in vec3 f_normal; in vec2 f_coord; in vec4 f_pos; in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include // overhead line wires, ropes and fittings drawn as solids: untextured metal. // param[0].rgb - metal colour (sRGB), param[0].a - opacity // param[1].x - colour intensity, param[1].y - metalness, param[1].z - reflection, param[1].w - glossiness #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) layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif #include #include #include void main() { // no texture: the metal colour alone makes the albedo, apply_lights() applies it to the white base vec4 tex_color = vec4(1.0, 1.0, 1.0, param[0].a); vec3 fragcolor = ambient; vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z; // bare metal: the colour tints the highlights instead of the diffuse term metalic = clamp(param[1].y, 0.0, 1.0); float specularity = dot(pow(param[0].rgb, vec3(2.2)), vec3(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, 0.0f); } #endif }