mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 08:14:48 +02:00
Merge pull request #12962 from SamGondelman/menu
Android: Hide menu and fix shader compilation
This commit is contained in:
commit
7842ee8eac
58 changed files with 190 additions and 226 deletions
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@ -2682,6 +2682,12 @@ void Application::initializeUi() {
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// Now that the menu is instantiated, ensure the display plugin menu is properly updated
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updateDisplayMode();
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flushMenuUpdates();
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// The display plugins are created before the menu now, so we need to do this here to hide the menu bar
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// now that it exists
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if (_window && _window->isFullScreen()) {
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setFullscreen(nullptr, true);
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}
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}
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@ -36,8 +36,8 @@ void main(void) {
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} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
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discard;
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} else {
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vec4 midNormalCurvature;
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vec4 lowNormalCurvature;
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vec4 midNormalCurvature = vec4(0);
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vec4 lowNormalCurvature = vec4(0);
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if (frag.mode == FRAG_MODE_SCATTERING) {
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unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
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}
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@ -37,8 +37,8 @@ void main(void) {
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} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
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discard;
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} else {
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vec4 midNormalCurvature;
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vec4 lowNormalCurvature;
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vec4 midNormalCurvature = vec4(0);
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vec4 lowNormalCurvature = vec4(0);
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if (frag.mode == FRAG_MODE_SCATTERING) {
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unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
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}
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@ -33,8 +33,8 @@ void main(void) {
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} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
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discard;
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} else {
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vec4 midNormalCurvature;
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vec4 lowNormalCurvature;
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vec4 midNormalCurvature = vec4(0);
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vec4 lowNormalCurvature = vec4(0);
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if (frag.mode == FRAG_MODE_SCATTERING) {
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unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
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}
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@ -38,8 +38,8 @@ void main(void) {
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} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
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discard;
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} else {
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vec4 midNormalCurvature;
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vec4 lowNormalCurvature;
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vec4 midNormalCurvature = vec4(0);
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vec4 lowNormalCurvature = vec4(0);
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if (frag.mode == FRAG_MODE_SCATTERING) {
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unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
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}
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@ -22,10 +22,10 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
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in vec4 _position;
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in vec4 _positionES;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _normalWS;
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in vec3 _color;
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layout(location = 0) out vec4 _fragColor0;
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@ -54,8 +54,8 @@ void main(void) {
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<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
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vec3 fresnel = getFresnelF0(metallic, albedo);
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vec3 fragPosition = _position.xyz;
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vec3 fragNormal = normalize(_normal);
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vec3 fragPosition = _positionES.xyz;
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vec3 fragNormal = normalize(_normalWS);
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TransformCamera cam = getTransformCamera();
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@ -26,8 +26,8 @@
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec4 _position;
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in vec3 _normal;
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in vec4 _positionES;
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in vec3 _normalWS;
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in vec3 _color;
