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@@ -508,14 +508,51 @@ void main() {
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`
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`
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const physical_fragment_source = `//
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const physical_fragment_source = `//
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-// Physical material fragment shader
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+// Physically Based Shading of a microfacet surface material - Fragment Shader
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+// Modified from reference implementation at https://github.com/KhronosGroup/glTF-WebGL-PBR
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//
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//
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+// References:
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+// [1] Real Shading in Unreal Engine 4
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+// http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
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+// [2] Physically Based Shading at Disney
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+// http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf
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+// [3] README.md - Environment Maps
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+// https://github.com/KhronosGroup/glTF-WebGL-PBR/#environment-maps
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+// [4] "An Inexpensive BRDF Model for Physically based Rendering" by Christophe Schlick
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+// https://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf
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+
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+//#extension GL_EXT_shader_texture_lod: enable
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+//#extension GL_OES_standard_derivatives : enable
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+
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+precision highp float;
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+
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+//uniform vec3 u_LightDirection;
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+//uniform vec3 u_LightColor;
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+
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+//#ifdef USE_IBL
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+//uniform samplerCube u_DiffuseEnvSampler;
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+//uniform samplerCube u_SpecularEnvSampler;
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+//uniform sampler2D u_brdfLUT;
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+//#endif
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-// Inputs from vertex shader
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-in vec4 Position; // Vertex position in camera coordinates.
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-in vec3 Normal; // Vertex normal in camera coordinates.
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-in vec3 CamDir; // Direction from vertex to camera
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-in vec2 FragTexcoord;
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+#ifdef HAS_BASECOLORMAP
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+uniform sampler2D u_BaseColorSampler;
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+#endif
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+#ifdef HAS_NORMALMAP
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+uniform sampler2D u_NormalSampler;
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+uniform float u_NormalScale;
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+#endif
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+#ifdef HAS_EMISSIVEMAP
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+uniform sampler2D u_EmissiveSampler;
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+uniform vec3 u_EmissiveFactor;
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+#endif
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+#ifdef HAS_METALROUGHNESSMAP
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+uniform sampler2D u_MetallicRoughnessSampler;
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+#endif
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+#ifdef HAS_OCCLUSIONMAP
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+uniform sampler2D u_OcclusionSampler;
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+uniform float u_OcclusionStrength;
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+#endif
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// Material parameters uniform array
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// Material parameters uniform array
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uniform vec4 Material[3];
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uniform vec4 Material[3];
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@@ -527,28 +564,263 @@ uniform vec4 Material[3];
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#include <lights>
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#include <lights>
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+// Inputs from vertex shader
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+in vec3 Position; // Vertex position in camera coordinates.
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+in vec3 Normal; // Vertex normal in camera coordinates.
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+in vec3 CamDir; // Direction from vertex to camera
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+in vec2 FragTexcoord;
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+
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// Final fragment color
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// Final fragment color
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out vec4 FragColor;
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out vec4 FragColor;
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+// Encapsulate the various inputs used by the various functions in the shading equation
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+// We store values in this struct to simplify the integration of alternative implementations
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+// of the shading terms, outlined in the Readme.MD Appendix.
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+struct PBRInfo
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+{
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+ float NdotL; // cos angle between normal and light direction
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+ float NdotV; // cos angle between normal and view direction
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+ float NdotH; // cos angle between normal and half vector
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+ float LdotH; // cos angle between light direction and half vector
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+ float VdotH; // cos angle between view direction and half vector
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+ float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
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+ float metalness; // metallic value at the surface
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+ vec3 reflectance0; // full reflectance color (normal incidence angle)
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+ vec3 reflectance90; // reflectance color at grazing angle
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+ float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
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+ vec3 diffuseColor; // color contribution from diffuse lighting
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+ vec3 specularColor; // color contribution from specular lighting
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+};
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+
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+const float M_PI = 3.141592653589793;
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+const float c_MinRoughness = 0.04;
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+
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+vec4 SRGBtoLINEAR(vec4 srgbIn) {
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+//#ifdef MANUAL_SRGB
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+// #ifdef SRGB_FAST_APPROXIMATION
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+// vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
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+// #else //SRGB_FAST_APPROXIMATION
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+// vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
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+// vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
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+// #endif //SRGB_FAST_APPROXIMATION
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+// return vec4(linOut,srgbIn.w);
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+//#else //MANUAL_SRGB
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+ return srgbIn;
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+//#endif //MANUAL_SRGB
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+}
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+
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+// Find the normal for this fragment, pulling either from a predefined normal map
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+// or from the interpolated mesh normal and tangent attributes.
