#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" layout(location = 0) in vec3 f_normal; layout(location = 2) in vec2 f_coord; layout(location = 3) in vec4 f_pos; layout(location = 8) in mat3 f_tbn; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; 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 #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, one) #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; #pragma texture(normalmap, 1, RGBA) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 1) uniform sampler2D normalmap; #pragma texture(specgloss, 2, RGBA) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 2) uniform sampler2D specgloss; #define NORMALMAP #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 normal; normal.xy = (texture(normalmap, f_coord).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 * texture(normalmap, f_coord).a; float specularity = texture(specgloss, f_coord).r; glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = texture(specgloss, f_coord).b; 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); } 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); } }