meshstandard_frag.glsl 1.8 KB

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  1. #define STANDARD
  2. uniform vec3 diffuse;
  3. uniform vec3 emissive;
  4. uniform float roughness;
  5. uniform float metalness;
  6. uniform float opacity;
  7. uniform float envMapIntensity; // temporary
  8. varying vec3 vViewPosition;
  9. #ifndef FLAT_SHADED
  10. varying vec3 vNormal;
  11. #endif
  12. #include <common>
  13. #include <color_pars_fragment>
  14. #include <uv_pars_fragment>
  15. #include <uv2_pars_fragment>
  16. #include <map_pars_fragment>
  17. #include <alphamap_pars_fragment>
  18. #include <aomap_pars_fragment>
  19. #include <lightmap_pars_fragment>
  20. #include <emissivemap_pars_fragment>
  21. #include <envmap_pars_fragment>
  22. #include <fog_pars_fragment>
  23. #include <bsdfs>
  24. #include <ambient_pars>
  25. #include <cube_uv_reflection_fragment>
  26. #include <lights_pars>
  27. #include <lights_standard_pars_fragment>
  28. #include <shadowmap_pars_fragment>
  29. #include <bumpmap_pars_fragment>
  30. #include <normalmap_pars_fragment>
  31. #include <roughnessmap_pars_fragment>
  32. #include <metalnessmap_pars_fragment>
  33. #include <logdepthbuf_pars_fragment>
  34. void main() {
  35. vec4 diffuseColor = vec4( diffuse, opacity );
  36. ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
  37. vec3 totalEmissiveLight = emissive;
  38. #include <logdepthbuf_fragment>
  39. #include <map_fragment>
  40. #include <color_fragment>
  41. #include <alphamap_fragment>
  42. #include <alphatest_fragment>
  43. #include <specularmap_fragment>
  44. #include <roughnessmap_fragment>
  45. #include <metalnessmap_fragment>
  46. #include <normal_fragment>
  47. #include <emissivemap_fragment>
  48. // accumulation
  49. #include <lights_standard_fragment>
  50. #include <lights_template>
  51. // modulation
  52. #include <aomap_fragment>
  53. vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
  54. gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
  55. #include <fog_fragment>
  56. }