68 lines
1.4 KiB
Plaintext
68 lines
1.4 KiB
Plaintext
|
#version 330 core
|
||
|
|
||
|
#define FIGURE_SHADER
|
||
|
|
||
|
#include <constants.glsl>
|
||
|
|
||
|
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
|
||
|
|
||
|
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
|
||
|
|
||
|
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
|
||
|
|
||
|
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
|
||
|
|
||
|
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
|
||
|
|
||
|
#include <globals.glsl>
|
||
|
|
||
|
in vec3 f_pos;
|
||
|
in vec3 f_col;
|
||
|
flat in vec3 f_norm;
|
||
|
in float f_ao;
|
||
|
// in float f_alt;
|
||
|
// in vec4 f_shadow;
|
||
|
|
||
|
layout (std140)
|
||
|
uniform u_locals {
|
||
|
mat4 model_mat;
|
||
|
vec4 highlight_col;
|
||
|
vec4 model_light;
|
||
|
vec4 model_glow;
|
||
|
ivec4 atlas_offs;
|
||
|
vec3 model_pos;
|
||
|
int flags;
|
||
|
};
|
||
|
|
||
|
struct BoneData {
|
||
|
mat4 bone_mat;
|
||
|
mat4 normals_mat;
|
||
|
};
|
||
|
|
||
|
layout (std140)
|
||
|
uniform u_bones {
|
||
|
BoneData bones[16];
|
||
|
};
|
||
|
|
||
|
#include <sky.glsl>
|
||
|
#include <light.glsl>
|
||
|
#include <srgb.glsl>
|
||
|
|
||
|
out vec4 tgt_color;
|
||
|
|
||
|
void main() {
|
||
|
// float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2;
|
||
|
|
||
|
// float opacity = clamp(distance / distance_divider, 0, 1);
|
||
|
|
||
|
// if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
|
||
|
// discard;
|
||
|
// }
|
||
|
|
||
|
// if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > shadow_dithering) {
|
||
|
// discard;
|
||
|
// }
|
||
|
|
||
|
tgt_color = vec4(0.0,0.0,0.0, 1.0);
|
||
|
}
|