0, 1.0);
- vec3 lightDir = normalize(vec3(1.0, 1.2, 1.0));
- float nDotL = dot(normal, lightDir);
- float wrapAmount = 0.45;
- float diff = max(nDotL * (1.0 - wrapAmount) + wrapAmount, 0.28);
- color *= diff;
- FragColor = vec4(color, alpha_in);
- }
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