#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out vec4 output4f; uniform sampler2D u_gbufferColorTexture; uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_gbufferMaterialTexture; uniform sampler2D u_gbufferDepthTexture; uniform sampler2D u_metalsLUT; uniform mat4 u_inverseViewMatrix4f; uniform mat4 u_inverseProjectionMatrix4f; #ifdef COMPILE_SUN_SHADOW uniform sampler2D u_sunShadowTexture; #endif uniform vec3 u_sunDirection3f; uniform vec3 u_sunColor3f; #define LIB_INCLUDE_PBR_LIGHTING_FUNCTION #EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_lighting.glsl" void main() { vec3 diffuseColor3f; vec3 normalVector3f; vec2 lightmapCoords2f; vec3 materialData3f; #ifdef COMPILE_SUN_SHADOW #ifdef COMPILE_COLORED_SHADOW vec4 shadow = textureLod(u_sunShadowTexture, v_position2f, 0.0); if(shadow.a < 0.05) { discard; } #else vec3 shadow = vec3(textureLod(u_sunShadowTexture, v_position2f, 0.0).r); if(shadow.r < 0.05) { discard; } #endif #endif vec4 sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0); #ifndef COMPILE_SUN_SHADOW vec3 shadow = vec3(sampleVar4f.a, 0.0, 0.0); if(shadow.r < 0.5) { discard; } shadow = vec3(max(shadow.r * 2.0 - 1.0, 0.0)); #endif normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0; lightmapCoords2f.y = sampleVar4f.a; float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; #ifndef COMPILE_SUN_SHADOW if(depth < 0.00001) { discard; } #endif sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0); diffuseColor3f.rgb = sampleVar4f.rgb; lightmapCoords2f.x = sampleVar4f.a; materialData3f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).rgb; vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector3f); vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0); worldSpacePosition.xyz *= 2.0; worldSpacePosition.xyz -= 1.0; worldSpacePosition = u_inverseProjectionMatrix4f * worldSpacePosition; worldSpacePosition = u_inverseViewMatrix4f * vec4(worldSpacePosition.xyz / worldSpacePosition.w, 0.0); diffuseColor3f *= diffuseColor3f; output4f = vec4(eaglercraftLighting(diffuseColor3f, u_sunColor3f * shadow.rgb, normalize(-worldSpacePosition.xyz), u_sunDirection3f, worldSpaceNormal, materialData3f), 0.0); }