#ifdef OB_TEXTURE uniform sampler2D image; #endif uniform mat3 normalWorldMatrix; uniform float alpha = 0.5; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ #ifdef OB_TEXTURE in vec2 uv_interp; #endif layout(std140) uniform world_block { WorldData world_data; }; layout(std140) uniform material_block { MaterialData material_data; }; layout(location=0) out vec4 transparentAccum; void main() { vec4 diffuse_color; #ifdef OB_SOLID diffuse_color = material_data.diffuse_color; #endif /* OB_SOLID */ #ifdef OB_TEXTURE diffuse_color = texture(image, uv_interp); #endif /* OB_TEXTURE */ #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), normal_viewport, vec3(0.0, 0.0, 1.0)); #else vec3 specular_color = vec3(0.0); #endif #ifdef V3D_LIGHTING_STUDIO #ifdef STUDIOLIGHT_ORIENTATION_CAMERA vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport); #endif #ifdef STUDIOLIGHT_ORIENTATION_WORLD vec3 normal_world = normalWorldMatrix * normal_viewport; vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world); #endif vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color; #else /* V3D_LIGHTING_STUDIO */ vec3 shaded_color = diffuse_color.rgb + specular_color; #endif /* V3D_LIGHTING_STUDIO */ vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha); transparentAccum = calculate_transparent_accum(premultiplied); }