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- #include "Uniforms.glsl"
- #include "Samplers.glsl"
- #include "Transform.glsl"
- #include "ScreenPos.glsl"
- #include "Lighting.glsl"
- #include "Constants.glsl"
- #include "Fog.glsl"
- #include "PBR.glsl"
- #include "IBL.glsl"
- #line 30010
- varying vec2 vTexCoord;
- #ifndef GL_ES
- varying vec2 vDetailTexCoord;
- #else
- varying mediump vec2 vDetailTexCoord;
- #endif
- varying vec3 vNormal;
- varying vec4 vWorldPos;
- #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;
- varying vec4 vScreenPos;
- #ifdef ENVCUBEMAP
- varying vec3 vReflectionVec;
- #endif
- #if defined(LIGHTMAP) || defined(AO)
- varying vec2 vTexCoord2;
- #endif
- #endif
- uniform sampler2D sWeightMap0;
- uniform sampler2D sDetailMap1;
- uniform sampler2D sDetailMap2;
- uniform sampler2D sDetailMap3;
- #ifndef GL_ES
- uniform vec2 cDetailTiling;
- #else
- uniform mediump vec2 cDetailTiling;
- #endif
- void VS()
- {
- mat4 modelMatrix = iModelMatrix;
- vec3 worldPos = GetWorldPos(modelMatrix);
- gl_Position = GetClipPos(worldPos);
- vNormal = GetWorldNormal(modelMatrix);
- vWorldPos = vec4(worldPos, GetDepth(gl_Position));
- vTexCoord = GetTexCoord(iTexCoord);
- vDetailTexCoord = cDetailTiling * vTexCoord;
- #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, vNormal, 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
- #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 = iTexCoord1;
- #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
- vec3 weights = texture2D(sWeightMap0, vTexCoord).rgb;
- float sumWeights = weights.r + weights.g + weights.b;
- weights /= sumWeights;
- vec4 diffColor = cMatDiffColor * (
- weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
- weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
- weights.b * texture2D(sDetailMap3, vDetailTexCoord)
- );
- #ifdef METALLIC
- vec4 roughMetalSrc = texture2D(sSpecMap, vTexCoord.xy);
- float roughness = roughMetalSrc.r + cRoughness;
- float metalness = roughMetalSrc.g + cMetallic;
- #else
- float roughness = cRoughness;
- float metalness = cMetallic;
- #endif
- roughness *= roughness;
- roughness = clamp(roughness, ROUGHNESS_FLOOR, 1.0);
- metalness = clamp(metalness, METALNESS_FLOOR, 1.0);
- vec3 specColor = mix(0.08 * cMatSpecColor.rgb, diffColor.rgb, metalness);
- diffColor.rgb = diffColor.rgb - diffColor.rgb * metalness;
- // Get normal
- vec3 normal = normalize(vNormal);
- // 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 atten = 1;
- #if defined(DIRLIGHT)
- atten = GetAtten(normal, vWorldPos.xyz, lightDir);
- #elif defined(SPOTLIGHT)
- atten = GetAttenSpot(normal, vWorldPos.xyz, lightDir);
- #else
- atten = GetAttenPoint(normal, vWorldPos.xyz, lightDir);
- #endif
- float shadow = 1.0;
- #ifdef SHADOW
- shadow = 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
- vec3 toCamera = normalize(cCameraPosPS - vWorldPos.xyz);
- vec3 lightVec = normalize(lightDir);
- float ndl = clamp((dot(normal, lightVec)), M_EPSILON, 1.0);
- vec3 BRDF = GetBRDF(vWorldPos.xyz, lightDir, lightVec, toCamera, normal, roughness, diffColor.rgb, specColor);
- finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
- #ifdef AMBIENT
- finalColor += cAmbientColor.rgb * diffColor.rgb;
- finalColor += cMatEmissiveColor;
- gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
- #else
- gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #endif
- #elif defined(DEFERRED)
- // Fill deferred G-buffer
- const vec3 spareData = vec3(0,0,0); // Can be used to pass more data to deferred renderer
- gl_FragData[0] = vec4(specColor, spareData.r);
- gl_FragData[1] = vec4(diffColor.rgb, spareData.g);
- gl_FragData[2] = vec4(normal * roughness, spareData.b);
- gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0);
- #else
- // Ambient & per-vertex lighting
- vec3 finalColor = vVertexLight * diffColor.rgb;
- #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
- vec3 toCamera = normalize(vWorldPos.xyz - cCameraPosPS);
- vec3 reflection = normalize(reflect(toCamera, normal));
- vec3 cubeColor = vVertexLight.rgb;
- #ifdef IBL
- vec3 iblColor = ImageBasedLighting(reflection, normal, toCamera, diffColor.rgb, specColor.rgb, roughness, cubeColor);
- finalColor.rgb += iblColor;
- #endif
- gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
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