summaryrefslogtreecommitdiff
path: root/drivers/gles2/shaders/scene.glsl
blob: 2c9d4f01a322c9a43839b3f0f112829acf53243a (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
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
[vertex]

#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif

#include "stdlib.glsl"



//
// attributes
//

attribute highp vec4 vertex_attrib; // attrib:0
attribute vec3 normal_attrib; // attrib:1

#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
attribute vec4 tangent_attrib; // attrib:2
#endif

#ifdef ENABLE_COLOR_INTERP
attribute vec4 color_attrib; // attrib:3
#endif

#ifdef ENABLE_UV_INTERP
attribute vec2 uv_attrib; // attrib:4
#endif

#ifdef ENABLE_UV2_INTERP
attribute vec2 uv2_attrib; // attrib:5
#endif

#ifdef USE_SKELETON

#ifdef USE_SKELETON_SOFTWARE

attribute highp vec4 bone_transform_row_0; // attrib:9
attribute highp vec4 bone_transform_row_1; // attrib:10
attribute highp vec4 bone_transform_row_2; // attrib:11

#else

attribute vec4 bone_ids; // attrib:6
attribute highp vec4 bone_weights; // attrib:7

uniform highp sampler2D bone_transforms; // texunit:-1
uniform ivec2 skeleton_texture_size;

#endif

#endif

#ifdef USE_INSTANCING

attribute highp vec4 instance_xform_row_0; // attrib:12
attribute highp vec4 instance_xform_row_1; // attrib:13
attribute highp vec4 instance_xform_row_2; // attrib:14

attribute highp vec4 instance_color; // attrib:15
attribute highp vec4 instance_custom_data; // attrib:8

#endif



//
// uniforms
//

uniform mat4 camera_matrix;
uniform mat4 camera_inverse_matrix;
uniform mat4 projection_matrix;
uniform mat4 projection_inverse_matrix;

uniform mat4 world_transform;

uniform highp float time;

uniform float normal_mult;

#ifdef RENDER_DEPTH
uniform float light_bias;
uniform float light_normal_bias;
#endif


//
// varyings
//

varying highp vec3 vertex_interp;
varying vec3 normal_interp;

#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif

#ifdef ENABLE_COLOR_INTERP
varying vec4 color_interp;
#endif

#ifdef ENABLE_UV_INTERP
varying vec2 uv_interp;
#endif

#ifdef ENABLE_UV2_INTERP
varying vec2 uv2_interp;
#endif


VERTEX_SHADER_GLOBALS

void main() {

	highp vec4 vertex = vertex_attrib;

	mat4 world_matrix = world_transform;

#ifdef USE_INSTANCING
	{
		highp mat4 m = mat4(instance_xform_row_0,
		                    instance_xform_row_1,
		                    instance_xform_row_2,
		                    vec4(0.0, 0.0, 0.0, 1.0));
		world_matrix = world_matrix * transpose(m);
	}
#endif

	vec3 normal = normal_attrib * normal_mult;

#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
	vec3 tangent = tangent_attrib.xyz;
	tangent *= normal_mult;
	float binormalf = tangent_attrib.a;
	vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif

#ifdef ENABLE_COLOR_INTERP
	color_interp = color_attrib;
#ifdef USE_INSTANCING
	color_interp *= instance_color;
#endif
#endif

#ifdef ENABLE_UV_INTERP
	uv_interp = uv_attrib;
#endif

#ifdef ENABLE_UV2_INTERP
	uv2_interp = uv2_attrib;
#endif

#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
	vertex = world_matrix * vertex;
	normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)

	tangent = normalize((world_matrix * vec4(tangent, 0.0)),xyz);
	binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif

#ifdef USE_SKELETON

	highp mat4 bone_transform = mat4(0.0);

#ifdef USE_SKELETON_SOFTWARE
	// passing the transform as attributes

	bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0);
	bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0);
	bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0);
	bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0);

#else
	// look up transform from the "pose texture"
	{

		for (int i = 0; i < 4; i++) {
			ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0);

			highp mat4 b = mat4(texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
			              texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
			              texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
			              vec4(0.0, 0.0, 0.0, 1.0));
			
			bone_transform += transpose(b) * bone_weights[i];
		}
	}

#endif

	world_matrix = bone_transform * world_matrix;
#endif


#ifdef USE_INSTANCING
	vec4 instance_custom = instance_custom_data;
#else
	vec4 instance_custom = vec4(0.0);

#endif


	mat4 modelview = camera_matrix * world_matrix;

#define world_transform world_matrix

{

VERTEX_SHADER_CODE

}

	vec4 outvec = vertex;

