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