#ifndef MODEL_FS_GLSL #define MODEL_FS_GLSL uniform mat4 model, view; uniform sampler2D u_texture2d; uniform vec3 u_coefficients_sh[9]; uniform bool u_textured; /// set:1 uniform bool u_lit; /// set:0 uniform bool u_matcaps; /// set:0 uniform vec4 u_diffuse; /// set:1,1,1,1 // lightmapping uniform sampler2D u_lightmap; uniform bool u_texlit; uniform bool u_texmod; /// set:1 uniform float u_litboost; /// set:1 in vec3 v_position; in vec3 v_position_ws; #ifdef RIM uniform mat4 M; // RIM uniform vec3 u_rimcolor; /// set:0.05,0.05,0.05 uniform vec3 u_rimrange; /// set:0.11,0.98,0.5 uniform vec3 u_rimpivot; /// set:0,0,0 uniform bool u_rimambient; /// set:1 #endif in vec3 v_normal, v_normal_ws; in vec2 v_texcoord, v_texcoord2; in vec4 v_color; in vec3 v_tangent; in vec3 v_binormal; in vec3 v_to_camera; in vec3 v_vertcolor; in float v_depth; out vec4 fragcolor; #include "shadowmap.glsl" in vec4 vpeye; in vec4 vneye; in vec4 sc; vec4 shadowing() { return shadowmap(vpeye, vneye, v_texcoord, sc); } uniform vec3 u_cam_pos; uniform vec3 u_cam_dir; uniform float frame_time; uniform uint frame_count; #endif