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+vec3 getNormal()
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+{
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+ // Retrieve the tangent space matrix
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+//#ifndef HAS_TANGENTS
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+ vec3 pos_dx = dFdx(Position);
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+ vec3 pos_dy = dFdy(Position);
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+ vec3 tex_dx = dFdx(vec3(FragTexcoord, 0.0));
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+ vec3 tex_dy = dFdy(vec3(FragTexcoord, 0.0));
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+ vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
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+
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+#ifdef HAS_NORMALS
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+ vec3 ng = normalize(Normal);
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+#else
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+ vec3 ng = cross(pos_dx, pos_dy);
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+#endif
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+
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+ t = normalize(t - ng * dot(ng, t));
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+ vec3 b = normalize(cross(ng, t));
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+ mat3 tbn = mat3(t, b, ng);
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+//#else // HAS_TANGENTS
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+// mat3 tbn = v_TBN;
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+//#endif
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+
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+#ifdef HAS_NORMALMAP
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+ vec3 n = texture2D(uNormalSampler, FragTexcoord).rgb;
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+ n = normalize(tbn * ((2.0 * n - 1.0) * vec3(uNormalScale, uNormalScale, 1.0)));
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+#else
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+ // The tbn matrix is linearly interpolated, so we need to re-normalize
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+ vec3 n = normalize(tbn[2].xyz);
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+#endif
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+
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+ return n;
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+}
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+
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+//// Calculation of the lighting contribution from an optional Image Based Light source.
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+//// Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
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+//// See our README.md on Environment Maps [3] for additional discussion.
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+//vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
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+//{
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+// float mipCount = 9.0; // resolution of 512x512
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+// float lod = (pbrInputs.perceptualRoughness * mipCount);
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+// // retrieve a scale and bias to F0. See [1], Figure 3
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+// vec3 brdf = SRGBtoLINEAR(texture2D(u_brdfLUT, vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
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+// vec3 diffuseLight = SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
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+//
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+////#ifdef USE_TEX_LOD
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+//// vec3 specularLight = SRGBtoLINEAR(textureCubeLodEXT(u_SpecularEnvSampler, reflection, lod)).rgb;
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+////#else
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+// vec3 specularLight = SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb;
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+////#endif
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+//
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+// vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
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+// vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
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+//
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+// // For presentation, this allows us to disable IBL terms
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+// diffuse *= u_ScaleIBLAmbient.x;
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+// specular *= u_ScaleIBLAmbient.y;
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+//
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+// return diffuse + specular;
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+//}
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+
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+// Basic Lambertian diffuse
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+// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
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+// See also [1], Equation 1
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+vec3 diffuse(PBRInfo pbrInputs)
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+{
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+ return pbrInputs.diffuseColor / M_PI;
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+}
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+
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+// The following equation models the Fresnel reflectance term of the spec equation (aka F())
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+// Implementation of fresnel from [4], Equation 15
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+vec3 specularReflection(PBRInfo pbrInputs)
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+{
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+ return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
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+}
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+
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+// This calculates the specular geometric attenuation (aka G()),
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+// where rougher material will reflect less light back to the viewer.
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+// This implementation is based on [1] Equation 4, and we adopt their modifications to
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+// alphaRoughness as input as originally proposed in [2].
