"}\n"
"void main()\n"
"{\n"
- "#ifdef VERTEX_POSITION_BLEND\n"
+ " #ifdef VERTEX_POSITION_BLEND\n"
" vec4 position = aPosition0 * uPositionWeight +\n"
" aPosition1 * (1.0 - uPositionWeight);\n"
" position = vec4(position.xyz, 1.0);\n"
" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
- "#ifdef VERTEX_NORMAL_BLEND\n"
+ " #ifdef VERTEX_NORMAL_BLEND\n"
" vec3 normal = aNormal0.xyz * uNormalWeight +\n"
" aNormal1.xyz * (1.0 - uNormalWeight);\n"
"#else\n"
" vec3 normal = aNormal0.xyz;\n"
"#endif //VERTEX_NORMAL\n"
"#endif //VERTEX_NORMAL_BLEND\n"
- "#ifdef VERTEX_TEXCOORD_BLEND\n"
+ " #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
" vertexFlat(position, normal);\n"
- "#ifdef SHADOWED\n"
+ " #ifdef SHADOWED\n"
" vLightPosition = uMatrixLight * position;\n"
- "#endif\n"
+ "#endif //SHADOWED\n"
"}\n";
static const char const flat_frag_glsl[] =
"varying vec4 vLightPosition;\n"
"uniform sampler2D uShadowMap;\n"
"float shadow;\n"
+ "float pcf(vec4 lpos, float size)\n"
+ " {\n"
+ " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
+ " float i, j, randx, randy, shadow;\n"
+ " shadow = 0.0;\n"
+ " for (i = -4.0; i < 4.0; i++)\n"
+ " for (j = -4.0; j < 4.0; j++)\n"
+ " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
+ " return shadow / 64.0;\n"
+ "}\n"
"#endif //SHADOWED\n"
"#ifdef DIFFUSE\n"
"uniform vec4 uMaterialDiffuse;\n"
"uniform float uTextureEmissionWeight;\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
"#endif //EMISSION\n"
- "#ifdef SHADOWED\n"
- "float pcf(vec4 lpos, float size)\n"
- "{\n"
- " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
- " float i, j, randx, randy, shadow;\n"
- " shadow = 0.0;\n"
- " for (i = -4.0; i < 4.0; i++)\n"
- " for (j = -4.0; j < 4.0; j++)\n"
- " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
- " return shadow / 64.0;\n"
- "}\n"
- "#endif //SHADOWED\n"
"void fragmentFlat()\n"
"{\n"
" vec4 color;\n"
"#ifdef DIFFUSE\n"
- "#ifdef DIFFUSE_TEXTURE_BLEND\n"
- " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
- " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
- " color *= uMaterialDiffuse;\n"
+ " \n"
+ "#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
+ " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
+ " color *= uMaterialDiffuse;\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
- " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
+ " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
"#else\n"
- " color = uMaterialDiffuse;\n"
+ " color = uMaterialDiffuse;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
- " gl_FragColor = uLightDiffuse * color * vFactor.x;\n"
+ " gl_FragColor = uLightDiffuse * color * vFactor.x;\n"
"#else\n"
- " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
- "#ifdef SPECULAR_TEXTURE_BLEND\n"
+ " \n"
+ "#ifdef SPECULAR_TEXTURE_BLEND\n"
" color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n"
" texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n"
" color *= uMaterialSpecular;\n"
"#else\n"
- "#ifdef SPECULAR_TEXTURE\n"
+ "#ifdef SPECULAR_TEXTURE\n"
" color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#ifdef SHADOWED\n"
" gl_FragColor *= shadow;\n"
"#endif //SHADOWED\n"
