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CavesOfJolk-libgdx/src/main/resources/lit.frag.glsl

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#ifdef GL_ES
#define LOWP lowp
#define MEDP mediump
#define HIGHP highp
precision mediump float;
#else
#define LOWP
#define MEDP
#define HIGHP
#endif
#ifdef normalFlag
varying vec3 v_normal;
#endif // normalFlag
#ifdef colorFlag
varying vec4 v_color;
#endif // colorFlag
#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
#define textureFlag
#endif
#ifdef diffuseTextureFlag
varying MEDP vec2 v_diffuseUV;
uniform sampler2D u_diffuseTexture;
#endif // diffuseTextureFlag
#ifdef specularTextureFlag
varying MEDP vec2 v_specularUV;
uniform sampler2D u_specularTexture;
#endif // specularTextureFlag
/*
#ifdef emissiveTextureFlag
varying MEDP vec2 v_emissiveUV;
uniform sampler2D u_emissiveTexture;
#endif // emissiveTextureFlag
*/
#ifdef diffuseColorFlag
uniform vec4 u_diffuseColor;
#endif // diffuseColorFlag
#ifdef specularColorFlag
uniform vec4 u_specularColor;
#endif
#ifdef lightingFlag
varying vec3 v_lightDiffuse;
#ifdef shininessFlag
uniform float u_shininess;
#else
const float u_shininess = 20.0;
#endif // shininessFlag
#if numDirectionalLights > 0
struct DirectionalLight
{
vec3 color;
vec3 direction;
};
uniform DirectionalLight u_dirLights[numDirectionalLights];
#endif // numDirectionalLights
#if numPointLights > 0
struct PointLight
{
vec3 color;
vec3 position;
};
uniform PointLight u_pointLights[numPointLights];
#endif // numPointLights
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
#define ambientFlag
varying vec3 v_ambient;
#endif // ambientFlag
#if defined(specularTextureFlag) || defined(specularColorFlag)
#define specularFlag
#endif
#endif // lightingFlag
#if defined(specularFlag) || defined(fogFlag)
varying vec4 v_worldPosition;
uniform vec4 u_cameraPosition;
#endif // lightingFlag || fogFlag
#ifdef fogFlag
uniform vec4 u_fogColor;
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#if defined(fogLinearFlag) || defined(fogSmoothFlag) || defined(fogInvSquareFlag)
uniform float u_fogNear;
uniform float u_fogFar;
#elif defined(fogExpFlag) || defined(fogExp2Flag)
uniform float u_fogDensity;
#endif
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#endif // fogFlag
uniform mat4 u_projViewTrans;
uniform mat4 u_worldTrans;
vec3 linearEncode(vec3 v) { return vec3(pow(v.r, 2.2), pow(v.g, 2.2), pow(v.b, 2.2)); }
vec3 linearDecode(vec3 v) { return vec3(pow(v.r, 1.0 / 2.2), pow(v.g, 1.0 / 2.2), pow(v.b, 1.0 / 2.2)); }
void main()
{
#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
#elif defined(diffuseTextureFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
#elif defined(diffuseTextureFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
#elif defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = u_diffuseColor * v_color;
#elif defined(diffuseColorFlag)
vec4 diffuse = u_diffuseColor;
#elif defined(colorFlag)
vec4 diffuse = v_color;
#else
vec4 diffuse = vec4(1.0);
#endif
diffuse.rgb = linearEncode(diffuse.rgb);
#ifdef lightingFlag
#ifdef normalFlag
vec3 normal = normalize(v_normal);
#endif // normalFlag
#ifdef ambientFlag
vec3 accum = v_ambient;
#else // !ambientFlag
vec3 accum = vec3(0.0);
#endif // ambientFlag
#ifdef specularFlag
vec3 eyeVec = normalize(u_cameraPosition.xyz - v_worldPosition.xyz);
vec3 specAccum = vec3(0.0);
#endif // specularFlag
#if defined(normalFlag) && (numDirectionalLights > 0)
for (int i = 0; i < numDirectionalLights; ++i)
{
vec3 lightVec = -u_dirLights[i].direction;
float lambert = dot(normal, lightVec);
float phongTerm = max(lambert, 0.0);
vec3 value = u_dirLights[i].color * phongTerm;
value = linearEncode(value);
value *= phongTerm;
accum += value;
#ifdef specularFlag
vec3 halfDir = normalize(lightVec + eyeVec);
float specAngle = max(dot(halfDir, normal), 0.0);
float specTerm = pow(specAngle, u_shininess);
specAccum += value * specTerm;
#endif // specularFlag
}
#endif // normalFlag && numDirectionalLights
vec3 fragment;
#ifdef specularFlag
#ifdef specularTextureFlag
vec3 specularColorTex = texture2D(u_specularTexture, v_specularUV).rgb;
specularColorTex = linearEncode(specularColorTex);
specAccum *= specularColorTex;
#endif // specularTextureFlag
#ifdef specularColorFlag
vec3 specularColor = u_specularColor.rgb;
specularColor = linearEncode(specularColor);
specAccum *= specularColor;
#endif // specularColorFlag
fragment = diffuse.rgb * accum + specAccum;
#else // !specularFlag
fragment = diffuse.rgb * accum;
#endif // specularFlag
#else // !lightingFlag
fragment = diffuse.rgb;
#endif // lightingFlag
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#ifdef fogOriginalFlag
vec3 fogVec = u_cameraPosition.xyz - v_worldPosition.xyz;
float fogDist = dot(fogVec, fogVec);
float fog = min(fogDist * u_cameraPosition.w, 1.0);
#elif defined(fogDistanceFlag)
float fogDist = length(v_worldPosition.xyz - u_cameraPosition.xyz);
#elif defined(fogDepthFlag)
float fogDist = gl_FragCoord.z / gl_FragCoord.w;
#endif // fogOriginalFlag || fogDistanceFlag || fogDepthFlag
#ifdef fogLinearFlag
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// fog = saturate(linearstep(near, far, x))
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float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
#elif defined(fogSmoothFlag)
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// fog = smoothstep(saturate(linearstep(near, far, x)))
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float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
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fog = fog * fog * (3.0 - 2.0 * fog);
//fog = fog * fog * fog * (fog * (6.0 * fog - 15.0) + 10.0);
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#elif defined(fogInvSquareFlag)
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// fog = isqstep(saturate(linearstep(near, far, x)))
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float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
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fog = 1.0 - fog;
fog = 1.0 - fog * fog;
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#elif defined(fogExpFlag)
// todo: can precompute some stuff in uniforms
float fog = max(1.0 - exp(-u_fogDensity * fogDist), 0.0);
#elif defined(fogExp2Flag)
// todo: can precompute some stuff in uniforms
float dz = u_fogDensity * fogDist;
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float fog = max(1.0 - exp(-dz * dz), 0.0);
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#endif // fogLinearFlag || fogSmoothFlag || fogInvSquareFlag || fogExpFlag || fogExp2Flag
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#ifdef fogFlag
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vec3 fogColor = u_fogColor.rgb;
fogColor = linearEncode(fogColor);
fragment = mix(fragment, fogColor, fog);
#endif // fogFlag
gl_FragColor = vec4(linearDecode(fragment), diffuse.a);
}