diff --git a/shaders/mat_default_detail.frag b/shaders/mat_default_detail.frag new file mode 100644 index 00000000..63d15c7c --- /dev/null +++ b/shaders/mat_default_detail.frag @@ -0,0 +1,70 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) +#param (detail_scale, 2, 0, 1, one) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#texture (detailnormalmap, 1, RGBA) +uniform sampler2D detailnormalmap; + +#define NORMALMAP +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(detailnormalmap, f_coord * param[2].x).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + glossiness = abs(param[1].w); + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif + +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); + } +#endif +}