- "#ifdef E3D_SHADER_FLAG_AMBIENT\n"
- "#ifdef AMBIENT_TEXTURE_BLEND\n"
+ "#ifdef AMBIENT\n"
+ " \n"
+ "#ifdef AMBIENT_TEXTURE_BLEND\n"
" color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n"
" texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n"
" color *= uMaterialAmbient;\n"
"#else\n"
- "#ifdef AMBIENT_TEXTURE\n"
+ "#ifdef AMBIENT_TEXTURE\n"
" color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
" gl_FragColor += uLightAmbient * color;\n"
"#endif //AMBIENT\n"
- "#ifdef EMISSION\n"
- "#ifdef EMISSION_TEXTURE_BLEND\n"
+ "#ifdef EMISSION\n"
+ " \n"
+ "#ifdef EMISSION_TEXTURE_BLEND\n"
" color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n"
" texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n"
" color *= uMaterialEmission;\n"
"#else\n"
- "#ifdef EMISSION_TEXTURE\n"
+ "#ifdef EMISSION_TEXTURE\n"
" color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n"
"#else\n"
" color = uMaterialEmission;\n"
" shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
"#endif //SHADOWED\n"
" fragmentFlat();\n"
+ " \n"
"#ifdef FOG_ENABLED\n"
" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
- " float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
+ " float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
"#endif //FOG_ENABLED\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
+ " color *= uMaterialDiffuse;\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
- " color = texture2D(uTextureDiffuse0, vTexCoord);\n"
+ " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
"#else\n"
" color = uMaterialDiffuse;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
" color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n"
" texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n"
+ " color *= uMaterialSpecular;\n"
"#else\n"
"#ifdef SPECULAR_TEXTURE\n"
- " color = texture2D(uTextureSpecular0, vTexCoord);\n"
+ " color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#endif //SPECULAR_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
" color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n"
" texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n"
+ " color *= uMaterialAmbient;\n"
"#else\n"
"#ifdef AMBIENT_TEXTURE\n"
- " color = texture2D(uTextureAmbient0, vTexCoord);\n"
+ " color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#endif //AMBIENT_TEXTURE\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
" color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n"
" texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n"
+ " color *= uMaterialEmission;\n"
"#else\n"
"#ifdef EMISSION_TEXTURE\n"
- " color = texture2D(uTextureEmission0, vTexCoord);\n"
+ " color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n"
"#else\n"
" color = uMaterialEmission;\n"
"#endif //EMISSION_TEXTURE\n"
varying vec2 vFactor;
-#ifdef NEED_TEX_COORD
-varying vec2 vTexCoord;
-#endif //TEX_COORD
-
-#ifdef FOG_ENABLED
-uniform float uFogFactor;
-uniform vec4 uFogColor;
-#endif //FOG_ENABLED
-
-#ifdef SHADOWED
-varying vec4 vLightPosition;
-uniform sampler2D uShadowMap;
-float shadow;
-#endif //SHADOWED
-
-#ifdef DIFFUSE
-uniform vec4 uMaterialDiffuse;
-uniform vec4 uLightDiffuse;
-
-#ifdef DIFFUSE_TEXTURE
