#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" #include "Lighting.glsl" #include "Fog.glsl" varying vec2 vTexCoord; varying vec4 vWorldPos; #ifdef VERTEXCOLOR varying vec4 vColor; #endif #ifdef SOFTPARTICLES varying vec4 vScreenPos; uniform float cSoftParticleFadeScale; #endif #ifdef PERPIXEL #ifdef SHADOW #ifndef GL_ES varying vec4 vShadowPos[NUMCASCADES]; #else varying highp vec4 vShadowPos[NUMCASCADES]; #endif #endif #ifdef SPOTLIGHT varying vec4 vSpotPos; #endif #ifdef POINTLIGHT varying vec3 vCubeMaskVec; #endif #else varying vec3 vVertexLight; #endif void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vTexCoord = GetTexCoord(iTexCoord); vWorldPos = vec4(worldPos, GetDepth(gl_Position)); #ifdef SOFTPARTICLES vScreenPos = GetScreenPos(gl_Position); #endif #ifdef VERTEXCOLOR vColor = iColor; #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, vec3(0, 0, 0), projWorldPos); #endif #ifdef SPOTLIGHT // Spotlight projection: transform from world space to projector texture coordinates vSpotPos = projWorldPos * cLightMatrices[0]; #endif #ifdef POINTLIGHT vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz); #endif #else // Ambient & per-vertex lighting vVertexLight = GetAmbient(GetZonePos(worldPos)); #ifdef NUMVERTEXLIGHTS for (int i = 0; i < NUMVERTEXLIGHTS; ++i) vVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb; #endif #endif } void PS() { // Get material diffuse albedo #ifdef DIFFMAP vec4 diffInput = texture2D(sDiffMap, vTexCoord); #ifdef ALPHAMASK if (diffInput.a < 0.5) discard; #endif vec4 diffColor = cMatDiffColor * diffInput; #else vec4 diffColor = cMatDiffColor; #endif #ifdef VERTEXCOLOR diffColor *= vColor; #endif // Get fog factor #ifdef HEIGHTFOG float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y); #else float fogFactor = GetFogFactor(vWorldPos.w); #endif // Soft particle fade // In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate #ifdef SOFTPARTICLES #ifdef EXPAND if (diffColor.a < 0.01) discard; #endif float particleDepth = vWorldPos.w; #ifdef HWDEPTH float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r); #else float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb); #endif #ifdef EXPAND float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS); float fade = clamp(diffZ * cSoftParticleFadeScale, 0.0, 1.0); #else float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS); float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0); #endif diffColor.a = max(diffColor.a - fade, 0.0); #endif #ifdef PERPIXEL // Per-pixel forward lighting vec3 lightColor; vec3 lightDir; vec3 finalColor; float diff = GetDiffuseVolumetric(vWorldPos.xyz); #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 finalColor = diff * lightColor * diffColor.rgb; gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a); #else // Ambient & per-vertex lighting vec3 finalColor = vVertexLight * diffColor.rgb; gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a); #endif }