#include "Uniforms.frag" #include "Samplers.frag" #include "Lighting.frag" #ifdef DIRLIGHT varying vec2 vScreenPos; #else varying vec4 vScreenPos; #endif varying vec3 vFarRay; #ifdef ORTHO varying vec3 vNearRay; #endif void main() { // If rendering a directional light quad, optimize out the w divide #ifdef DIRLIGHT #if defined(HWDEPTH) && defined(ORTHO) float depth = texture2D(sDepthBuffer, vScreenPos).r; #elif defined(HWDEPTH) && !defined(ORTHO) float depth = ReconstructDepth(texture2D(sDepthBuffer, vScreenPos).r); #else float depth = DecodeDepth(texture2D(sDepthBuffer, vScreenPos).rgb); #endif #ifdef ORTHO vec3 worldPos = mix(vNearRay, vFarRay, depth); #else vec3 worldPos = vFarRay * depth; #endif vec4 normalInput = texture2D(sNormalBuffer, vScreenPos); #else #if defined(HWDEPTH) && defined(ORTHO) float depth = texture2DProj(sDepthBuffer, vScreenPos).r; #elif defined(HWDEPTH) && !defined(ORTHO) float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r); #else float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb); #endif #ifdef ORTHO vec3 worldPos = mix(vNearRay, vFarRay, depth) / vScreenPos.w; #else vec3 worldPos = vFarRay * depth / vScreenPos.w; #endif vec4 normalInput = texture2DProj(sNormalBuffer, vScreenPos); #endif vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0); vec4 projWorldPos = vec4(worldPos, 1.0); vec3 lightColor; vec3 lightDir; float diff; // Accumulate light at half intensity to allow 2x "overburn" #ifdef DIRLIGHT lightDir = cLightDirPS; diff = 0.5 * GetDiffuseDir(normal, lightDir); #else vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; diff = 0.5 * GetDiffusePointOrSpot(normal, lightVec, lightDir); #endif #ifdef SHADOW #if defined(DIRLIGHT) vec4 shadowPos = GetDirShadowPosDeferred(cLightMatricesPS, projWorldPos, depth); diff *= min(GetShadow(shadowPos) + GetShadowFade(depth), 1.0); #elif defined(SPOTLIGHT) vec4 shadowPos = cLightMatricesPS[1] * projWorldPos; diff *= GetShadow(shadowPos); #else vec3 shadowPos = worldPos - cLightPosPS.xyz; diff *= GetCubeShadow(shadowPos); #endif #endif #if defined(SPOTLIGHT) vec4 spotPos = cLightMatricesPS[0] * projWorldPos; lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0); #elif defined(CUBEMASK) mat3 lightVecRot = mat3(cLightMatricesPS[0][0].xyz, cLightMatricesPS[0][1].xyz, cLightMatricesPS[0][2].xyz); lightColor = textureCube(sLightCubeMap, lightVecRot * lightVec).rgb * cLightColor.rgb; #else lightColor = cLightColor.rgb; #endif #ifdef SPECULAR float spec = lightColor.g * GetSpecular(normal, -worldPos, lightDir, normalInput.a * 255.0); gl_FragColor = diff * vec4(lightColor, spec * cLightColor.a); #else gl_FragColor = diff * vec4(lightColor, 0.0); #endif }