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in float _alpha;
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@ -56,8 +56,8 @@ void main(void) {
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 fragPosition = _position.xyz;
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vec3 fragNormal = normalize(_normal);
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vec3 fragPosition = _positionES.xyz;
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vec3 fragNormal = normalize(_normalWS);
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TransformCamera cam = getTransformCamera();
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@ -19,9 +19,7 @@
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<$declareMaterialTextures(ALBEDO)$>
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in vec2 _texCoord0;
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in vec3 _normal;
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in vec3 _color;
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in float _alpha;
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layout(location = 0) out vec4 _fragColor0;
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@ -17,12 +17,9 @@
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<$declareEvalSkyboxGlobalColor()$>
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// the interpolated normal
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in vec3 _normal;
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in vec3 _modelNormal;
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in vec3 _normalWS;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _position;
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in vec4 _eyePosition;
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in vec4 _positionES;
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layout(location = 0) out vec4 _fragColor0;
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@ -33,7 +30,7 @@ layout(location = 0) out vec4 _fragColor0;
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#line 2030
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void main(void) {
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vec3 normal = normalize(_normal.xyz);
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vec3 normal = normalize(_normalWS.xyz);
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vec3 diffuse = _color.rgb;
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vec3 specular = DEFAULT_SPECULAR;
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float shininess = DEFAULT_SHININESS;
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@ -53,7 +50,7 @@ void main(void) {
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#endif
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TransformCamera cam = getTransformCamera();
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vec3 fragPosition = _eyePosition.xyz;
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vec3 fragPosition = _positionES.xyz;
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if (emissiveAmount > 0.0) {
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_fragColor0 = vec4(evalSkyboxGlobalColor(
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@ -23,10 +23,10 @@
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uniform sampler2D originalTexture;
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// the interpolated normal
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in vec3 _normal;
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in vec3 _normalWS;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _eyePosition;
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in vec4 _positionES;
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layout(location = 0) out vec4 _fragColor0;
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@ -35,14 +35,14 @@ void main(void) {
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float colorAlpha = _color.a * texel.a;
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TransformCamera cam = getTransformCamera();
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vec3 fragPosition = _eyePosition.xyz;
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vec3 fragPosition = _positionES.xyz;
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_fragColor0 = vec4(evalSkyboxGlobalColor(
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cam._viewInverse,
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1.0,
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DEFAULT_OCCLUSION,
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fragPosition,
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normalize(_normal),
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normalize(_normalWS),
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_color.rgb * texel.rgb,
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DEFAULT_FRESNEL,
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DEFAULT_METALLIC,
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@ -23,10 +23,10 @@
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uniform sampler2D originalTexture;
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// the interpolated normal
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in vec3 _normal;
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in vec3 _normalWS;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _eyePosition;
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in vec4 _positionES;
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layout(location = 0) out vec4 _fragColor0;
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@ -35,14 +35,14 @@ void main(void) {
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float colorAlpha = _color.a * texel.a;
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TransformCamera cam = getTransformCamera();
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vec3 fragPosition = _eyePosition.xyz;
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vec3 fragPosition = _positionES.xyz;
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_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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DEFAULT_OCCLUSION,
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fragPosition,
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normalize(_normal),
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normalize(_normalWS),
