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GLSL
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#version 120
#pragma import_defines(FORCE_OPAQUE)
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
#endif
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#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
#if @darkMap
uniform sampler2D darkMap;
varying vec2 darkMapUV;
#endif
#if @detailMap
uniform sampler2D detailMap;
varying vec2 detailMapUV;
#endif
#if @decalMap
uniform sampler2D decalMap;
varying vec2 decalMapUV;
#endif
#if @emissiveMap
uniform sampler2D emissiveMap;
varying vec2 emissiveMapUV;
#endif
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#if @normalMap
uniform sampler2D normalMap;
varying vec2 normalMapUV;
varying vec4 passTangent;
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#endif
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#if @envMap
uniform sampler2D envMap;
varying vec2 envMapUV;
uniform vec4 envMapColor;
#endif
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#if @specularMap
uniform sampler2D specularMap;
varying vec2 specularMapUV;
#endif
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#if @bumpMap
uniform sampler2D bumpMap;
varying vec2 bumpMapUV;
uniform vec2 envMapLumaBias;
uniform mat2 bumpMapMatrix;
#endif
#if @glossMap
uniform sampler2D glossMap;
varying vec2 glossMapUV;
#endif
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uniform vec2 screenRes;
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uniform float near;
uniform float far;
uniform float alphaRef;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 shadowDiffuseLighting;
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#else
uniform float emissiveMult;
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#endif
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uniform float specStrength;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#if @additiveBlending
#define ADDITIVE_BLENDING
#endif
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#include "lib/light/lighting.glsl"
#include "lib/material/parallax.glsl"
#include "lib/material/alpha.glsl"
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#include "fog.glsl"
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#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
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#if @softParticles
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#include "lib/particle/soft.glsl"
uniform sampler2D opaqueDepthTex;
uniform float particleSize;
uniform bool particleFade;
uniform float softFalloffDepth;
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#endif
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#if @particleOcclusion
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#include "lib/particle/occlusion.glsl"
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uniform sampler2D orthoDepthMap;
varying vec3 orthoDepthMapCoord;
#endif
void main()
{
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#if @particleOcclusion
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applyOcclusionDiscard(orthoDepthMapCoord, texture2D(orthoDepthMap, orthoDepthMapCoord.xy * 0.5 + 0.5).r);
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#endif
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vec3 normal = normalize(passNormal);
vec3 viewVec = normalize(passViewPos.xyz);
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#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
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vec3 normalizedNormal = normal;
vec3 normalizedTangent = normalize(passTangent.xyz);
vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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normal = normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#if !@diffuseMap
gl_FragData[0] = vec4(1.0);
#else
vec2 adjustedDiffuseUV = diffuseMapUV;
#if @normalMap && (@parallax || @diffuseParallax)
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
vec3 eyeDir = normalize(cameraPos - objectPos);
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#if @parallax
float height = normalTex.a;
float flipY = (passTangent.w > 0.0) ? -1.f : 1.f;
#else
float height = texture2D(diffuseMap, diffuseMapUV).a;
// FIXME: shouldn't be necessary, but in this path false-positives are common
float flipY = -1.f;
#endif
vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, height, flipY);
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adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
// TODO: check not working as the same UV buffer is being bound to different targets
// if diffuseMapUV == normalMapUV
#if 1
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// fetch a new normal using updated coordinates
normalTex = texture2D(normalMap, adjustedDiffuseUV);
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normal = normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
#endif
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vec4 diffuseTex = texture2D(diffuseMap, adjustedDiffuseUV);
gl_FragData[0].xyz = diffuseTex.xyz;
#if !@diffuseParallax
gl_FragData[0].a = diffuseTex.a * coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
#else
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gl_FragData[0].a = 1.0;
#endif
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#endif
vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
#if @darkMap
gl_FragData[0] *= texture2D(darkMap, darkMapUV);
gl_FragData[0].a *= coveragePreservingAlphaScale(darkMap, darkMapUV);
#endif
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gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
#if @detailMap
gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
#endif
#if @decalMap
vec4 decalTex = texture2D(decalMap, decalMapUV);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a * diffuseColor.a);
#endif
#if @envMap
vec2 envTexCoordGen = envMapUV;
float envLuma = 1.0;
#if @normalMap
// if using normal map + env map, take advantage of per-pixel normals for envTexCoordGen
vec3 r = reflect( viewVec, viewNormal );
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
envTexCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5);
#endif
#if @bumpMap
vec4 bumpTex = texture2D(bumpMap, bumpMapUV);
envTexCoordGen += bumpTex.rg * bumpMapMatrix;
envLuma = clamp(bumpTex.b * envMapLumaBias.x + envMapLumaBias.y, 0.0, 1.0);
#endif
vec3 envEffect = texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
#if @glossMap
envEffect *= texture2D(glossMap, glossMapUV).xyz;
#endif
#if @preLightEnv
gl_FragData[0].xyz += envEffect;
#endif
#endif
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float shadowing = unshadowedLightRatio(-passViewPos.z);
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vec3 lighting;
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#if !PER_PIXEL_LIGHTING
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lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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vec3 emission = getEmissionColor().xyz * emissiveMult;
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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#endif
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
#if @envMap && !@preLightEnv
gl_FragData[0].xyz += envEffect;
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#endif
#if @emissiveMap
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
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#if @specularMap
vec4 specTex = texture2D(specularMap, specularMapUV);
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float shininess = specTex.a * 255.0;
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vec3 matSpec = specTex.xyz;
#else
float shininess = gl_FrontMaterial.shininess;
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vec3 matSpec = getSpecularColor().xyz;
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#endif
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matSpec *= specStrength;
if (matSpec != vec3(0.0))
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{
gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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}
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gl_FragData[0] = applyFogAtPos(gl_FragData[0], passViewPos, far);
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vec2 screenCoords = gl_FragCoord.xy / screenRes;
#if !defined(FORCE_OPAQUE) && @softParticles
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gl_FragData[0].a *= calcSoftParticleFade(
viewVec,
passViewPos,
viewNormal,
near,
far,
texture2D(opaqueDepthTex, screenCoords).x,
particleSize,
particleFade,
softFalloffDepth
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);
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#endif
#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
gl_FragData[0].a = 1.0;
#endif
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#if !defined(FORCE_OPAQUE) && !@disableNormals
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gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
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#endif
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applyShadowDebugOverlay();
}