out vec4 fragColor; uniform sampler2D depthBuffer; uniform usampler2D objectId; uniform sampler2D colorBuffer; uniform sampler2D normalBuffer; /* normalBuffer contains viewport normals */ uniform vec2 invertedViewportSize; uniform vec3 objectOverlapColor = vec3(0.0); uniform float lightMultiplier; layout(std140) uniform world_block { WorldData world_data; }; void main() { ivec2 texel = ivec2(gl_FragCoord.xy); vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; float depth = texelFetch(depthBuffer, texel, 0).r; #ifndef V3D_DRAWOPTION_OBJECT_OVERLAP if (depth == 1.0) { fragColor = vec4(linearrgb_to_srgb(background_color(world_data, uv_viewport.y)), 0.0); return; } #else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */ uint object_id = depth == 1.0? NO_OBJECT_ID: texelFetch(objectId, texel, 0).r; float object_overlap = calculate_object_overlap(objectId, texel, object_id); if (object_id == NO_OBJECT_ID) { vec3 background = background_color(world_data, uv_viewport.y); if (object_overlap == 0.0) { fragColor = vec4(linearrgb_to_srgb(background), 0.0); } else { fragColor = vec4(linearrgb_to_srgb(mix(objectOverlapColor, background, object_overlap)), 1.0-object_overlap); } return; } #endif /* !V3D_DRAWOPTION_OBJECT_OVERLAP */ #ifdef V3D_LIGHTING_STUDIO vec4 diffuse_color = texelFetch(colorBuffer, texel, 0); #ifdef WORKBENCH_ENCODE_NORMALS vec3 normal_viewport = normal_decode(texelFetch(normalBuffer, texel, 0).rg); if (diffuse_color.a == 1.0) { normal_viewport = - normal_viewport; } #else /* WORKBENCH_ENCODE_NORMALS */ vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb; #endif /* WORKBENCH_ENCODE_NORMALS */ vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport); vec3 shaded_color = diffuse_light * diffuse_color.rgb * lightMultiplier; #else /* V3D_LIGHTING_STUDIO */ vec3 diffuse_color = texelFetch(colorBuffer, texel, 0).rgb; vec3 shaded_color = diffuse_color * lightMultiplier; #endif /* V3D_LIGHTING_STUDIO */ #ifdef V3D_DRAWOPTION_OBJECT_OVERLAP shaded_color = mix(objectOverlapColor, shaded_color, object_overlap); #endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */ fragColor = vec4(linearrgb_to_srgb(shaded_color), 1.0); }