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_color.rgb * texel.rgb,
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DEFAULT_FRESNEL,
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DEFAULT_METALLIC,
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@ -17,11 +17,9 @@
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<$declareEvalGlobalLightingAlphaBlended()$>
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// the interpolated normal
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in vec3 _normal;
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in vec3 _modelNormal;
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in vec3 _normalWS;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _eyePosition;
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in vec4 _positionES;
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layout(location = 0) out vec4 _fragColor0;
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@ -32,7 +30,7 @@ layout(location = 0) out vec4 _fragColor0;
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#line 2030
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void main(void) {
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vec3 normal = normalize(_normal.xyz);
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vec3 normal = normalize(_normalWS.xyz);
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vec3 diffuse = _color.rgb;
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vec3 specular = DEFAULT_SPECULAR;
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float shininess = DEFAULT_SHININESS;
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@ -52,7 +50,7 @@ void main(void) {
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#endif
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TransformCamera cam = getTransformCamera();
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vec3 fragPosition = _eyePosition.xyz;
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vec3 fragPosition = _positionES.xyz;
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if (emissiveAmount > 0.0) {
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_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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@ -62,6 +62,7 @@ void main(void) {
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// Frag to eye vec
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vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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_fragColor = vec4(0, 0, 0, 1);
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int numLightTouching = 0;
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int lightClusterOffset = cluster.z;
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@ -45,8 +45,8 @@ void main(void) {
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discard;
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}
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vec4 midNormalCurvature;
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vec4 lowNormalCurvature;
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vec4 midNormalCurvature = vec4(0);
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vec4 lowNormalCurvature = vec4(0);
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if (frag.mode == FRAG_MODE_SCATTERING) {
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unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
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}
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@ -19,10 +19,9 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION, SCATTERING)$>
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _normalWS;
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in vec3 _color;
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@ -53,7 +52,7 @@ void main(void) {
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<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
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packDeferredFragment(
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normalize(_normal),
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normalize(_normalWS),
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opacity,
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albedo,
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roughness,
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@ -23,8 +23,8 @@ out vec3 _color;
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out float _alpha;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec4 _position;
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out vec3 _normal;
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out vec4 _positionES;
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out vec3 _normalWS;
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void main(void) {
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_color = color_sRGBToLinear(inColor.xyz);
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@ -37,6 +37,6 @@ void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
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}
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@ -22,7 +22,6 @@
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec4 _positionES;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normalWS;
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|
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@ -20,10 +20,9 @@
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
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<$declareMaterialLightmap()$>
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _normalWS;
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in vec3 _color;
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void main(void) {
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|
@ -33,7 +32,7 @@ void main(void) {
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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packDeferredFragmentLightmap(
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normalize(_normal),
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normalize(_normalWS),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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getMaterialRoughness(mat) * roughness,
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|
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@ -20,10 +20,10 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _normalWS;
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out vec3 _color;
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void main(void) {
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|
@ -38,7 +38,6 @@ void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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}
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
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}
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@ -23,19 +23,18 @@
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _normalWS;
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in vec3 _color;
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in vec4 _worldPosition;
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in vec4 _positionWS;
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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Material mat = getMaterial();
|
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BITFIELD matKey = getMaterialKey(mat);
|
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|
@ -43,7 +42,7 @@ void main(void) {
|
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
|
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|
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packDeferredFragmentLightmap(
|
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normalize(_normal),
|
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normalize(_normalWS),
|
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
|
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getMaterialAlbedo(mat) * albedo.rgb * _color,
|
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getMaterialRoughness(mat) * roughness,
|
||||
|
|
|
@ -20,12 +20,12 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec4 _positionES;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _color;
|
||||
out vec4 _worldPosition;
|
||||
out vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
// pass along the color in linear space
|
||||
|
@ -39,8 +39,8 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
|
||||
}
|
||||
|
||||
|
|
|
@ -20,11 +20,11 @@
|
|||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
|
||||
<$declareMaterialLightmap()$>
|
||||
|
||||
in vec4 _position;
|
||||
in vec4 _positionES;
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _tangentWS;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
|
@ -34,7 +34,7 @@ void main(void) {
|
|||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
|
||||
|
||||
vec3 fragNormal;
|
||||
<$evalMaterialNormalLOD(_position, normalTexel, _normal, _tangent, fragNormal)$>
|
||||
<$evalMaterialNormalLOD(_positionES, normalTexel, _normalWS, _tangentWS, fragNormal)$>
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(fragNormal.xyz),
|
||||
|
|
|
@ -20,11 +20,11 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec4 _positionES;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _tangentWS;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
|
@ -38,7 +38,7 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$>
|
||||
}
|
||||
|
|
|
@ -23,20 +23,20 @@
|
|||
<@include Fade.slh@>
|
||||
<$declareFadeFragment()$>
|
||||
|
||||
in vec4 _position;
|
||||
in vec4 _positionES;
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _tangentWS;
|
||||
in vec3 _color;
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
vec3 fadeEmissive;
|
||||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParams(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
|
||||
|
||||
Material mat = getMaterial();
|
||||
BITFIELD matKey = getMaterialKey(mat);
|
||||
|
@ -44,7 +44,7 @@ void main(void) {
|
|||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
|
||||
|
||||
vec3 fragNormal;
|
||||
<$evalMaterialNormalLOD(_position, normalTexel, _normal, _tangent, fragNormal)$>
|
||||
<$evalMaterialNormalLOD(_positionES, normalTexel, _normalWS, _tangentWS, fragNormal)$>
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(fragNormal.xyz),
|
||||
|
|
|
@ -20,13 +20,13 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec4 _positionES;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _tangentWS;
|
||||
out vec3 _color;
|
||||
out vec4 _worldPosition;
|
||||
out vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
// pass along the color in linear space
|
||||
|
@ -39,8 +39,8 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$>
|
||||
}
|
||||
|
|
|
@ -17,13 +17,13 @@
|
|||
|
||||
layout(location = 0) out vec4 _fragColor;
|
||||
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParams(fadeParams)$>
|
||||
applyFadeClip(fadeParams, _worldPosition.xyz);
|
||||
applyFadeClip(fadeParams, _positionWS.xyz);
|
||||
|
||||
// pass-through to set z-buffer
|
||||
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
|
|
|
@ -18,12 +18,12 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
out vec4 _worldPosition;
|
||||
out vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
<$declareMaterialTextures(ALBEDO)$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
|
@ -39,7 +39,7 @@ void main(void) {
|
|||
albedo *= _color;
|
||||
|
||||
packDeferredFragmentUnlit(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
opacity,
|
||||
albedo * isUnlitEnabled());
|
||||
}
|
||||
|
|
|
@ -34,8 +34,6 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 a
|
|||
LightAmbient ambient = getLightAmbient();
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, normal, fragNormal)$>
|
||||
vec3 fragEyeVectorView = normalize(-position);
|
||||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
@ -57,8 +55,8 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 a
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec4 _positionES;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
|
@ -67,8 +65,8 @@ out vec4 _fragColor;
|
|||
void main(void) {
|
||||
vec4 albedo = texture(originalTexture, _texCoord0);
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragPosition = _positionES.xyz;
|
||||
vec3 fragNormal = normalize(_normalWS);
|
||||
vec3 fragAlbedo = albedo.rgb * _color;
|
||||
float fragMetallic = 0.0;
|
||||
vec3 fragSpecular = vec3(0.1);
|
||||
|
|
|
@ -19,8 +19,8 @@
|
|||
out vec3 _color;
|
||||
out float _alpha;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _position;
|
||||
out vec3 _normal;
|
||||
out vec4 _positionES;
|
||||
out vec3 _normalWS;
|
||||
|
||||
void main(void) {
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
|
@ -31,6 +31,6 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
|
||||
}
|
||||
|
|
|
@ -24,8 +24,8 @@
|
|||
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec4 _positionES;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
|
@ -55,19 +55,16 @@ void main(void) {
|
|||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
//vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragPosition = _positionES.xyz;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>;
|
||||
|
||||
vec4 color = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
normalize(_normalWS),
|
||||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
|
|
|
@ -23,10 +23,9 @@
|
|||
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec4 _positionES;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
|
@ -52,19 +51,15 @@ void main(void) {
|
|||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
|
||||
vec3 fragPosition = _positionES.xyz;
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>
|
||||
|
||||
vec4 color = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
normalize(_normalWS),
|
||||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
|
|
|
@ -18,9 +18,7 @@
|
|||
<$declareMaterialTextures(ALBEDO)$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
|
|
|
@ -18,9 +18,7 @@
|
|||
<$declareMaterialTextures(ALBEDO)$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
|
|
|
@ -34,8 +34,6 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 a
|
|||
LightAmbient ambient = getLightAmbient();
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, normal, fragNormal)$>
|
||||
vec3 fragEyeVectorView = normalize(-position);
|
||||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
@ -57,8 +55,8 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 a
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec4 _positionES;
|
||||
in vec3 _normalWS;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
|
@ -67,8 +65,8 @@ out vec4 _fragColor;
|
|||
void main(void) {
|
||||
vec4 albedo = texture(originalTexture, _texCoord0);
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragPosition = _positionES.xyz;
|
||||
vec3 fragNormal = normalize(_normalWS);
|
||||
vec3 fragAlbedo = albedo.rgb * _color;
|
||||
float fragMetallic = 0.0;
|
||||
vec3 fragSpecular = vec3(0.1);
|
||||
|
|
|
@ -17,7 +17,7 @@ uniform bool Outline;
|
|||
uniform vec4 Color;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
const float gamma = 2.2;
|
||||
|
@ -47,7 +47,7 @@ void main() {
|
|||
}
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
a * Color.a,
|
||||
Color.rgb,
|
||||
DEFAULT_ROUGHNESS,
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
<$declareStandardTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
out vec3 _normal;
|
||||
out vec3 _normalWS;
|
||||
out vec2 _texCoord0;
|
||||
|
||||
void main() {
|
||||
|
@ -28,5 +28,5 @@ void main() {
|
|||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
const vec3 normal = vec3(0, 0, 1);
|
||||
<$transformModelToWorldDir(cam, obj, normal, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, normal, _normalWS)$>
|
||||
}
|
|
@ -17,7 +17,7 @@ uniform bool Outline;
|
|||
uniform vec4 Color;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
const float gamma = 2.2;
|
||||
|
@ -47,7 +47,7 @@ void main() {
|
|||
}
|
||||
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
a * Color.a,
|
||||
Color.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
|
|
|
@ -15,11 +15,8 @@
|
|||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
|
@ -28,7 +25,7 @@ in vec4 _position;
|
|||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
vec3 normal = normalize(_normal.xyz);
|
||||
vec3 normal = normalize(_normalWS.xyz);
|
||||
vec3 diffuse = _color.rgb;
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
|
|
|
@ -18,22 +18,22 @@
|
|||
<$declareStandardTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
out vec3 _normal;
|
||||
out vec3 _modelNormal;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _normalMS;
|
||||
out vec4 _color;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _position;
|
||||
out vec4 _eyePosition;
|
||||
out vec4 _positionMS;
|
||||
out vec4 _positionES;
|
||||
|
||||
void main(void) {
|
||||
_color = color_sRGBAToLinear(inColor);
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
_position = inPosition;
|
||||
_modelNormal = inNormal.xyz;
|
||||
_positionMS = inPosition;
|
||||
_normalMS = inNormal.xyz;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _eyePosition, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
|
||||
}
|
|
@ -18,12 +18,9 @@
|
|||
<$declareFadeFragmentInstanced()$>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
|
@ -36,9 +33,9 @@ void main(void) {
|
|||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParamsInstanced(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
|
||||
|
||||
vec3 normal = normalize(_normal.xyz);
|
||||
vec3 normal = normalize(_normalWS.xyz);
|
||||
vec3 diffuse = _color.rgb;
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
|
|
|
@ -21,25 +21,25 @@
|
|||
<$declareFadeVertexInstanced()$>
|
||||
|
||||
// the interpolated normal
|
||||
out vec3 _normal;
|
||||
out vec3 _modelNormal;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _normalMS;
|
||||
out vec4 _color;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _position;
|
||||
out vec4 _eyePosition;
|
||||
out vec4 _worldPosition;
|
||||
out vec4 _positionMS;
|
||||
out vec4 _positionES;
|
||||
out vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
_color = color_sRGBAToLinear(inColor);
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
_position = inPosition;
|
||||
_modelNormal = inNormal.xyz;
|
||||
_positionMS = inPosition;
|
||||
_normalMS = inNormal.xyz;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _eyePosition, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
|
||||
<$passThroughFadeObjectParams()$>
|
||||
}
|
|
@ -19,12 +19,12 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
packDeferredFragmentUnlit(normalize(_normal), 1.0, _color.rgb * texel.rgb);
|
||||
packDeferredFragmentUnlit(normalize(_normalWS), 1.0, _color.rgb * texel.rgb);
|
||||
}
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
|
@ -26,7 +26,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
1.0,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_ROUGHNESS,
|
||||
|
|
|
@ -21,10 +21,10 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
// Declare after all samplers to prevent sampler location mix up with originalTexture
|
||||
<$declareFadeFragmentInstanced()$>
|
||||
|
@ -34,7 +34,7 @@ void main(void) {
|
|||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParamsInstanced(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
|
||||
|
||||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a;
|
||||
|
@ -46,14 +46,14 @@ void main(void) {
|
|||
const float ALPHA_THRESHOLD = 0.999;
|
||||
if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
colorAlpha * texel.a,
|
||||
_color.rgb * texel.rgb + fadeEmissive,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_ROUGHNESS);
|
||||
} else {
|
||||
packDeferredFragment(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
1.0,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_ROUGHNESS,
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
|
@ -34,14 +34,14 @@ void main(void) {
|
|||
const float ALPHA_THRESHOLD = 0.999;
|
||||
if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
colorAlpha * texel.a,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_ROUGHNESS);
|
||||
} else {
|
||||
packDeferredFragmentUnlit(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
1.0,
|
||||
_color.rgb * texel.rgb);
|
||||
}
|
||||
|
|
|
@ -21,10 +21,10 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
// Declare after all samplers to prevent sampler location mix up with originalTexture
|
||||
<$declareFadeFragmentInstanced()$>
|
||||
|
@ -34,7 +34,7 @@ void main(void) {
|
|||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParamsInstanced(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
|
||||
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
|
@ -46,14 +46,14 @@ void main(void) {
|
|||
const float ALPHA_THRESHOLD = 0.999;
|
||||
if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
colorAlpha * texel.a,
|
||||
_color.rgb * texel.rgb+fadeEmissive,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_ROUGHNESS);
|
||||
} else {
|
||||
packDeferredFragmentUnlit(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
1.0,
|
||||
_color.rgb * texel.rgb+fadeEmissive);
|
||||
}
|
||||
|
|
|
@ -15,11 +15,8 @@
|
|||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
|
@ -28,7 +25,7 @@ in vec4 _position;
|
|||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
vec3 normal = normalize(_normal.xyz);
|
||||
vec3 normal = normalize(_normalWS.xyz);
|
||||
vec3 diffuse = _color.rgb;
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
|
@ -27,7 +27,7 @@ void main(void) {
|
|||
float colorAlpha = _color.a * texel.a;
|
||||
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
colorAlpha,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
|
|
|
@ -26,12 +26,11 @@
|
|||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec4 _positionES;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
// Declare after all samplers to prevent sampler location mix up with originalTexture
|
||||
<$declareFadeFragmentInstanced()$>
|
||||
|
@ -41,7 +40,7 @@ void main(void) {
|
|||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParamsInstanced(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
|
||||
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float opacity = _color.a;
|
||||
|
@ -52,8 +51,8 @@ void main(void) {
|
|||
opacity *= texel.a;
|
||||
vec3 albedo = _color.rgb * texel.rgb;
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragPosition = _positionES.xyz;
|
||||
vec3 fragNormal = normalize(_normalWS);
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
|
|
|
@ -17,12 +17,9 @@
|
|||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
void main(void) {
|
||||
|
|
|
@ -19,11 +19,9 @@
|
|||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
|
@ -35,7 +33,7 @@ void main(void) {
|
|||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParamsInstanced(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
|
||||
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
|
@ -43,5 +41,5 @@ void main(void) {
|
|||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
_fragColor0 = vec4(_color.rgb * texel.rgb+fadeEmissive, colorAlpha * texel.a);
|
||||
_fragColor0 = vec4(_color.rgb * texel.rgb + fadeEmissive, colorAlpha * texel.a);
|
||||
}
|
|
@ -19,7 +19,7 @@
|
|||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _normalWS;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
|
@ -27,7 +27,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
normalize(_normalWS),
|
||||
_color.a,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
|
|
|
@ -23,10 +23,10 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec4 _positionES;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
|
||||
|
@ -47,6 +47,6 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$>
|
||||
}
|
||||
|
|
|
@ -23,10 +23,10 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec4 _positionES;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _normalWS;
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
|
||||
|
@ -47,6 +47,6 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$>
|
||||
}
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
<@include Fade.slh@>
|
||||
<$declareFadeFragment()$>
|
||||
|
||||
in vec4 _worldPosition;
|
||||
in vec4 _positionWS;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor;
|
||||
|
||||
|
@ -23,7 +23,7 @@ void main(void) {
|
|||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParams(fadeParams)$>
|
||||
applyFadeClip(fadeParams, _worldPosition.xyz);
|
||||
applyFadeClip(fadeParams, _positionWS.xyz);
|
||||
|
||||
// pass-through to set z-buffer
|
||||
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
<@include Skinning.slh@>
|
||||
<$declareUseDualQuaternionSkinning()$>
|
||||
|
||||
out vec4 _worldPosition;
|
||||
out vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -29,5 +29,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, position, _worldPosition)$>
|
||||
<$transformModelToWorldPos(obj, position, _positionWS)$>
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
<@include Skinning.slh@>
|
||||
<$declareUseDualQuaternionSkinning(1)$>
|
||||
|
||||
out vec4 _worldPosition;
|
||||
out vec4 _positionWS;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -29,5 +29,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, position, _worldPosition)$>
|
||||
<$transformModelToWorldPos(obj, position, _positionWS)$>
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue