#if !defined(URDE_ALPHA_TEST) && defined(GL_ARB_shader_image_load_store) layout(early_fragment_tests) in; #endif SBINDING(0) in VertToFrag vtf; TBINDING0 uniform sampler2D lightmap; TBINDING1 uniform sampler2D diffuse; TBINDING2 uniform sampler2D emissive; TBINDING3 uniform sampler2D specular; TBINDING4 uniform sampler2D extendedSpecular; TBINDING5 uniform sampler2D reflection; TBINDING6 uniform sampler2D alpha; TBINDING7 uniform sampler2D reflectionIndTex; TBINDING8 uniform sampler2D extTex0; TBINDING9 uniform sampler2D extTex1; TBINDING10 uniform sampler2D extTex2; TBINDING11 uniform sampler2D reflectionTex; const vec3 kRGBToYPrime = vec3(0.257, 0.504, 0.098); /* #if defined(ALPHA_%s) vec3 SampleTexture_%s() { return texture(%s, vtf.%sUv).aaa; } float SampleTextureAlpha_%s() { return texture(%s, vtf.%sUv).a; } #else vec3 SampleTexture_%s() { return texture(%s, vtf.%sUv).rgb; } float SampleTextureAlpha_%s() { return dot(texture(%s, vtf.%sUv).rgb, kRGBToYPrime); } #endif */ #if defined(ALPHA_lightmap) vec3 SampleTexture_lightmap() { return texture(lightmap, vtf.lightmapUv).aaa; } float SampleTextureAlpha_lightmap() { return texture(lightmap, vtf.lightmapUv).a; } #else vec3 SampleTexture_lightmap() { return texture(lightmap, vtf.lightmapUv).rgb; } float SampleTextureAlpha_lightmap() { return dot(texture(lightmap, vtf.lightmapUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_diffuse) vec3 SampleTexture_diffuse() { return texture(diffuse, vtf.diffuseUv).aaa; } float SampleTextureAlpha_diffuse() { return texture(diffuse, vtf.diffuseUv).a; } #else vec3 SampleTexture_diffuse() { return texture(diffuse, vtf.diffuseUv).rgb; } float SampleTextureAlpha_diffuse() { return dot(texture(diffuse, vtf.diffuseUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_emissive) vec3 SampleTexture_emissive() { return texture(emissive, vtf.emissiveUv).aaa; } float SampleTextureAlpha_emissive() { return texture(emissive, vtf.emissiveUv).a; } #else vec3 SampleTexture_emissive() { return texture(emissive, vtf.emissiveUv).rgb; } float SampleTextureAlpha_emissive() { return dot(texture(emissive, vtf.emissiveUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_specular) vec3 SampleTexture_specular() { return texture(specular, vtf.specularUv).aaa; } float SampleTextureAlpha_specular() { return texture(specular, vtf.specularUv).a; } #else vec3 SampleTexture_specular() { return texture(specular, vtf.specularUv).rgb; } float SampleTextureAlpha_specular() { return dot(texture(specular, vtf.specularUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_extendedSpecular) vec3 SampleTexture_extendedSpecular() { return texture(extendedSpecular, vtf.extendedSpecularUv).aaa; } float SampleTextureAlpha_extendedSpecular() { return texture(extendedSpecular, vtf.extendedSpecularUv).a; } #else vec3 SampleTexture_extendedSpecular() { return texture(extendedSpecular, vtf.extendedSpecularUv).rgb; } float SampleTextureAlpha_extendedSpecular() { return dot(texture(extendedSpecular, vtf.extendedSpecularUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_reflection) vec3 SampleTexture_reflection() { return texture(reflection, vtf.reflectionUv).aaa; } float SampleTextureAlpha_reflection() { return texture(reflection, vtf.reflectionUv).a; } #else vec3 SampleTexture_reflection() { return texture(reflection, vtf.reflectionUv).rgb; } float SampleTextureAlpha_reflection() { return dot(texture(reflection, vtf.reflectionUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_alpha) vec3 SampleTexture_alpha() { return texture(alpha, vtf.alphaUv).aaa; } float SampleTextureAlpha_alpha() { return texture(alpha, vtf.alphaUv).a; } #else vec3 SampleTexture_alpha() { return texture(alpha, vtf.alphaUv).rgb; } float SampleTextureAlpha_alpha() { return dot(texture(alpha, vtf.alphaUv).rgb, kRGBToYPrime); } #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_DISINTEGRATE) struct Fog { vec4 color; float A; float B; float C; int mode; }; #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) struct Light { vec4 pos; vec4 dir; vec4 color; vec4 linAtt; vec4 angAtt; }; UBINDING2 uniform LightingUniform { Light lights[URDE_MAX_LIGHTS]; vec4 ambient; vec4 colorReg0; vec4 colorReg1; vec4 colorReg2; vec4 mulColor; vec4 addColor; Fog fog; }; #else const vec4 colorReg0 = vec4(1.0); const vec4 colorReg1 = vec4(1.0); const vec4 colorReg2 = vec4(1.0); #endif #if defined(URDE_LIGHTING) vec3 LightingFunc() { vec4 ret = ambient; for (int i = 0; i < URDE_MAX_LIGHTS; ++i) { vec3 delta = vtf.mvPos.xyz - lights[i].pos.xyz; float dist = length(delta); vec3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0); float att = 1.0 / (lights[i].linAtt[2] * dist * dist + lights[i].linAtt[1] * dist + lights[i].linAtt[0]); float angAtt = lights[i].angAtt[2] * angDot * angDot + lights[i].angAtt[1] * angDot + lights[i].angAtt[0]; ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0); } return clamp(ret.rgb, vec3(0.0), vec3(1.0)); } #endif #if defined(URDE_THERMAL_HOT) vec3 LightingFunc() { return vec3(1.0); } UBINDING2 uniform ThermalUniform { vec4 tmulColor; vec4 taddColor; }; #endif #if defined(URDE_THERMAL_COLD) vec3 LightingFunc() { return vec3(1.0); } #endif #if defined(URDE_SOLID) vec3 LightingFunc() { return vec3(1.0); } UBINDING2 uniform SolidUniform { vec4 solidColor; }; #endif #if defined(URDE_MB_SHADOW) vec3 LightingFunc() { return vec3(1.0); } UBINDING2 uniform MBShadowUniform { vec4 shadowUp; float shadowId; }; #endif #if defined(URDE_LIGHTING_SHADOW) vec3 LightingFunc() { vec2 shadowUV = vtf.extUvs[0]; shadowUV.y = 1.0 - shadowUV.y; vec4 ret = ambient; vec3 delta = vtf.mvPos.xyz - lights[0].pos.xyz; float dist = length(delta); vec3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lights[0].dir.xyz), 0.0); float att = 1.0 / (lights[0].linAtt[2] * dist * dist + lights[0].linAtt[1] * dist + lights[0].linAtt[0]); float angAtt = lights[0].angAtt[2] * angDot * angDot + lights[0].angAtt[1] * angDot + lights[0].angAtt[0]; ret += lights[0].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0) * texture(extTex0, shadowUV).r; for (int i = 1; i < URDE_MAX_LIGHTS; ++i) { vec3 delta = vtf.mvPos.xyz - lights[i].pos.xyz; float dist = length(delta); vec3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0); float att = 1.0 / (lights[i].linAtt[2] * dist * dist + lights[i].linAtt[1] * dist + lights[i].linAtt[0]); float angAtt = lights[i].angAtt[2] * angDot * angDot + lights[i].angAtt[1] * angDot + lights[i].angAtt[0]; ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0); } return clamp(ret.rgb, vec3(0.0), vec3(1.0)); } #endif #if defined(URDE_DISINTEGRATE) UBINDING2 uniform DisintegrateUniform { vec4 daddColor; Fog fog; }; vec3 LightingFunc() { return vec3(1.0); } #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_DISINTEGRATE) vec4 FogFunc(vec4 colorIn) { float fogZ; float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0); switch (fog.mode) { case 2: fogZ = fogF; break; case 4: fogZ = 1.0 - exp2(-8.0 * fogF); break; case 5: fogZ = 1.0 - exp2(-8.0 * fogF * fogF); break; case 6: fogZ = exp2(-8.0 * (1.0 - fogF)); break; case 7: fogF = 1.0 - fogF; fogZ = exp2(-8.0 * fogF * fogF); break; default: fogZ = 0.0; break; } #ifdef BLEND_DST_ONE return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a); #else return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a); #endif } #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) vec4 PostFunc(vec4 colorIn) { return FogFunc(colorIn) * mulColor + addColor; } #endif #if defined(URDE_THERMAL_HOT) vec4 PostFunc(vec4 colorIn) { return texture(extTex0, vtf.extUvs[0]).rrrr * tmulColor + taddColor; } #endif #if defined(URDE_THERMAL_COLD) vec4 PostFunc(vec4 colorIn) { return colorIn * vec4(0.75); } #endif #if defined(URDE_SOLID) vec4 PostFunc(vec4 colorIn) { return solidColor; } #endif #if defined(URDE_MB_SHADOW) vec4 PostFunc(vec4 colorIn) { float idTexel = texture(extTex0, vtf.extUvs[0]).a; float sphereTexel = texture(extTex1, vtf.extUvs[1]).a; float fadeTexel = texture(extTex2, vtf.extUvs[2]).a; float val = ((abs(idTexel - shadowId) < 0.001) ? (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) * sphereTexel * fadeTexel; return vec4(0.0, 0.0, 0.0, val); } #endif #if defined(URDE_DISINTEGRATE) vec4 PostFunc(vec4 colorIn) { vec4 texel0 = texture(extTex0, vtf.extUvs[0]); vec4 texel1 = texture(extTex0, vtf.extUvs[1]); colorIn = mix(vec4(0.0), texel1, texel0); colorIn.rgb += daddColor.rgb; return FogFunc(colorIn); } #endif #if defined(URDE_REFLECTION_SIMPLE) vec3 ReflectionFunc() { return texture(reflectionTex, vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; } #elif defined(URDE_REFLECTION_INDIRECT) vec3 ReflectionFunc() { return texture(reflectionTex, (texture(reflectionIndTex, vtf.dynReflectionUvs[0]).ab - vec2(0.5, 0.5)) * vec2(0.5, 0.5) + vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; } #else vec3 ReflectionFunc() { return vec3(0.0); } #endif layout(location=0) out vec4 colorOut; void main() { vec3 lighting = LightingFunc(); vec4 tmp; #if defined(URDE_DIFFUSE_ONLY) tmp.rgb = SampleTexture_diffuse(); tmp.a = SampleTextureAlpha_alpha(); #elif defined(RETRO_SHADER) tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() + SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha(); #elif defined(RETRO_DYNAMIC_SHADER) tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb + SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha(); #elif defined(RETRO_DYNAMIC_ALPHA_SHADER) tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb + SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha() * colorReg1.a; #elif defined(RETRO_DYNAMIC_CHARACTER_SHADER) tmp.rgb = (SampleTexture_lightmap() + lighting) * SampleTexture_diffuse() + SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha(); #endif colorOut = PostFunc(tmp); #if defined(URDE_ALPHA_TEST) if (colorOut.a < 0.25) discard; #endif }