[vertex] /* from VisualServer: ARRAY_VERTEX=0, ARRAY_NORMAL=1, ARRAY_TANGENT=2, ARRAY_COLOR=3, ARRAY_TEX_UV=4, ARRAY_TEX_UV2=5, ARRAY_BONES=6, ARRAY_WEIGHTS=7, ARRAY_INDEX=8, */ //hack to use uv if no uv present so it works with lightmap /* INPUT ATTRIBS */ layout(location=0) in highp vec4 vertex_attrib; layout(location=1) in vec3 normal_attrib; layout(location=2) in vec4 tangent_attrib; layout(location=3) in vec4 color_attrib; layout(location=4) in vec2 uv_attrib; layout(location=5) in vec2 uv2_attrib; uniform float normal_mult; #ifdef USE_SKELETON layout(location=6) mediump ivec4 bone_indices; // attrib:6 layout(location=7) mediump vec4 bone_weights; // attrib:7 uniform highp sampler2D skeleton_matrices; #endif #ifdef USE_ATTRIBUTE_INSTANCING layout(location=8) in highp vec4 instance_xform0; layout(location=9) in highp vec4 instance_xform1; layout(location=10) in highp vec4 instance_xform2; layout(location=11) in lowp vec4 instance_color; #endif layout(std140) uniform SceneData { //ubo:0 highp mat4 projection_matrix; highp mat4 camera_inverse_matrix; highp mat4 camera_matrix; highp vec4 time; highp vec4 ambient_light; }; uniform highp mat4 world_transform; /* Varyings */ out vec3 vertex_interp; out vec3 normal_interp; #if defined(ENABLE_COLOR_INTERP) out vec4 color_interp; #endif #if defined(ENABLE_UV_INTERP) out vec2 uv_interp; #endif #if defined(ENABLE_UV2_INTERP) out vec2 uv2_interp; #endif #if defined(ENABLE_VAR1_INTERP) out vec4 var1_interp; #endif #if defined(ENABLE_VAR2_INTERP) out vec4 var2_interp; #endif #if defined(ENABLE_TANGENT_INTERP) out vec3 tangent_interp; out vec3 binormal_interp; #endif #if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS) varying vec4 position_interp; #endif #ifdef USE_SHADOW_PASS uniform highp float shadow_z_offset; uniform highp float shadow_z_slope_scale; #endif VERTEX_SHADER_GLOBALS #if defined(USE_MATERIAL) layout(std140) uniform UniformData { //ubo:1 MATERIAL_UNIFORMS }; #endif void main() { highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); highp mat4 modelview = camera_inverse_matrix * world_transform; vec3 normal_in = normal_attrib; normal_in*=normal_mult; #if defined(ENABLE_TANGENT_INTERP) vec3 tangent_in = tangent_attrib.xyz; tangent_in*=normal_mult; float binormalf = tangent_attrib.a; #endif #ifdef USE_SKELETON { //skeleton transform highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x; m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y; m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z; m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w; vertex_in = vertex_in * m; normal_in = (vec4(normal_in,0.0) * m).xyz; #if defined(ENABLE_TANGENT_INTERP) tangent_in = (vec4(tangent_in,0.0) * m).xyz; #endif } #endif vertex_interp = (modelview * vertex_in).xyz; normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz); #if defined(ENABLE_TANGENT_INTERP) tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz); binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf ); #endif #if defined(ENABLE_COLOR_INTERP) color_interp = color_attrib; #endif #if defined(ENABLE_UV_INTERP) uv_interp = uv_attrib; #endif #if defined(ENABLE_UV2_INTERP) uv2_interp = uv2_attrib; #endif VERTEX_SHADER_CODE #ifdef USE_SHADOW_PASS float z_ofs = shadow_z_offset; z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale; vertex_interp.z-=z_ofs; #endif #ifdef USE_FOG fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z ); fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a ); #endif #ifndef VERTEX_SHADER_WRITE_POSITION //vertex shader might write a position gl_Position = projection_matrix * vec4(vertex_interp,1.0); #endif } [fragment] //hack to use uv if no uv present so it works with lightmap /* Varyings */ #if defined(ENABLE_COLOR_INTERP) in vec4 color_interp; #endif #if defined(ENABLE_UV_INTERP) in vec2 uv_interp; #endif #if defined(ENABLE_UV2_INTERP) in vec2 uv2_interp; #endif #if defined(ENABLE_TANGENT_INTERP) in vec3 tangent_interp; in vec3 binormal_interp; #endif #if defined(ENABLE_VAR1_INTERP) in vec4 var1_interp; #endif #if defined(ENABLE_VAR2_INTERP) in vec4 var2_interp; #endif in vec3 vertex_interp; in vec3 normal_interp; /* Material Uniforms */ FRAGMENT_SHADER_GLOBALS #if defined(USE_MATERIAL) layout(std140) uniform UniformData { MATERIAL_UNIFORMS }; #endif layout(std140) uniform SceneData { highp mat4 projection_matrix; highp mat4 camera_inverse_matrix; highp mat4 camera_matrix; highp vec4 time; highp vec4 ambient_light; }; layout(location=0) out vec4 frag_color; void main() { //lay out everything, whathever is unused is optimized away anyway vec3 vertex = vertex_interp; vec3 albedo = vec3(0.9,0.9,0.9); vec3 metal = vec3(0.0,0.0,0.0); float rough = 0.0; float alpha = 1.0; #ifdef METERIAL_DOUBLESIDED float side=float(gl_FrontFacing)*2.0-1.0; #else float side=1.0; #endif #if defined(ENABLE_TANGENT_INTERP) vec3 binormal = normalize(binormal_interp)*side; vec3 tangent = normalize(tangent_interp)*side; #endif vec3 normal = normalize(normal_interp)*side; #if defined(ENABLE_UV_INTERP) vec2 uv = uv_interp; #endif #if defined(ENABLE_UV2_INTERP) vec2 uv2 = uv2_interp; #endif #if defined(ENABLE_COLOR_INTERP) vec4 color = color_interp; #endif #if defined(ENABLE_NORMALMAP) vec3 normalmap = vec3(0.0); #endif float normaldepth=1.0; #if defined(ENABLE_DISCARD) bool discard_=false; #endif { FRAGMENT_SHADER_CODE } #if defined(ENABLE_NORMALMAP) normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side; #endif #if defined(ENABLE_DISCARD) if (discard_) { //easy to eliminate dead code discard; } #endif #ifdef ENABLE_CLIP_ALPHA if (diffuse.a<0.99) { //used for doublepass and shadowmapping discard; } #endif #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { LIGHT_SHADER_CODE } #endif frag_color=vec4(albedo,alpha); }