mirror of
https://github.com/godotengine/godot.git
synced 2025-01-12 20:22:49 +08:00
352 lines
7.0 KiB
Plaintext
352 lines
7.0 KiB
Plaintext
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[vertex]
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/*
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from VisualServer:
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ARRAY_VERTEX=0,
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ARRAY_NORMAL=1,
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ARRAY_TANGENT=2,
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ARRAY_COLOR=3,
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ARRAY_TEX_UV=4,
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ARRAY_TEX_UV2=5,
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ARRAY_BONES=6,
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ARRAY_WEIGHTS=7,
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ARRAY_INDEX=8,
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*/
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//hack to use uv if no uv present so it works with lightmap
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/* INPUT ATTRIBS */
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=1) in vec3 normal_attrib;
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layout(location=2) in vec4 tangent_attrib;
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layout(location=3) in vec4 color_attrib;
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layout(location=4) in vec2 uv_attrib;
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layout(location=5) in vec2 uv2_attrib;
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uniform float normal_mult;
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#ifdef USE_SKELETON
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layout(location=6) mediump ivec4 bone_indices; // attrib:6
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layout(location=7) mediump vec4 bone_weights; // attrib:7
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uniform highp sampler2D skeleton_matrices;
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#endif
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#ifdef USE_ATTRIBUTE_INSTANCING
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layout(location=8) in highp vec4 instance_xform0;
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layout(location=9) in highp vec4 instance_xform1;
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layout(location=10) in highp vec4 instance_xform2;
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layout(location=11) in lowp vec4 instance_color;
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#endif
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layout(std140) uniform SceneData { //ubo:0
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highp mat4 projection_matrix;
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highp mat4 camera_inverse_matrix;
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highp mat4 camera_matrix;
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highp vec4 time;
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highp vec4 ambient_light;
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};
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uniform highp mat4 world_transform;
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/* Varyings */
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out vec3 vertex_interp;
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out vec3 normal_interp;
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#if defined(ENABLE_COLOR_INTERP)
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out vec4 color_interp;
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#endif
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#if defined(ENABLE_UV_INTERP)
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out vec2 uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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out vec2 uv2_interp;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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out vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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out vec4 var2_interp;
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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out vec3 tangent_interp;
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out vec3 binormal_interp;
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#endif
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#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
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varying vec4 position_interp;
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#endif
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#ifdef USE_SHADOW_PASS
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uniform highp float shadow_z_offset;
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uniform highp float shadow_z_slope_scale;
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#endif
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VERTEX_SHADER_GLOBALS
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData { //ubo:1
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MATERIAL_UNIFORMS
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};
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#endif
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void main() {
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highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
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highp mat4 modelview = camera_inverse_matrix * world_transform;
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vec3 normal_in = normal_attrib;
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normal_in*=normal_mult;
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#if defined(ENABLE_TANGENT_INTERP)
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vec3 tangent_in = tangent_attrib.xyz;
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tangent_in*=normal_mult;
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float binormalf = tangent_attrib.a;
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#endif
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#ifdef USE_SKELETON
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{
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//skeleton transform
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highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
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m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
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m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
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m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
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vertex_in = vertex_in * m;
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normal_in = (vec4(normal_in,0.0) * m).xyz;
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#if defined(ENABLE_TANGENT_INTERP)
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tangent_in = (vec4(tangent_in,0.0) * m).xyz;
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#endif
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}
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#endif
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vertex_interp = (modelview * vertex_in).xyz;
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normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP)
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tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz);
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binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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color_interp = color_attrib;
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#endif
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#if defined(ENABLE_UV_INTERP)
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uv_interp = uv_attrib;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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uv2_interp = uv2_attrib;
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#endif
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VERTEX_SHADER_CODE
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#ifdef USE_SHADOW_PASS
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float z_ofs = shadow_z_offset;
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z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
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vertex_interp.z-=z_ofs;
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#endif
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#ifdef USE_FOG
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fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
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fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
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#endif
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#ifndef VERTEX_SHADER_WRITE_POSITION
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//vertex shader might write a position
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gl_Position = projection_matrix * vec4(vertex_interp,1.0);
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#endif
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}
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[fragment]
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//hack to use uv if no uv present so it works with lightmap
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/* Varyings */
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#if defined(ENABLE_COLOR_INTERP)
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in vec4 color_interp;
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#endif
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#if defined(ENABLE_UV_INTERP)
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in vec2 uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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in vec2 uv2_interp;
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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in vec3 tangent_interp;
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in vec3 binormal_interp;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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in vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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in vec4 var2_interp;
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#endif
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in vec3 vertex_interp;
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in vec3 normal_interp;
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/* Material Uniforms */
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FRAGMENT_SHADER_GLOBALS
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
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};
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#endif
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layout(std140) uniform SceneData {
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highp mat4 projection_matrix;
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highp mat4 camera_inverse_matrix;
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highp mat4 camera_matrix;
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highp vec4 time;
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highp vec4 ambient_light;
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};
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layout(location=0) out vec4 frag_color;
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void main() {
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//lay out everything, whathever is unused is optimized away anyway
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vec3 vertex = vertex_interp;
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vec3 albedo = vec3(0.9,0.9,0.9);
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vec3 metal = vec3(0.0,0.0,0.0);
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float rough = 0.0;
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float alpha = 1.0;
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#ifdef METERIAL_DOUBLESIDED
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float side=float(gl_FrontFacing)*2.0-1.0;
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#else
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float side=1.0;
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#endif
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#if defined(ENABLE_TANGENT_INTERP)
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vec3 binormal = normalize(binormal_interp)*side;
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vec3 tangent = normalize(tangent_interp)*side;
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#endif
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vec3 normal = normalize(normal_interp)*side;
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#if defined(ENABLE_UV_INTERP)
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vec2 uv = uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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vec2 uv2 = uv2_interp;
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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vec4 color = color_interp;
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#endif
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#if defined(ENABLE_NORMALMAP)
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vec3 normalmap = vec3(0.0);
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#endif
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float normaldepth=1.0;
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#if defined(ENABLE_DISCARD)
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bool discard_=false;
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#endif
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{
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FRAGMENT_SHADER_CODE
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}
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#if defined(ENABLE_NORMALMAP)
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normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side;
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#endif
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#if defined(ENABLE_DISCARD)
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if (discard_) {
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//easy to eliminate dead code
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discard;
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}
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#endif
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#ifdef ENABLE_CLIP_ALPHA
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if (diffuse.a<0.99) {
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//used for doublepass and shadowmapping
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discard;
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}
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#endif
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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{
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LIGHT_SHADER_CODE
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}
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#endif
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frag_color=vec4(albedo,alpha);
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}
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