/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef NEW_GLSL #define in varying #define color gl_FragColor #define texture texture2D #endif #ifndef RUNTIME_CONST #define const #endif #ifdef AMBIENT_TEXTURE #ifdef EXPLICIT_TEXTURE_LAYER layout(binding = 0) #endif uniform lowp sampler2D ambientTexture; #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 4) #endif uniform lowp vec4 ambientColor #ifndef GL_ES #ifndef AMBIENT_TEXTURE = vec4(0.0) #else = vec4(1.0) #endif #endif ; #ifdef DIFFUSE_TEXTURE #ifdef EXPLICIT_TEXTURE_LAYER layout(binding = 1) #endif uniform lowp sampler2D diffuseTexture; #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 5) #endif uniform lowp vec4 diffuseColor #ifndef GL_ES = vec4(1.0) #endif ; #ifdef SPECULAR_TEXTURE #ifdef EXPLICIT_TEXTURE_LAYER layout(binding = 2) #endif uniform lowp sampler2D specularTexture; #endif #ifdef NORMAL_TEXTURE #ifdef EXPLICIT_TEXTURE_LAYER layout(binding = 3) #endif uniform lowp sampler2D normalTexture; #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 6) #endif uniform lowp vec4 specularColor #ifndef GL_ES = vec4(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 7) #endif uniform mediump float shininess #ifndef GL_ES = 80.0 #endif ; #ifdef ALPHA_MASK #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 8) #endif uniform lowp float alphaMask #ifndef GL_ES = 0.5 #endif ; #endif /* Needs to be last because it uses locations 9 + LIGHT_COUNT to 9 + 2*LIGHT_COUNT - 1. Location 9 is lightPositions. Also it can't be specified as 9 + LIGHT_COUNT because that requires ARB_enhanced_layouts. */ #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = LIGHT_COLORS_LOCATION) /* I fear this will blow up some drivers */ #endif uniform lowp vec4 lightColors[LIGHT_COUNT] #ifndef GL_ES = vec4[](LIGHT_COLOR_INITIALIZER) #endif ; in mediump vec3 transformedNormal; #ifdef NORMAL_TEXTURE in mediump vec3 transformedTangent; #endif in highp vec3 lightDirections[LIGHT_COUNT]; in highp vec3 cameraDirection; #if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_TEXTURE) in mediump vec2 interpolatedTextureCoords; #endif #ifdef NEW_GLSL out lowp vec4 color; #endif void main() { lowp const vec4 finalAmbientColor = #ifdef AMBIENT_TEXTURE texture(ambientTexture, interpolatedTextureCoords)* #endif ambientColor; lowp const vec4 finalDiffuseColor = #ifdef DIFFUSE_TEXTURE texture(diffuseTexture, interpolatedTextureCoords)* #endif diffuseColor; lowp const vec4 finalSpecularColor = #ifdef SPECULAR_TEXTURE texture(specularTexture, interpolatedTextureCoords)* #endif specularColor; /* Ambient color */ color = finalAmbientColor; /* Normal */ mediump vec3 normalizedTransformedNormal = normalize(transformedNormal); #ifdef NORMAL_TEXTURE mediump vec3 normalizedTransformedTangent = normalize(transformedTangent); mediump mat3 tbn = mat3( normalizedTransformedTangent, normalize(cross(normalizedTransformedNormal, normalizedTransformedTangent)), normalizedTransformedNormal ); normalizedTransformedNormal = tbn*(texture(normalTexture, interpolatedTextureCoords).rgb*2.0 - vec3(1.0)); #endif /* Add diffuse color for each light */ for(int i = 0; i < LIGHT_COUNT; ++i) { highp vec3 normalizedLightDirection = normalize(lightDirections[i]); lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection)); color += vec4(finalDiffuseColor.rgb*lightColors[i].rgb*intensity, lightColors[i].a*finalDiffuseColor.a/float(LIGHT_COUNT)); /* Add specular color, if needed */ if(intensity > 0.001) { highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal); mediump float specularity = clamp(pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess), 0.0, 1.0); color += vec4(finalSpecularColor.rgb*specularity, finalSpecularColor.a); } } #ifdef ALPHA_MASK /* Using <= because if mask is set to 1.0, it should discard all, similarly as when using 0, it should only discard what's already invisible anyway. */ if(color.a <= alphaMask) discard; #endif }