-uniform sampler2D uTextureDiffuse0;
-#endif //DIFFUSE_TEXTURE
-
-#ifdef DIFFUSE_TEXTURE_BLEND
-uniform sampler2D uTextureDiffuse1;
-uniform float uTextureDiffuseWeight;
-#endif //DIFFUSE_TEXTURE_BLEND
-
-#endif //DIFFUSE
-
-#ifdef SPECULAR
-uniform vec4 uLightSpecular;
-uniform float uMaterialShininess;
-uniform vec4 uMaterialSpecular;
-
-#ifdef SPECULAR_TEXTURE
-uniform sampler2D uTextureSpecular0;
-#endif //SPECULAR_TEXTURE
-
-#ifdef SPECULAR_TEXTURE_BLEND
-uniform sampler2D uTextureSpecular1;
-uniform float uTextureSpecularWeight;
-#endif //SPECULAR_TEXTURE_BLEND
-
-#endif //SPECULAR
-
-#ifdef AMBIENT
-uniform vec4 uMaterialAmbient;
-uniform vec4 uLightAmbient;
-
-#ifdef AMBIENT_TEXTURE
-uniform sampler2D uTextureAmbient0;
-#endif //AMBIENT_TEXTURE
-
-#ifdef AMBIENT_TEXTURE_BLEND
-uniform sampler2D uTextureAmbient1;
-uniform float uTextureAmbientWeight;
-#endif //AMBIENT_TEXTURE_BLEND
-
-#endif //AMBIENT
-
-#ifdef EMISSION
-uniform vec4 uMaterialEmission;
-
-#ifdef EMISSION_TEXTURE
-uniform sampler2D uTextureEmission0;
-#endif //EMISSION_TEXTURE
-
-#ifdef EMISSION_TEXTURE_BLEND
-uniform sampler2D uTextureEmission1;
-uniform float uTextureEmissionWeight;
-#endif //EMISSION_TEXTURE_BLEND
-
-#endif //EMISSION
-
-#ifdef SHADOWED
-float pcf(vec4 lpos, float size)
-{
- vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
- float i, j, randx, randy, shadow;
- shadow = 0.0;
- for (i = -4.0; i < 4.0; i++)
- for (j = -4.0; j < 4.0; j++)
- shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
- return shadow / 64.0;
-}
-#endif //SHADOWED
+FRAGMENT_SHADER_USE_TEX_COORD
+FRAGMENT_SHADER_USE_FOG
+FRAGMENT_SHADER_USE_SHADOWS
+FRAGMENT_SHADER_USE_DIFFUSE_TERM
+FRAGMENT_SHADER_USE_SPECULAR_TERM
+FRAGMENT_SHADER_USE_AMBIENT_TERM
+FRAGMENT_SHADER_USE_EMISSION_TERM
void fragmentFlat()
{
#ifdef DIFFUSE
-#ifdef DIFFUSE_TEXTURE_BLEND
- color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
- texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
- color *= uMaterialDiffuse;
-#else
-
-#ifdef DIFFUSE_TEXTURE
- color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;
-#else
- color = uMaterialDiffuse;
-#endif //DIFFUSE_TEXTURE
-
-#endif //DIFFUSE_TEXTURE_BLEND
- gl_FragColor = uLightDiffuse * color * vFactor.x;
+ FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse)
+ gl_FragColor = uLightDiffuse * color * vFactor.x;
#else
- gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
#endif //DIFFUSE
#ifdef SPECULAR
-#ifdef SPECULAR_TEXTURE_BLEND
- color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
- texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
- color *= uMaterialSpecular;
-#else
-
-#ifdef SPECULAR_TEXTURE
- color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;
-#else
- color = uMaterialSpecular;
-#endif //SPECULAR_TEXTURE
-
-#endif //SPECULAR_TEXTURE_BLEND
-
+ FRAGMENT_SHADER_TEXTURE_BLEND(SPECULAR, Specular)
gl_FragColor += uLightSpecular * color * vFactor.y;
#endif //SPECULAR
gl_FragColor *= shadow;
#endif //SHADOWED
-#ifdef E3D_SHADER_FLAG_AMBIENT
-
-#ifdef AMBIENT_TEXTURE_BLEND
-
- color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
- texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