	// use local coordinates
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
	vertex = modelview * vertex;
	normal = normalize((modelview * vec4(normal, 0.0)).xyz);

#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
	tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
	binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
#endif
#endif

#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
	vertex = camera_matrix * vertex;
	normal = normalize((camera_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
	tangent = normalize((camera_matrix * vec4(tangent, 0.0)).xyz);
	binormal = normalize((camera_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif

	vertex_interp = vertex.xyz;
	normal_interp = normal;

#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
	tangent_interp = tangent;
	binormal_interp = binormal;
#endif

#ifdef RENDER_DEPTH

	float z_ofs = light_bias;
	z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;

	vertex_interp.z -= z_ofs;

#endif

	gl_Position = projection_matrix * vec4(vertex_interp, 1.0);

}

[fragment]
#extension GL_ARB_shader_texture_lod : enable

#ifndef GL_ARB_shader_texture_lod
#define texture2DLod(img, coord, lod) texture2D(img, coord)
#define textureCubeLod(img, coord, lod) textureCube(img, coord)
#endif

#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif

#include "stdlib.glsl"

#define M_PI 3.14159265359

//
// uniforms
//

uniform mat4 camera_matrix;
uniform mat4 camera_inverse_matrix;
uniform mat4 projection_matrix;
uniform mat4 projection_inverse_matrix;

uniform mat4 world_transform;

uniform highp float time;


#ifdef SCREEN_UV_USED
uniform vec2 screen_pixel_size;
#endif

uniform highp sampler2D depth_buffer; //texunit:-5

#if defined(SCREEN_TEXTURE_USED)
uniform highp sampler2D screen_texture; //texunit:-6
#endif

#ifdef USE_RADIANCE_MAP

#define RADIANCE_MAX_LOD 6.0

uniform samplerCube radiance_map; // texunit:-2

uniform mat4 radiance_inverse_xform;

#endif

uniform float bg_energy;

uniform float ambient_sky_contribution;
uniform vec4 ambient_color;
uniform float ambient_energy;

#ifdef LIGHT_PASS

#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2

// general for all lights
uniform int light_type;

uniform float light_energy;
uniform vec4 light_color;
uniform float light_specular;

// directional
uniform vec3 light_direction;

// omni
uniform vec3 light_position;

uniform float light_range;
uniform vec4 light_attenuation;

// spot
uniform float light_spot_attenuation;
uniform float light_spot_range;
uniform float light_spot_angle;


// shadows
uniform highp sampler2D light_shadow_atlas; //texunit:-4
uniform float light_has_shadow;

uniform mat4 light_shadow_matrix;
uniform vec4 light_clamp;

// directional shadow

uniform highp sampler2D light_directional_shadow; // texunit:-4
uniform vec4 light_split_offsets;

uniform mat4 light_shadow_matrix1;
uniform mat4 light_shadow_matrix2;
uniform mat4 light_shadow_matrix3;
uniform mat4 light_shadow_matrix4;
#endif


//
// varyings
//

varying highp vec3 vertex_interp;
varying vec3 normal_interp;

#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif

#ifdef ENABLE_COLOR_INTERP
varying vec4 color_interp;
#endif

#ifdef ENABLE_UV_INTERP
varying vec2 uv_interp;
#endif

#ifdef ENABLE_UV2_INTERP
varying vec2 uv2_interp;
#endif

varying vec3 view_interp;

vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
	float dielectric = (0.034 * 2.0) * specular;
	// energy conservation
	return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
}

FRAGMENT_SHADER_GLOBALS


#ifdef LIGHT_PASS
void light_compute(vec3 N,
                   vec3 L,
                   vec3 V,
                   vec3 B,
                   vec3 T,
                   vec3 light_color,
                   vec3 attenuation,
                   vec3 diffuse_color,
                   vec3 transmission,
                   float specular_blob_intensity,
                   float roughness,
                   float metallic,
                   float rim,
                   float rim_tint,
                   float clearcoat,
                   float clearcoat_gloss,
                   float anisotropy,
                   inout vec3 diffuse_light,
                   inout vec3 specular_light) {

	float NdotL = dot(N, L);
	float cNdotL = max(NdotL, 0.0);
	float NdotV = dot(N, V);
	float cNdotV = max(NdotV, 0.0);

	{
		// calculate diffuse reflection

		// TODO hardcode Oren Nayar for now
		float diffuse_brdf_NL;

		diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
		// diffuse_brdf_NL = cNdotL * (1.0 / M_PI);

		diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
	}

	{
		// calculate specular reflection

		vec3 R = normalize(-reflect(L,N));
		float cRdotV = max(dot(R, V), 0.0);
		float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
		specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity;

	}
}




// shadows

float sample_shadow(highp sampler2D shadow,
                    vec2 shadow_pixel_size,
                    vec2 pos,
                    float depth,
                    vec4 clamp_rect)
{
	// vec4 depth_value = texture2D(shadow, pos);

	// return depth_value.z;
	return texture2DProj(shadow, vec4(pos, depth, 1.0)).r;
	// return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0;
}


#endif

void main()
{

	highp vec3 vertex = vertex_interp;
	vec3 albedo = vec3(1.0);
	vec3 transmission = vec3(0.0);
	float metallic = 0.0;
	float specular = 0.5;
	vec3 emission = vec3(0.0);
	float roughness = 1.0;
	float rim = 0.0;
	float rim_tint = 0.0;
	float clearcoat = 0.0;
	float clearcoat_gloss = 0.0;
	float anisotropy = 0.0;
	vec2 anisotropy_flow = vec2(1.0, 0.0);

	float alpha = 1.0;
	float side = 1.0;

#if defined(ENABLE_AO)
	float ao = 1.0;
	float ao_light_affect = 0.0;
#endif


#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
	vec3 binormal = normalize(binormal_interp) * side;
	vec3 tangent = normalize(tangent_interp) * side;
#else
	vec3 binormal = vec3(0.0);
	vec3 tangent = vec3(0.0);
#endif
	vec3 normal = normalize(normal_interp) * side;

#if defined(ENABLE_NORMALMAP)
	vec3 normalmap = vec3(0.5);
#endif
	float normaldepth = 1.0;


#ifdef ALPHA_SCISSOR_USED
	float alpha_scissor = 0.5;
#endif

#ifdef SCREEN_UV_USED
	vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif

{

FRAGMENT_SHADER_CODE


}

#if defined(ENABLE_NORMALMAP)
	normalmap.xy = normalmap.xy * 2.0 - 1.0;
	normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));

	// normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
	normal = normalmap;
#endif

	normal = normalize(normal);

	vec3 N = normal;

	vec3 specular_light = vec3(0.0, 0.0, 0.0);
	vec3 diffuse_light = vec3(0.0, 0.0, 0.0);

	vec3 ambient_light = vec3(0.0, 0.0, 0.0);

	vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);

	vec3 eye_position = -normalize(vertex_interp);

#ifdef ALPHA_SCISSOR_USED
	if (alpha < alpha_scissor) {
		discard;
	}
#endif

//
// Lighting
//
#ifdef LIGHT_PASS

	if (light_type == LIGHT_TYPE_OMNI) {
		vec3 light_vec = light_position - vertex;
		float light_length = length(light_vec);

		float normalized_distance = light_length / light_range;

		float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);

		vec3 attenuation = vec3(omni_attenuation);

		if (light_has_shadow > 0.5) {
			highp vec3 splane =  (light_shadow_matrix * vec4(vertex, 1.0)).xyz;
			float shadow_len = length(splane);

			splane = normalize(splane);

			vec4 clamp_rect = light_clamp;

			if (splane.z >= 0.0) {
				splane.z += 1.0;

				clamp_rect.y += clamp_rect.w;
			} else {
				splane.z = 1.0 - splane.z;
			}

			splane.xy /= splane.z;
			splane.xy = splane.xy * 0.5 + 0.5;
			splane.z = shadow_len / light_range;

			splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;

			float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, clamp_rect);

			if (shadow > splane.z) {
			} else {
				attenuation = vec3(0.0);
			}
		}

		light_compute(normal,
		              normalize(light_vec),
		              eye_position,
		              binormal,
		              tangent,
		              light_color.xyz * light_energy,
		              attenuation,
		              albedo,
		              transmission,
		              specular * light_specular,
		              roughness,
		              metallic,
		              rim,
		              rim_tint,
		              clearcoat,
		              clearcoat_gloss,
		              anisotropy,
		              diffuse_light,
		              specular_light);

	} else if (light_type == LIGHT_TYPE_DIRECTIONAL) {

		vec3 light_vec = -light_direction;
		vec3 attenuation = vec3(1.0, 1.0, 1.0);

		float depth_z = -vertex.z;

		if (light_has_shadow > 0.5) {

#ifdef LIGHT_USE_PSSM4
			if (depth_z < light_split_offsets.w) {
#elif defined(LIGHT_USE_PSSM2)
			if (depth_z < light_split_offsets.y) {
#else
			if (depth_z < light_split_offsets.x) {
#endif

			vec3 pssm_coord;
			float pssm_fade = 0.0;

#ifdef LIGHT_USE_PSSM_BLEND
			float pssm_blend;
			vec3 pssm_coord2;
			bool use_blend = true;
#endif

#ifdef LIGHT_USE_PSSM4
			if (depth_z < light_split_offsets.y) {
				if (depth_z < light_split_offsets.x) {
					highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
					pssm_coord = splane.xyz / splane.w;

#ifdef LIGHT_USE_PSSM_BLEND
					splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
					pssm_coord2 = splane.xyz / splane.w;

					pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
				} else {
					highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
					pssm_coord = splane.xyz / splane.w;

#ifdef LIGHT_USE_PSSM_BLEND
					splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
					pssm_coord2 = splane.xyz / splane.w;

					pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
				}
			} else {
				if (depth_z < light_split_offsets.z) {

					highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
					pssm_coord = splane.xyz / splane.w;

#if defined(LIGHT_USE_PSSM_BLEND)
					splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
					pssm_coord2 = splane.xyz / splane.w;
					pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif

				} else {

					highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
					pssm_coord = splane.xyz / splane.w;
					pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);

#if defined(LIGHT_USE_PSSM_BLEND)
					use_blend = false;
#endif
				}
			}

#endif // LIGHT_USE_PSSM4

#ifdef LIGHT_USE_PSSM2
			if (depth_z < light_split_offsets.x) {

				highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
				pssm_coord = splane.xyz / splane.w;

#ifdef LIGHT_USE_PSSM_BLEND
				splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
				pssm_coord2 = splane.xyz / splane.w;
				pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
			} else {
				highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
				pssm_coord = splane.xyz / splane.w;
				pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
				use_blend = false;
#endif
			}

#endif // LIGHT_USE_PSSM2

#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
			{
				highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
				pssm_coord = splane.xyz / splane.w;
			}
#endif

			float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp);

#ifdef LIGHT_USE_PSSM_BLEND
			if (use_blend) {
				shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
			}
#endif

			attenuation *= shadow;


		}

		}

		light_compute(normal,
		              normalize(light_vec),
		              eye_position,
		              binormal,
		              tangent,
		              light_color.xyz * light_energy,
		              attenuation,
		              albedo,
		              transmission,
		              specular * light_specular,
		              roughness,
		              metallic,
		              rim,
		              rim_tint,
		              clearcoat,
		              clearcoat_gloss,
		              anisotropy,
		              diffuse_light,
		              specular_light);
	} else if (light_type == LIGHT_TYPE_SPOT) {

		vec3 light_att = vec3(1.0);

		if (light_has_shadow > 0.5) {
			highp vec4 splane =  (light_shadow_matrix * vec4(vertex, 1.0));
			splane.xyz /= splane.w;

			float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp);

			if (shadow > splane.z) {
			} else {
				light_att = vec3(0.0);
			}


		}

		vec3 light_rel_vec = light_position - vertex;
		float light_length = length(light_rel_vec);
		float normalized_distance = light_length / light_range;

		float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
		vec3 spot_dir = light_direction;

		float spot_cutoff = light_spot_angle;

		float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
		float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));

		spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);

		light_att *= vec3(spot_attenuation);

		light_compute(normal,
		              normalize(light_rel_vec),
		              eye_position,
		              binormal,
		              tangent,
		              light_color.xyz * light_energy,
		              light_att,
		              albedo,
		              transmission,
		              specular * light_specular,
		              roughness,
		              metallic,
		              rim,
		              rim_tint,
		              clearcoat,
		              clearcoat_gloss,
		              anisotropy,
		              diffuse_light,
		              specular_light);
	}

	gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
#else

#ifdef RENDER_DEPTH

#else

#ifdef USE_RADIANCE_MAP


	vec3 ref_vec = reflect(-eye_position, N);
	ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);

	ref_vec.z *= -1.0;

	env_reflection_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;

	{
		vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
		vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;

		ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);

	}

	ambient_light *= ambient_energy;

	specular_light += env_reflection_light;

	ambient_light *= albedo;

#if defined(ENABLE_AO)
	ambient_light *= ao;
	ao_light_affect = mix(1.0, ao, ao_light_affect);
	specular_light *= ao_light_affect;
	diffuse_light *= ao_light_affect;
#endif

	diffuse_light *= 1.0 - metallic;
	ambient_light *= 1.0 - metallic;

	// environment BRDF approximation

	// TODO shadeless
	{
		const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
		const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
		vec4 r = roughness * c0 + c1;
		float ndotv = clamp(dot(normal,eye_position),0.0,1.0);
		float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
		vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;

		vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
		specular_light *= AB.x * specular_color + AB.y;
	}


	gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
	// gl_FragColor = vec4(normal, 1.0);


#else
	gl_FragColor = vec4(albedo, alpha);
#endif
#endif // RENDER_DEPTH


#endif // lighting


}