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uniform vec4 color = vec4(0.0, 0.0, 1.0, 1.0);
#ifdef OB_TEXTURE
uniform sampler2D image;
#endif
uniform mat3 normalWorldMatrix;
#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(location=0) out vec4 transparentAccum;
vec4 calculate_transparent_accum(vec4 premultiplied) {
float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;
float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
return vec4(premultiplied.rgb, premultiplied.a);
}
void main()
{
vec4 diffuse_color;
#ifdef OB_SOLID
diffuse_color = color;
#endif /* OB_SOLID */
#ifdef OB_TEXTURE
diffuse_color = texture(image, uv_interp);
#endif /* OB_TEXTURE */
#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;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color.rgb;
#endif /* V3D_LIGHTING_STUDIO */
float alpha = world_data.see_through_transparency;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
vec3 normal = normalize(normal_viewport);
float kr;
fresnel(vec3(0.0, 0.0, -1.0), normal, 1.22, kr);
alpha = mix(alpha, alpha+alpha, kr);
#endif
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);
}
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