layout(location = 0) in vec3 f_normal; layout(location = 2) in vec2 f_coord; layout(location = 3) in vec4 f_pos; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; #include "common.glsl" #pragma param(color, 0, 0, 4, diffuse) #pragma param(diffuse, 1, 0, 1, diffuse) #pragma param(specular, 1, 1, 1, specular) #pragma param(reflection, 1, 2, 1, zero) #pragma param(glossiness, 1, 3, 1, glossiness) #pragma texture(diffuse, 0, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D diffuse; layout(location = 0) out vec4 out_color; #ifdef NO_MOTION_OUTPUT // a pass without the velocity target: the writes go nowhere vec4 out_motion; #else layout(location = 1) out vec4 out_motion; #endif #include "light_common.glsl" #include "apply_fog.glsl" #include "tonemapping.glsl" 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 fragnormal = normalize(f_normal); matte = true; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, 0.0, 0.0, shadow_tone); vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); /* float distance = dot(f_pos.xyz, f_pos.xyz); if( distance <= cascade_end.x ) { color.r += 0.25; } else if( distance <= cascade_end.y ) { color.g += 0.25; } else if( distance <= cascade_end.z ) { color.b += 0.25; } */ if (POSTFX_ENABLED) { out_color = color; } else { out_color = tonemap(color); } 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); } }