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