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https://github.com/MaSzyna-EU07/maszyna.git
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opengl 3.3 renderer shaders
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65
shaders/mat_default.frag
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65
shaders/mat_default.frag
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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#param (color, 0, 0, 4, diffuse)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, zero)
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#param (glossiness, 1, 3, 1, glossiness)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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#include <light_common.glsl>
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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void main()
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{
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vec4 tex_color = texture(diffuse, f_coord);
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bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
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if(alphatestfail)
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discard;
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// if (tex_color.a < opacity)
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// discard;
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vec3 fragcolor = ambient;
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vec3 fragnormal = normalize(f_normal);
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float reflectivity = param[1].z;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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/*
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float distance = dot(f_pos.xyz, f_pos.xyz);
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if( distance <= cascade_end.x ) { color.r += 0.25; }
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else if( distance <= cascade_end.y ) { color.g += 0.25; }
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else if( distance <= cascade_end.z ) { color.b += 0.25; }
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*/
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#if POSTFX_ENABLED
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out_color = color;
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#else
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out_color = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult);
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}
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#endif
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}
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