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// -*- mode: c -*-
struct Material {
vec3 baseColorFactor;
bool baseColorTextureEnabled;
int baseColorTexcoord;
float metallicFactor;
float roughnessFactor;
vec3 normalFactor;
bool normalTextureEnabled;
int normalTexcoord;
vec3 occlusionFactor;
bool occlusionTextureEnabled;
int occlusionTexcoord;
vec3 emissiveFactor;
bool emissiveTextureEnabled;
int emissiveTexcoord;
int alphaMode;
float alphaCutoff;
};
#ifdef GLSL120
attribute vec2 fragTexcoord0;
attribute vec2 fragTexcoord1
attribute vec4 fragColor0;
#else
in vec2 fragTexcoord0;
in vec2 fragTexcoord1;
in vec4 fragColor0;
#endif
#ifdef GLSL330
out vec4 fragColor;
#endif
uniform Material material;
uniform bool vertexColored;
uniform sampler2D baseColorTexture;
uniform sampler2D normalTexture;
uniform sampler2D occlusionTexture;
uniform sampler2D emissiveTexture;
vec4 sampleTexture(sampler2D tex, bool enabled, int texcoord, vec3 factor, vec4 defaultColor) {
if(enabled && texcoord == 0) {
return texture(tex, fragTexcoord0) * vec4(factor, 1.0);
} else if(enabled && texcoord == 1) {
return texture(tex, fragTexcoord1) * vec4(factor, 1.0);
} else {
return defaultColor;
}
}
vec4 applyAlpha(vec4 color) {
// Apply alpha mode.
if(material.alphaMode == 0) {
return vec4(color.xyz, 1.0);
} else if(material.alphaMode == 1) {
if(color.a >= material.alphaCutoff) {
return vec4(color.xyz, 1.0);
} else {
discard;
}
} else if(material.alphaMode == 2) {
if(color.a <= 0.005) {
discard;
} else {
return color;
}
}
}
void main(void) {
vec4 finalColor = sampleTexture(baseColorTexture,
material.baseColorTextureEnabled,
material.baseColorTexcoord,
material.baseColorFactor,
vec4(0.0, 0.0, 1.0, 1.0));
// Mix in vertex color, if present.
if(vertexColored) {
finalColor *= fragColor0;
}
// TODO: Actually apply PBR calculations.
finalColor += sampleTexture(normalTexture,
material.normalTextureEnabled,
material.normalTexcoord,
material.normalFactor,
vec4(0.0, 0.0, 0.0, 0.0)) * 0.1;
finalColor += sampleTexture(occlusionTexture,
material.occlusionTextureEnabled,
material.occlusionTexcoord,
material.occlusionFactor,
vec4(0.0, 0.0, 0.0, 0.0)) * 0.1;
finalColor += sampleTexture(emissiveTexture,
material.emissiveTextureEnabled,
material.emissiveTexcoord,
material.emissiveFactor,
vec4(0.0, 0.0, 0.0, 0.0));
finalColor = applyAlpha(finalColor);
#ifdef GLSL330
fragColor = finalColor;
#else
gl_FragColor = finalColor;
#endif
}
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