- color *= uMaterialAmbient;
-
-#else
-
-#ifdef AMBIENT_TEXTURE
- color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;
-#else
- color = uMaterialAmbient;
-#endif //AMBIENT_TEXTURE
+#ifdef AMBIENT
-#endif //AMBIENT_TEXTURE_BLEND
+ FRAGMENT_SHADER_TEXTURE_BLEND(AMBIENT, Ambient)
gl_FragColor += uLightAmbient * color;
#endif //AMBIENT
-#ifdef EMISSION
-
-#ifdef EMISSION_TEXTURE_BLEND
- color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
- texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
- color *= uMaterialEmission;
-#else
-
-#ifdef EMISSION_TEXTURE
- color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;
-#else
- color = uMaterialEmission;
-#endif //EMISSION_TEXTURE
-
-#endif //EMISSION_TEXTURE_BLEND
+#ifdef EMISSION
+ FRAGMENT_SHADER_TEXTURE_BLEND(EMISSION, Emission)
gl_FragColor += color;
#endif //EMISSION
fragmentFlat();
-#ifdef FOG_ENABLED
- float z = gl_FragCoord.z / gl_FragCoord.w;
- float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
- fogFactor = clamp(fogFactor, 0.0, 1.0);
- gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
-#endif //FOG_ENABLED
-
+ FRAGMENT_SHADER_FOG_APPLY
}
uniform vec4 uLightPosition;
varying vec2 vFactor;
-#ifdef SHADOWED
-uniform mat4 uMatrixLight;
-varying vec4 vLightPosition;
-#endif //SHADOWED
-
-#ifdef VERTEX_POSITION
-attribute vec4 aPosition0;
-#endif //VERTEX_POSITION
-
-#ifdef VERTEX_POSITION_BLEND
-attribute vec4 aPosition1;
-uniform float uPositionWeight;
-#endif //VERTEX_POSITION_BLEND
-
-#ifdef VERTEX_NORMAL
-attribute vec4 aNormal0;
-#endif //VERTEX_NORMAL
-
-#ifdef VERTEX_NORMAL_BLEND
-attribute vec4 aNormal1;
-uniform float uNormalWeight;
-#endif //VERTEX_NORMAL_BLEND
-
-#ifdef VERTEX_TEXCOORD
-attribute vec4 aTexCoord0;
-#endif //VERTEX_TEXCOORD
-
-#ifdef VERTEX_TEXCOORD_BLEND
-attribute vec4 aTexCoord1;
-uniform float uTexCoordWeight;
-#endif //VERTEX_TEXCOORD_BLEND
-
-#ifdef NEED_TEX_COORD
-varying vec2 vTexCoord;
-#endif //NEED_TEX_COORD
+VERTEX_SHADER_USE_SHADOWS
+VERTEX_SHADER_USE_POSITION
+VERTEX_SHADER_USE_NORMALS
+VERTEX_SHADER_USE_TEXCOORD
+VERTEX_SHADER_NEED_TEX_COORD
#ifdef LIGHT_SPOT
uniform vec3 uLightSpotDir;
void main()
{
-#ifdef VERTEX_POSITION_BLEND
- vec4 position = aPosition0 * uPositionWeight +
- aPosition1 * (1.0 - uPositionWeight);
- position = vec4(position.xyz, 1.0);
-#else
-
-#ifdef VERTEX_POSITION
- vec4 position = vec4(aPosition0.xyz, 1.0);
-#endif // VERTEX_POSITION
-
-#endif //VERTEX_POSITION_BLEND
-
-#ifdef VERTEX_NORMAL_BLEND
- vec3 normal = aNormal0.xyz * uNormalWeight +
- aNormal1.xyz * (1.0 - uNormalWeight);
-#else
-
-#ifdef VERTEX_NORMAL
- vec3 normal = aNormal0.xyz;
-#endif //VERTEX_NORMAL
-
-#endif //VERTEX_NORMAL_BLEND
-
-#ifdef VERTEX_TEXCOORD_BLEND
- vTexCoord = aTexCoord0.st * uTexCoordWeight +
- aTexCoord1.st * (1.0 - uTexCoordWeight);
-#else
-
-#ifdef VERTEX_TEXCOORD
- vTexCoord = aTexCoord0.st;
-#endif //VERTEX_TEXCOORD
-
-#endif //VERTEX_TEXCOORD_BLEND
+ VERTEX_SHADER_POSITION
+ VERTEX_SHADER_NORMAL
+ VERTEX_SHADER_TEXCOORD
gl_Position = uMatrixMvp * position;
vertexFlat(position, normal);
-#ifdef SHADOWED
- vLightPosition = uMatrixLight * position;
-#endif
+ VERTEX_SHADER_SHADOWED
}