in vec3 f_normal; in vec2 f_coord; in vec4 f_pos; in mat3 f_tbn; 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) #param (glossiness, 1, 3, 1, glossiness) #texture (diffuse, 0, sRGB_A) uniform sampler2D diffuse; #texture (normalmap, 1, RGBA) uniform sampler2D normalmap; #define NORMALMAP #include #include #include vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { vec3 emissioncolor = param[0].rgb * emission; vec3 envcolor = envmap_color(fragnormal); if(lights_count == 0U) return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; vec2 sunlight = calc_dir_light(lights[0], fragnormal); float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; fragcolor += envcolor * reflectivity; float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; 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, fragnormal); // else if (light.type == LIGHT_POINT) // part = calc_point_light(light, fragnormal); // else if (light.type == LIGHT_DIR) // part = calc_dir_light(light, fragnormal); // else if (light.type == LIGHT_HEADLIGHTS) part = calc_headlights(light, fragnormal); fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; } if (shadowtone < 1.0) { float shadow = calc_shadow(); specularamount *= clamp(1.0 - shadow, 0.0, 1.0); fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); } fragcolor += emissioncolor; fragcolor *= texturecolor; return fragcolor; } 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 = (tex_color.r + tex_color.g + tex_color.b) * 0.5; fragcolor = apply_lights_sunless(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 }