blob: 5f622b00bcaeb7bf0a5933172e48bc40c4c90d08 (
plain)
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
69
70
71
72
73
74
75
76
77
78
79
|
uniform int object_id = 0;
uniform vec4 materialDiffuseColor;
uniform vec4 materialSpecularColor;
uniform float materialRoughness;
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
#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;
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
layout(location=2) out vec4 specularColor;
#endif
#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);
if (diffuseColor.a < ImageTransparencyCutoff) {
discard;
}
#else
diffuseColor = vec4(materialDiffuseColor.rgb, 0.0);
#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(materialSpecularColor.rgb, materialRoughness);
# 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 */
}
|