1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
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);
}
|