layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; in vec4 a_color; in vec2 a_texCoord; in float a_fog; in vec3 a_position; in vec3 a_dir; in vec3 a_normal; in vec3 a_realnormal; in vec4 a_modelpos; uniform sampler2D u_texture0; uniform samplerCube u_cubemap; uniform sampler2DShadow u_shadows; // flags uniform bool u_alphaClip; uniform bool u_debugLights; uniform bool u_debugNormals; uniform bool u_enableShadows; uniform mat4 u_shadowsMatrix; const int BLUR_SAMPLES = 6; void main() { float shadow = 1.0; if (u_enableShadows) { vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; projCoords.z -= 0.0001; shadow = 0.0; for (int i = 0; i < BLUR_SAMPLES; i++) { shadow += texture(u_shadows, projCoords.xyz + vec3( -0.002*(i%2==0?1:0)*i/BLUR_SAMPLES, -0.002*(i%2==0?0:1)*i/BLUR_SAMPLES, -0.0005 * i/BLUR_SAMPLES)); } shadow /= BLUR_SAMPLES; shadow += 0.5; shadow = shadow * 0.7 + 0.3; } vec3 fogColor = texture(u_cubemap, a_dir).rgb; vec4 tex_color = texture(u_texture0, a_texCoord); float alpha = a_color.a * tex_color.a; if (u_alphaClip) { if (alpha < 0.2f) discard; alpha = 1.0; } else { if (alpha < 0.002f) discard; } if (u_debugLights) tex_color.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0); else if (u_debugNormals) { tex_color.rgb *= a_normal * 0.5 + 0.5; } f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog); f_color.rgb *= shadow; f_color.a = alpha; f_position = vec4(a_position, 1.0); f_normal = vec4(a_normal, 1.0); }