#pragma language glsl3 varying vec4 PixelNormal; varying vec4 PixelTexture; varying vec4 PixelWorldPosition; uniform vec4 emission_color; uniform vec4 ambient_color; uniform vec4 diffuse_color; uniform vec4 specular_color; uniform float shininess; uniform sampler2D emission_sampler; uniform sampler2D ambient_sampler; uniform sampler2D diffuse_sampler; uniform sampler2D specular_sampler; uniform vec4 view_position; uniform vec4 light_position; uniform ivec4 texture_channel; layout (location = 0) out vec4 g_color; layout (location = 1) out vec4 g_position; layout (location = 2) out vec4 g_normal; void pixelmain() { vec3 normal = normalize(PixelNormal.xyz); vec3 view_direction = normalize(view_position.xyz - PixelWorldPosition.xyz); vec3 light_direction = normalize(light_position.xyz - PixelWorldPosition.xyz); vec3 reflect_light_direction = reflect(-light_direction, normal); vec4 emission; vec4 ambient; vec4 diffuse; vec4 specular; if (texture_channel.x >= 0) { // emission emission = texture(emission_sampler, PixelTexture.xy); } else { emission = emission_color; } if (texture_channel.y >= 0) { // ambient ambient = texture(ambient_sampler, PixelTexture.xy); } else { ambient = ambient_color; } if (texture_channel.z >= 0) { // diffuse diffuse = texture(diffuse_sampler, PixelTexture.xy); } else { diffuse = diffuse_color; } if (texture_channel.w >= 0) { // specular specular = texture(specular_sampler, PixelTexture.xy); } else { specular = specular_color; } float diffuse_intensity = max(dot(normal, light_direction), 0.0); float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess); vec3 color = emission.xyz * 0; color += ambient.xyz * 0.05; color += diffuse.xyz * diffuse_intensity; color += specular.xyz * specular_intensity * 0.3; g_position = vec4(PixelWorldPosition.xyz * 0.0005 + 0.5, 0.0); g_normal = vec4(normal * 0.5 + 0.5, PixelWorldPosition.z * 0.001 + 0.5); g_color = vec4(color, 1.0); }