$input a_position, a_normal, a_texcoord0, a_texcoord1, a_color0, a_color1, a_texcoord2, a_texcoord3 $output v_pos, v_worldPos, v_texcoord0, v_texcoord1, v_color0, v_normal, v_tangent, v_lightpos_fog, v_view_depth, v_poslightspace, v_edgedist, v_reflection #include "common.sh" #ifdef CLASSIC #define PIN_SURFACE #define ALREADY_HAS_PS #define SPEC_EXPON 40.0 #define KS 0.1 #define NOISE_SCALE 7.0 #define SPREAD 0.3 #define GRASS_THRESHOLD 0.95 #define FADE_DIST 290.0 #define FADE_DIST_START 0.0 SAMPLER2D(s_normalMap, 6); SAMPLER3D(s_specularMap, 7); SAMPLER2D(s_lightMap, 1); SAMPLER2D(s_lightMapLookup, 2); SAMPLER2D(s_shadowMap, 3); vec3 CalcBevel(vec4 edgeDistances, vec3 normal, float viewDepth); void Shade(vec3 albedo, vec3 nn, vec3 vn, float ks, float specExpon, vec4 light, out vec3 diffuse, out vec3 specular); void DefaultPS() { vec3 normal = normalize(v_normal); mat3 normalMatrix = mat3( v_tangent.xyz, cross(normal, v_tangent.xyz), normal ); float fade = clamp(1.0 - (v_view_depth.w - FADE_DIST_START) / FADE_DIST, 0.0, 1.0); vec2 uv = v_texcoord0; vec3 shiftPos = v_pos; float noiseval = texture3D(s_specularMap, shiftPos.xyz / NOISE_SCALE * 0.04).x; float noiseval2 = texture3D(s_specularMap, shiftPos.xyz / NOISE_SCALE * 0.3).x + 0.2; noiseval *= noiseval2; vec3 albedo = v_color0.xyz + 0.8 * fade * (noiseval * 0.5 - 0.1); vec3 tn = texture2D(s_normalMap, uv).xyz - 0.5; float tNormSum = 0.9 + 0.4 * (tn.x + tn.y + tn.z); tn = mix(tn, vec3(0.0, 0.0, 0.5), 0.9); albedo *= ((1.0 - fade) + (fade * tNormSum)); tn = CalcBevel(v_edgedist, tn, v_view_depth.w); vec3 nn = mul(tn, normalMatrix); vec3 vn = normalize(v_view_depth.xyz); vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz); light.a = shadowSample(s_shadowMap, v_poslightspace, light.a); vec3 diffuse; vec3 specular; Shade(albedo, nn, vn, KS, SPEC_EXPON, light, diffuse, specular); gl_FragColor = vec4(diffuse + specular, v_color0.w); float fogAlpha = clamp((u_fogParams.z - length(v_view_depth.xyz)) * u_fogParams.w, 0.0, 1.0); gl_FragColor.xyz = mix(u_fogColor, gl_FragColor.rgb, fogAlpha); #ifdef PIN_GBUFFER // gl_FragData[1] = gbufferPack(v_view_depth.w, diffuse.rgb, specular.rgb, fogAlpha); #endif } #else #define CFG_TEXTURE_TILING 1.0 #define CFG_DIFFUSE_SCALE 1.0 #define CFG_SPECULAR_SCALE 0.9 #define CFG_GLOSS_SCALE 128.0 #define CFG_REFLECTION_SCALE 0.0 #define CFG_NORMAL_SHADOW_SCALE 0.5 #define CFG_SPECULAR_LOD 0.14 #define CFG_GLOSS_LOD 20.0 #define CFG_NORMAL_DETAIL_TILING 5.0 #define CFG_NORMAL_DETAIL_SCALE 1.0 #define CFG_FAR_TILING 0.25 #define CFG_FAR_DIFFUSE_CUTOFF 0.75 #define CFG_FAR_NORMAL_CUTOFF 0.0 #define CFG_FAR_SPECULAR_CUTOFF 0.0 #include "material.sc" #endif