in vec3 f_normal; in vec2 f_coord; in vec4 f_pos; in mat3 f_tbn; in vec4 f_light_pos; in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif #param (color, 0, 0, 4, diffuse) #param (diffuse, 1, 0, 1, diffuse) #param (specular, 1, 1, 1, specular) #param (reflection, 1, 2, 1, zero) #texture (diffuse, 0, sRGB_A) uniform sampler2D diffuse; #texture (normalmap, 1, RGBA) uniform sampler2D normalmap; #if SHADOWMAP_ENABLED uniform sampler2DShadow shadowmap; #endif #if ENVMAP_ENABLED uniform samplerCube envmap; #endif #define NORMALMAP #include #include void main() { vec4 tex_color = texture(diffuse, f_coord); if (tex_color.a < opacity) discard; vec3 normal = normalize(f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0)); vec3 refvec = reflect(f_pos.xyz, normal); #if ENVMAP_ENABLED vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); #endif vec3 result = ambient * 0.5 + param[0].rgb * emission; if (lights_count > 0U) { vec2 part = calc_dir_light(lights[0]); vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color; result += mix(c, envcolor, param[1].z * texture(normalmap, f_coord).a); } for (uint i = 1U; i < lights_count; i++) { light_s light = lights[i]; vec2 part = vec2(0.0); if (light.type == LIGHT_SPOT) part = calc_spot_light(light); else if (light.type == LIGHT_POINT) part = calc_point_light(light); else if (light.type == LIGHT_DIR) part = calc_dir_light(light); result += light.color * (part.x * param[1].x + part.y * param[1].y); } vec4 color = vec4(apply_fog(result * tex_color.rgb), 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 }