uniform int object_id = 0; layout(std140) uniform material_block { MaterialData material_data; }; #ifdef V3D_SHADING_TEXTURE_COLOR uniform sampler2D image; #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ #ifdef V3D_SHADING_TEXTURE_COLOR in vec2 uv_interp; #endif /* V3D_SHADING_TEXTURE_COLOR */ #ifdef HAIR_SHADER flat in float hair_rand; #endif layout(location=0) out uint objectId; layout(location=1) out vec4 diffuseColor; layout(location=2) out vec4 specularColor; #ifdef NORMAL_VIEWPORT_PASS_ENABLED # ifdef WORKBENCH_ENCODE_NORMALS layout(location=3) out vec2 normalViewport; # else /* WORKBENCH_ENCODE_NORMALS */ layout(location=3) out vec3 normalViewport; # endif /* WORKBENCH_ENCODE_NORMALS */ #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ void main() { objectId = uint(object_id); #ifdef NORMAL_VIEWPORT_PASS_ENABLED vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport; n = normalize(n); #endif #ifdef V3D_SHADING_TEXTURE_COLOR diffuseColor = texture(image, uv_interp); #else diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0); # ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL specularColor = vec4(material_data.diffuse_color.rgb, 0.0); # endif #endif /* V3D_SHADING_TEXTURE_COLOR */ #ifdef HAIR_SHADER float hair_color_variation = hair_rand * 0.1; diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0); #endif #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT specularColor = vec4(material_data.specular_color.rgb, material_data.roughness); # ifdef HAIR_SHADER specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0); # endif #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED # ifdef WORKBENCH_ENCODE_NORMALS diffuseColor.a = float(gl_FrontFacing); normalViewport = normal_encode(n); # else /* WORKBENCH_ENCODE_NORMALS */ normalViewport = n; # endif /* WORKBENCH_ENCODE_NORMALS */ # ifdef HAIR_SHADER diffuseColor.a = 0.5; # endif #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ }