342 lines
11 KiB
GLSL
342 lines
11 KiB
GLSL
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uniform float m_Shininess;
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varying vec4 AmbientSum;
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varying vec4 DiffuseSum;
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varying vec4 SpecularSum;
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varying vec3 vNormal;
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varying vec2 texCoord;
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varying vec3 vPosition;
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varying vec3 vnPosition;
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varying vec3 vViewDir;
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varying vec4 vLightDir;
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varying vec4 vnLightDir;
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#ifdef DIFFUSEMAP
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uniform sampler2D m_DiffuseMap;
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#endif
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#ifdef DIFFUSEMAP_1
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uniform sampler2D m_DiffuseMap_1;
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#endif
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#ifdef DIFFUSEMAP_2
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uniform sampler2D m_DiffuseMap_2;
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#endif
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#ifdef DIFFUSEMAP_3
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uniform sampler2D m_DiffuseMap_3;
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#endif
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#ifdef DIFFUSEMAP_0_SCALE
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uniform float m_DiffuseMap_0_scale;
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#endif
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#ifdef DIFFUSEMAP_1_SCALE
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uniform float m_DiffuseMap_1_scale;
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#endif
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#ifdef DIFFUSEMAP_2_SCALE
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uniform float m_DiffuseMap_2_scale;
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#endif
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#ifdef DIFFUSEMAP_3_SCALE
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uniform float m_DiffuseMap_3_scale;
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#endif
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#ifdef ALPHAMAP
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uniform sampler2D m_AlphaMap;
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#endif
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#ifdef ALPHAMAP_1
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uniform sampler2D m_AlphaMap_1;
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#endif
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#ifdef ALPHAMAP_2
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uniform sampler2D m_AlphaMap_2;
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#endif
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#ifdef NORMALMAP
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uniform sampler2D m_NormalMap;
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#endif
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#ifdef NORMALMAP_1
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uniform sampler2D m_NormalMap_1;
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#endif
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#ifdef NORMALMAP_2
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uniform sampler2D m_NormalMap_2;
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#endif
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#ifdef NORMALMAP_3
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uniform sampler2D m_NormalMap_3;
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#endif
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#ifdef TRI_PLANAR_MAPPING
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varying vec4 wVertex;
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varying vec3 wNormal;
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#endif
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float tangDot(in vec3 v1, in vec3 v2){
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float d = dot(v1,v2);
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#ifdef V_TANGENT
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d = 1.0 - d*d;
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return step(0.0, d) * sqrt(d);
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#else
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return d;
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#endif
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}
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float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){
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return max(0.0, dot(norm, lightdir));
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}
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float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
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#ifdef WARDISO
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// Isotropic Ward
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vec3 halfVec = normalize(viewdir + lightdir);
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float NdotH = max(0.001, tangDot(norm, halfVec));
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float NdotV = max(0.001, tangDot(norm, viewdir));
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float NdotL = max(0.001, tangDot(norm, lightdir));
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float a = tan(acos(NdotH));
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float p = max(shiny/128.0, 0.001);
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return NdotL * (1.0 / (4.0*3.14159265*p*p)) * (exp(-(a*a)/(p*p)) / (sqrt(NdotV * NdotL)));
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#else
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// Standard Phong
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vec3 R = reflect(-lightdir, norm);
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return pow(max(tangDot(R, viewdir), 0.0), shiny);
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#endif
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}
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vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
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float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
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float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
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specularFactor *= step(1.0, m_Shininess);
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float att = vLightDir.w;
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return vec2(diffuseFactor, specularFactor) * vec2(att);
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}
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#ifdef ALPHAMAP
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vec4 calculateDiffuseBlend(in vec2 texCoord) {
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
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diffuseColor *= alphaBlend.r;
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#ifdef DIFFUSEMAP_1
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vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale);
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diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );
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#ifdef DIFFUSEMAP_2
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vec4 diffuseColor2 = texture2D(m_DiffuseMap_2, texCoord * m_DiffuseMap_2_scale);
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diffuseColor = mix( diffuseColor, diffuseColor2, alphaBlend.b );
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#ifdef DIFFUSEMAP_3
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vec4 diffuseColor3 = texture2D(m_DiffuseMap_3, texCoord * m_DiffuseMap_3_scale);
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diffuseColor = mix( diffuseColor, diffuseColor3, alphaBlend.a );
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#endif
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#endif
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#endif
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return diffuseColor;
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}
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vec3 calculateNormal(in vec2 texCoord) {
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vec3 normal = vec3(0,0,1);
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vec4 normalHeight = vec4(0,0,0,0);
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vec3 n = vec3(0,0,0);
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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#ifdef NORMALMAP
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normalHeight = texture2D(m_NormalMap, texCoord * m_DiffuseMap_0_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_1
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normalHeight = texture2D(m_NormalMap_1, texCoord * m_DiffuseMap_1_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_2
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normalHeight = texture2D(m_NormalMap_2, texCoord * m_DiffuseMap_2_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_3
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normalHeight = texture2D(m_NormalMap_3, texCoord * m_DiffuseMap_3_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.a;
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#endif
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return normalize(normal);
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}
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#ifdef TRI_PLANAR_MAPPING
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vec4 getTriPlanarBlend(in vec4 coords, in vec3 blending, in sampler2D map, in float scale) {
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vec4 col1 = texture2D( map, coords.yz * scale);
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vec4 col2 = texture2D( map, coords.xz * scale);
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vec4 col3 = texture2D( map, coords.xy * scale);
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// blend the results of the 3 planar projections.
