#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" #include "Lighting.glsl" #include "Fog.glsl" #ifdef NORMALMAP varying vec4 vTexCoord; varying vec4 vTangent; #else varying vec2 vTexCoord; #endif varying vec3 vNormal; varying vec4 vWorldPos; #ifdef PERPIXEL #ifdef SHADOW varying vec4 vShadowPos[NUMCASCADES]; #endif #ifdef SPOTLIGHT varying vec4 vSpotPos; #endif #ifdef POINTLIGHT varying vec3 vCubeMaskVec; #endif #else varying vec3 vVertexLight; varying vec4 vScreenPos; #ifdef ENVCUBEMAP varying vec3 vReflectionVec; #endif #if defined(LIGHTMAP) || defined(AO) varying vec2 vTexCoord2; #endif #endif void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vNormal = GetWorldNormal(modelMatrix); vWorldPos = vec4(worldPos, GetDepth(gl_Position)); #ifdef NORMALMAP vec3 tangent = GetWorldTangent(modelMatrix); vec3 bitangent = cross(tangent, vNormal) * iTangent.w; vTexCoord = vec4(GetTexCoord(iTexCoord), bitangent.xy); vTangent = vec4(tangent, bitangent.z); #else vTexCoord = GetTexCoord(iTexCoord); #endif #ifdef PERPIXEL // Per-pixel forward lighting vec4 projWorldPos = vec4(worldPos, 1.0); #ifdef SHADOW // Shadow projection: transform from world space to shadow space for (int i = 0; i < NUMCASCADES; i++) vShadowPos[i] = GetShadowPos(i, projWorldPos); #endif #ifdef SPOTLIGHT // Spotlight projection: transform from world space to projector texture coordinates vSpotPos = cLightMatrices[0] * projWorldPos; #endif #ifdef POINTLIGHT vCubeMaskVec = mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz) * (worldPos - cLightPos.xyz); #endif #else // Ambient & per-vertex lighting #if defined(LIGHTMAP) || defined(AO) // If using lightmap, disregard zone ambient light // If using AO, calculate ambient in the PS vVertexLight = vec3(0.0, 0.0, 0.0); vTexCoord2 = iTexCoord2; #else vVertexLight = GetAmbient(GetZonePos(worldPos)); #endif #ifdef NUMVERTEXLIGHTS for (int i = 0; i < NUMVERTEXLIGHTS; ++i) vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb; #endif vScreenPos = GetScreenPos(gl_Position); #ifdef ENVCUBEMAP vReflectionVec = worldPos - cCameraPos; #endif #endif } void PS() { // Get material diffuse albedo #ifdef DIFFMAP vec4 diffInput = texture2D(sDiffMap, vTexCoord.xy); #ifdef ALPHAMASK if (diffInput.a < 0.5) discard; #endif vec4 diffColor = cMatDiffColor * diffInput; #else vec4 diffColor = cMatDiffColor; #endif // Get material specular albedo #ifdef SPECMAP vec3 specColor = cMatSpecColor.rgb * texture2D(sSpecMap, vTexCoord.xy).rgb; #else vec3 specColor = cMatSpecColor.rgb; #endif // Get normal #ifdef NORMALMAP mat3 tbn = mat3(vTangent.xyz, vec3(vTexCoord.zw, vTangent.w), vNormal); vec3 normal = normalize(tbn * DecodeNormal(texture2D(sNormalMap, vTexCoord.xy))); #else vec3 normal = normalize(vNormal); #endif // Get fog factor #ifdef HEIGHTFOG float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y); #else float fogFactor = GetFogFactor(vWorldPos.w); #endif #if defined(PERPIXEL) // Per-pixel forward lighting vec3 lightColor; vec3 lightDir; vec3 finalColor; float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir); #ifdef SHADOW diff *= GetShadow(vShadowPos, vWorldPos.w); #endif #if defined(SPOTLIGHT) lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0); #elif defined(CUBEMASK) lightColor = textureCube(sLightCubeMap, vCubeMaskVec).rgb * cLightColor.rgb; #else lightColor = cLightColor.rgb; #endif #ifdef SPECULAR float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a); finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a); #else finalColor = diff * lightColor * diffColor.rgb; #endif #ifdef AMBIENT finalColor += cAmbientColor * diffColor.rgb; finalColor += cMatEmissiveColor; gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a); #else gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a); #endif #elif defined(PREPASS) // Fill light pre-pass G-Buffer float specPower = cMatSpecColor.a / 255.0; gl_FragData[0] = vec4(normal * 0.5 + 0.5, specPower); gl_FragData[1] = vec4(EncodeDepth(vWorldPos.w), 0.0); #elif defined(DEFERRED) // Fill deferred G-buffer float specIntensity = specColor.g; float specPower = cMatSpecColor.a / 255.0; vec3 finalColor = vVertexLight * diffColor.rgb; #ifdef AO // If using AO, the vertex light ambient is black, calculate occluded ambient here finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor * diffColor.rgb; #endif #ifdef ENVCUBEMAP finalColor += cMatEnvMapColor * textureCube(sEnvCubeMap, reflect(vReflectionVec, normal)).rgb; #endif #ifdef LIGHTMAP finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * diffColor.rgb; #endif #ifdef EMISSIVEMAP finalColor += cMatEmissiveColor * texture2D(sEmissiveMap, vTexCoord.xy).rgb; #else finalColor += cMatEmissiveColor; #endif gl_FragData[0] = vec4(GetFog(finalColor, fogFactor), 1.0); gl_FragData[1] = fogFactor * vec4(diffColor.rgb, specIntensity); gl_FragData[2] = vec4(normal * 0.5 + 0.5, specPower); gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0); #else // Ambient & per-vertex lighting vec3 finalColor = vVertexLight * diffColor.rgb; #ifdef AO // If using AO, the vertex light ambient is black, calculate occluded ambient here finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor * diffColor.rgb; #endif #ifdef MATERIAL // Add light pre-pass accumulation result // Lights are accumulated at half intensity. Bring back to full intensity now vec4 lightInput = 2.0 * texture2DProj(sLightBuffer, vScreenPos); vec3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001); finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor; #endif #ifdef ENVCUBEMAP finalColor += cMatEnvMapColor * textureCube(sEnvCubeMap, reflect(vReflectionVec, normal)).rgb; #endif #ifdef LIGHTMAP finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * diffColor.rgb; #endif #ifdef EMISSIVEMAP finalColor += cMatEmissiveColor * texture2D(sEmissiveMap, vTexCoord.xy).rgb; #else finalColor += cMatEmissiveColor; #endif gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a); #endif }