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+float geometricOcclusion(PBRInfo pbrInputs)
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+{
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+ float NdotL = pbrInputs.NdotL;
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+ float NdotV = pbrInputs.NdotV;
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+ float r = pbrInputs.alphaRoughness;
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+
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+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
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+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
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+ return attenuationL * attenuationV;
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+}
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+
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+// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
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+// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
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+// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
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+float microfacetDistribution(PBRInfo pbrInputs)
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+{
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+ float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
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+ float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
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+ return roughnessSq / (M_PI * f * f);
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+}
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+
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void main() {
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void main() {
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+ float perceptualRoughness = uRoughnessFactor;
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+ float metallic = uMetallicFactor;
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- // Inverts the fragment normal if not FrontFacing
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- vec3 fragNormal = Normal;
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- if (!gl_FrontFacing) {
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- fragNormal = -fragNormal;
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- }
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+#ifdef HAS_METALROUGHNESSMAP
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+ // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
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+ // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
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+ vec4 mrSample = texture2D(uMetallicRoughnessSampler, FragTexcoord);
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+ perceptualRoughness = mrSample.g * perceptualRoughness;
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+ metallic = mrSample.b * metallic;
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+#endif
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+
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+ perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
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+ metallic = clamp(metallic, 0.0, 1.0);
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+ // Roughness is authored as perceptual roughness; as is convention,
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+ // convert to material roughness by squaring the perceptual roughness [2].
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+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
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+
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+ // The albedo may be defined from a base texture or a flat color
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+#ifdef HAS_BASECOLORMAP
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+ vec4 baseColor = SRGBtoLINEAR(texture2D(uBaseColorSampler, FragTexcoord)) * uBaseColor;
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+#else
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+ vec4 baseColor = uBaseColor;
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+#endif
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+
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+ vec3 f0 = vec3(0.04);
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+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
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+ diffuseColor *= 1.0 - metallic;
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+ vec3 specularColor = mix(f0, baseColor.rgb, uMetallicFactor);
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+
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+ // Compute reflectance.
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+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
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+
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+ // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
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+ // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
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+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
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+ vec3 specularEnvironmentR0 = specularColor.rgb;
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+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
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+
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+ // TODO These are not currently uniforms - and need to support all kinds of lights!
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+ vec3 u_LightColor = vec3(1,1,1);
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+ vec3 u_LightDirection = vec3(1,0,0);
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+
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+ vec3 n = getNormal(); // normal at surface point
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+ vec3 v = normalize(CamDir); // Vector from surface point to camera
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+ vec3 l = normalize(u_LightDirection); // Vector from surface point to light
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+ vec3 h = normalize(l+v); // Half vector between both l and v
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+ vec3 reflection = -normalize(reflect(v, n));
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+
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+ float NdotL = clamp(dot(n, l), 0.001, 1.0);
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+ float NdotV = abs(dot(n, v)) + 0.001;
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+ float NdotH = clamp(dot(n, h), 0.0, 1.0);
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+ float LdotH = clamp(dot(l, h), 0.0, 1.0);
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+ float VdotH = clamp(dot(v, h), 0.0, 1.0);
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+
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+ PBRInfo pbrInputs = PBRInfo(
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+ NdotL,
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+ NdotV,
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+ NdotH,
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+ LdotH,
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+ VdotH,
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+ perceptualRoughness,
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+ metallic,
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+ specularEnvironmentR0,
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+ specularEnvironmentR90,
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+ alphaRoughness,
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+ diffuseColor,
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+ specularColor
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+ );
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+
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+ // Calculate the shading terms for the microfacet specular shading model
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+ vec3 F = specularReflection(pbrInputs);
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+ float G = geometricOcclusion(pbrInputs);
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+ float D = microfacetDistribution(pbrInputs);
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+
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+ // Calculation of analytical lighting contribution
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+ vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
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+ vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
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+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
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+ vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
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+
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+ // Calculate lighting contribution from image based lighting source (IBL)
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+//#ifdef USE_IBL
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+// color += getIBLContribution(pbrInputs, n, reflection);
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+//#endif
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+
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+ // Apply optional PBR terms for additional (optional) shading
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+#ifdef HAS_OCCLUSIONMAP
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+ float ao = texture2D(uOcclusionSampler, v_UV).r;
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+ color = mix(color, color * ao, u_OcclusionStrength);
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+#endif
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+#ifdef HAS_EMISSIVEMAP
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+ vec3 emissive = SRGBtoLINEAR(texture2D(u_EmissiveSampler, v_UV)).rgb * u_EmissiveFactor;
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+ color += emissive;
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+#endif
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// Final fragment color
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// Final fragment color
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- FragColor = uBaseColor;
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+ FragColor = vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
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+
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}
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}
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`
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`
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const physical_vertex_source = `//
|
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const physical_vertex_source = `//
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-// Physical maiterial vertex shader
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+// Physically Based Shading of a microfacet surface material - Vertex Shader
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|
+// Modified from reference implementation at https://github.com/KhronosGroup/glTF-WebGL-PBR
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|
//
|
|
//
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|
#include <attributes>
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|
#include <attributes>
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|
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|
@@ -558,7 +830,7 @@ uniform mat3 NormalMatrix;
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uniform mat4 MVP;
|
|
uniform mat4 MVP;
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// Output variables for Fragment shader
|
|
// Output variables for Fragment shader
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|
|
-out vec4 Position;
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+out vec3 Position;
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|
|
out vec3 Normal;
|
|
out vec3 Normal;
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|
|
out vec3 CamDir;
|
|
out vec3 CamDir;
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|
|
out vec2 FragTexcoord;
|
|
out vec2 FragTexcoord;
|
|
@@ -566,7 +838,7 @@ out vec2 FragTexcoord;
|
|
|
void main() {
|
|
void main() {
|
|
|
|
|
|
|
|
// Transform this vertex position to camera coordinates.
|
|
// Transform this vertex position to camera coordinates.
|
|
|
- Position = ModelViewMatrix * vec4(VertexPosition, 1.0);
|
|
|
|
|
|
|
+ Position = vec3(ModelViewMatrix * vec4(VertexPosition, 1.0));
|
|
|
|
|
|
|
|
// Transform this vertex normal to camera coordinates.
|
|
// Transform this vertex normal to camera coordinates.
|
|
|
Normal = normalize(NormalMatrix * VertexNormal);
|
|
Normal = normalize(NormalMatrix * VertexNormal);
|
|
@@ -575,13 +847,13 @@ void main() {
|
|
|
// The camera is at 0,0,0
|
|
// The camera is at 0,0,0
|
|
|
CamDir = normalize(-Position.xyz);
|
|
CamDir = normalize(-Position.xyz);
|
|
|
|
|
|
|
|
-// // Flips texture coordinate Y if requested.
|
|
|
|
|
- vec2 texcoord = VertexTexcoord;
|
|
|
|
|
-//#if MAT_TEXTURES>0
|
|
|
|
|
-// if (MatTexFlipY(0)) {
|
|
|
|
|
-// texcoord.y = 1 - texcoord.y;
|
|
|
|
|
-// }
|
|
|
|
|
-//#endif
|
|
|
|
|
|
|
+ // Flips texture coordinate Y if requested.
|
|
|
|
|
+ vec2 texcoord = VertexTexcoord;
|
|
|
|
|
+ // #if MAT_TEXTURES>0
|
|
|
|
|
+ // if (MatTexFlipY(0)) {
|
|
|
|
|
+ // texcoord.y = 1 - texcoord.y;
|
|
|
|
|
+ // }
|
|
|
|
|
+ // #endif
|
|
|
FragTexcoord = texcoord;
|
|
FragTexcoord = texcoord;
|
|
|
|
|
|
|
|
gl_Position = MVP * vec4(VertexPosition, 1.0);
|
|
gl_Position = MVP * vec4(VertexPosition, 1.0);
|