#version 120 varying vec2 uv; uniform sampler2D diffuseMap; #if @normalMap uniform sampler2D normalMap; #endif #if @blendMap uniform sampler2D blendMap; #endif varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING varying vec4 lighting; #else varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passViewNormal; #include "lighting.glsl" void main() { vec2 diffuseMapUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy; vec4 diffuseTex = texture2D(diffuseMap, diffuseMapUV); gl_FragData[0] = vec4(diffuseTex.xyz, 1.0); #if @blendMap vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy; gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a; #endif vec3 viewNormal = passViewNormal; #if @normalMap vec3 normalTex = texture2D(normalMap, diffuseMapUV).xyz; vec3 viewTangent = (gl_ModelViewMatrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz; vec3 viewBinormal = normalize(cross(viewTangent, viewNormal)); viewTangent = normalize(cross(viewNormal, viewBinormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal mat3 tbn = mat3(viewTangent, viewBinormal, viewNormal); viewNormal = normalize(tbn * (normalTex * 2.0 - 1.0)); #endif #if !PER_PIXEL_LIGHTING gl_FragData[0] *= lighting; #else gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor); #endif #if @specularMap float shininess = 128; // TODO: make configurable vec3 matSpec = vec3(diffuseTex.a, diffuseTex.a, diffuseTex.a); #else float shininess = gl_FrontMaterial.shininess; vec3 matSpec = gl_FrontMaterial.specular.xyz; #endif gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec); float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); }