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vec4 tex = col1 * blending.x + col2 * blending.y + col3 * blending.z;
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return tex;
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}
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vec4 calculateTriPlanarDiffuseBlend(in vec3 wNorm, in vec4 wVert, in vec2 texCoord) {
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// tri-planar texture bending factor for this fragment's normal
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vec3 blending = abs( wNorm );
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blending = (blending -0.2) * 0.7;
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blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
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float b = (blending.x + blending.y + blending.z);
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blending /= vec3(b, b, b);
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// texture coords
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vec4 coords = wVert;
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// blend the results of the 3 planar projections.
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vec4 tex0 = getTriPlanarBlend(coords, blending, m_DiffuseMap, m_DiffuseMap_0_scale);
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#ifdef DIFFUSEMAP_1
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// blend the results of the 3 planar projections.
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vec4 tex1 = getTriPlanarBlend(coords, blending, m_DiffuseMap_1, m_DiffuseMap_1_scale);
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#endif
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#ifdef DIFFUSEMAP_2
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// blend the results of the 3 planar projections.
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vec4 tex2 = getTriPlanarBlend(coords, blending, m_DiffuseMap_2, m_DiffuseMap_2_scale);
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#endif
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#ifdef DIFFUSEMAP_3
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// blend the results of the 3 planar projections.
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vec4 tex3 = getTriPlanarBlend(coords, blending, m_DiffuseMap_3, m_DiffuseMap_3_scale);
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#endif
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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vec4 diffuseColor = tex0 * alphaBlend.r;
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#ifdef DIFFUSEMAP_1
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diffuseColor = mix( diffuseColor, tex1, alphaBlend.g );
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#ifdef DIFFUSEMAP_2
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diffuseColor = mix( diffuseColor, tex2, alphaBlend.b );
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#ifdef DIFFUSEMAP_3
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diffuseColor = mix( diffuseColor, tex3, alphaBlend.a );
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#endif
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#endif
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#endif
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return diffuseColor;
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}
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vec3 calculateNormalTriPlanar(in vec3 wNorm, in vec4 wVert,in vec2 texCoord) {
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// tri-planar texture bending factor for this fragment's world-space normal
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vec3 blending = abs( wNorm );
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blending = (blending -0.2) * 0.7;
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blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
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float b = (blending.x + blending.y + blending.z);
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blending /= vec3(b, b, b);
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// texture coords
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vec4 coords = wVert;
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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vec3 normal = vec3(0,0,1);
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vec3 n = vec3(0,0,0);
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vec4 normalHeight = vec4(0,0,0,0);
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#ifdef NORMALMAP
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normalHeight = getTriPlanarBlend(coords, blending, m_NormalMap, m_DiffuseMap_0_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_1
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normalHeight = getTriPlanarBlend(coords, blending, m_NormalMap_1, m_DiffuseMap_1_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_2
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normalHeight = getTriPlanarBlend(coords, blending, m_NormalMap_2, m_DiffuseMap_2_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_3
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normalHeight = getTriPlanarBlend(coords, blending, m_NormalMap_3, m_DiffuseMap_3_scale);
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n = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
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n.z = sqrt(1.0 - (n.x * n.x) - (n.y * n.y));
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n.y = -n.y;
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normal += n * alphaBlend.a;
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#endif
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return normalize(normal);
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}
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#endif
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#endif
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void main(){
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//----------------------
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// diffuse calculations
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//----------------------
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#ifdef DIFFUSEMAP
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#ifdef ALPHAMAP
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#ifdef TRI_PLANAR_MAPPING
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vec4 diffuseColor = calculateTriPlanarDiffuseBlend(wNormal, wVertex, texCoord);
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#else
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vec4 diffuseColor = calculateDiffuseBlend(texCoord);
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#endif
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#else
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vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord);
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#endif
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#else
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vec4 diffuseColor = vec4(1.0);
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#endif
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//---------------------
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// normal calculations
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//---------------------
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#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3)
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#ifdef TRI_PLANAR_MAPPING
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vec3 normal = calculateNormalTriPlanar(wNormal, wVertex, texCoord);
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#else
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vec3 normal = calculateNormal(texCoord);
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#endif
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#else
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vec3 normal = vNormal;
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#endif
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//-----------------------
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// lighting calculations
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//-----------------------
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vec4 lightDir = vLightDir;
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lightDir.xyz = normalize(lightDir.xyz);
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vec2 light = computeLighting(vPosition, normal, vViewDir.xyz, lightDir.xyz);
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vec4 specularColor = vec4(1.0);
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//--------------------------
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// final color calculations
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//--------------------------
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gl_FragColor = AmbientSum * diffuseColor +
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DiffuseSum * diffuseColor * light.x +
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SpecularSum * specularColor * light.y;
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//gl_FragColor.a = alpha;
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}
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