#version 120 uniform sampler2D baseTex; uniform sampler2D blendTex; uniform sampler2D losTex; uniform sampler2D normTex; uniform sampler2D specTex; #if USE_SHADOW uniform float shadowAngle; #if USE_SHADOW_SAMPLER uniform sampler2DShadow shadowTex; #if USE_SHADOW_PCF uniform vec4 shadowScale; #endif #else uniform sampler2D shadowTex; #endif #endif uniform vec3 shadingColor; uniform vec3 ambient; uniform vec3 sunColor; uniform vec3 sunDir; uniform vec3 fogColor; uniform vec2 fogParams; uniform vec2 textureTransform; varying vec3 v_lighting; #if USE_SHADOW varying vec4 v_shadow; #endif varying vec2 v_los; varying vec2 v_blend; #if USE_TRIPLANAR varying vec3 v_tex; #else varying vec2 v_tex; #endif #if USE_SPECULAR uniform float specularPower; uniform vec3 specularColor; #endif #if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX_MAP || USE_AO uniform vec4 effectSettings; #endif varying vec3 v_normal; #if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX_MAP #if USE_NORMAL_MAP || USE_PARALLAX_MAP varying vec4 v_tangent; varying vec3 v_bitangent; #endif #if USE_SPECULAR || USE_SPECULAR_MAP varying vec3 v_half; #endif #if USE_PARALLAX_MAP varying vec3 v_eyeVec; #endif #endif float get_shadow() { float shadowBias = 0.0005; #if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS float biasedShdwZ = v_shadow.z - shadowBias; #if USE_SHADOW_SAMPLER #if USE_SHADOW_PCF vec2 offset = fract(v_shadow.xy - 0.5); vec4 size = vec4(offset + 1.0, 2.0 - offset); vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (v_shadow.xy - 0.5*offset).xyxy) * shadowScale.zwzw; return (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(shadow2D(shadowTex, vec3(weight.zw, biasedShdwZ)).r, shadow2D(shadowTex, vec3(weight.xw, biasedShdwZ)).r, shadow2D(shadowTex, vec3(weight.zy, biasedShdwZ)).r, shadow2D(shadowTex, vec3(weight.xy, biasedShdwZ)).r)); #else return shadow2D(shadowTex, vec3(v_shadow.xy, biasedShdwZ)).r; #endif #else if (biasedShdwZ >= 1.0) return 1.0; return (biasedShdwZ < texture2D(shadowTex, v_shadow.xy).x ? 1.0 : 0.0); #endif #else return 1.0; #endif } #if USE_TRIPLANAR vec4 triplanar(sampler2D sampler, vec3 wpos) { float tighten = 0.4679f; vec3 blending = abs(normalize(v_normal)) - tighten; blending = max(blending, 0.0); blending /= vec3(blending.x + blending.y + blending.z); vec3 signedBlending = sign(v_normal) * blending; vec3 coords = wpos; coords.xyz /= 32.0; // Ugh. vec4 col1 = texture2D(sampler, coords.yz); vec4 col2 = texture2D(sampler, coords.zx); vec4 col3 = texture2D(sampler, coords.yx); vec4 colBlended = col1 * blending.x + col2 * blending.y + col3 * blending.z; return colBlended; } vec4 triplanarNormals(sampler2D sampler, vec3 wpos) { float tighten = 0.4679f; vec3 blending = abs(normalize(v_normal)) - tighten; blending = max(blending, 0.0); blending /= vec3(blending.x + blending.y + blending.z); vec3 signedBlending = sign(v_normal) * blending; vec3 coords = wpos; coords.xyz /= 32.0; // Ugh. vec4 col1 = texture2D(sampler, coords.yz).xyzw; col1.y = 1.0 - col1.y; vec4 col2 = texture2D(sampler, coords.zx).yxzw; col2.y = 1.0 - col2.y; vec4 col3 = texture2D(sampler, coords.yx).yxzw; col3.y = 1.0 - col3.y; vec4 colBlended = col1 * blending.x + col2 * blending.y + col3 * blending.z; return colBlended; } #endif vec3 get_fog(vec3 color) { float density = fogParams.x; float maxFog = fogParams.y; const float LOG2 = 1.442695; float z = gl_FragCoord.z / gl_FragCoord.w; float fogFactor = exp2(-density * density * z * z * LOG2); fogFactor = fogFactor * (1.0 - maxFog) + maxFog; fogFactor = clamp(fogFactor, 0.0, 1.0); return mix(fogColor, color, fogFactor); } void main() { #if BLEND // Use alpha from blend texture gl_FragColor.a = 1.0 - texture2D(blendTex, v_blend).a; #if USE_GRASS if (gl_FragColor.a < LAYER / 10.0) discard; #endif #else gl_FragColor.a = 1.0; #endif #if USE_TRIPLANAR vec4 tex = triplanar(baseTex, v_tex); #else vec4 tex = texture2D(baseTex, v_tex.xy); #endif #if USE_GRASS && LAYER if (tex.a < 0.05) discard; #endif #if DECAL // Use alpha from main texture gl_FragColor.a = tex.a; #endif vec3 texdiffuse = tex.rgb; #if USE_SPECULAR || USE_SPECULAR_MAP || USE_NORMAL_MAP vec3 normal = v_normal; #endif #if USE_NORMAL_MAP float sign = v_tangent.w; mat3 tbn = mat3(v_tangent.xyz, v_bitangent * -sign, v_normal); #if USE_TRIPLANAR vec3 ntex = triplanarNormals(normTex, v_tex).rgb * 2.0 - 1.0; #else vec3 ntex = texture2D(normTex, v_tex).rgb * 2.0 - 1.0; #endif normal = normalize(tbn * ntex); vec3 bumplight = max(dot(-sunDir, normal), 0.0) * sunColor; vec3 sundiffuse = (bumplight - v_lighting.rgb) * effectSettings.x + v_lighting.rgb; #else vec3 sundiffuse = v_lighting; #endif vec4 specular = vec4(0.0); #if USE_SPECULAR || USE_SPECULAR_MAP vec3 specCol; float specPow; #if USE_SPECULAR_MAP #if USE_TRIPLANAR vec4 s = triplanar(specTex, v_tex); #else vec4 s = texture2D(specTex, v_tex); #endif specCol = s.rgb; specular.a = s.a; specPow = effectSettings.y; #else specCol = specularColor; specPow = specularPower; #endif specular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), v_half)), specPow); #endif vec3 color = (texdiffuse * sundiffuse + specular.rgb) * get_shadow() + texdiffuse * ambient; #if USE_SPECULAR_MAP && USE_SELF_LIGHT color = mix(texdiffuse, color, specular.a); #endif color = get_fog(color); float los = texture2D(losTex, v_los).a; los = los < 0.03 ? 0.0 : los; color *= los; #if DECAL color *= shadingColor; #endif gl_FragColor.rgb = color; #if USE_GRASS gl_FragColor.a = tex.a; #endif }