| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253 |
- //
- // Fragment Shader template
- //
- precision highp float;
- // Inputs from vertex shader
- in vec4 Position; // Vertex position in camera coordinates.
- in vec3 Normal; // Vertex normal in camera coordinates.
- in vec3 CamDir; // Direction from vertex to camera
- in vec2 FragTexcoord;
- #include <lights>
- #include <material>
- #include <phong_model>
- // Final fragment color
- out vec4 FragColor;
- void main() {
- // Mix material color with textures colors
- vec4 texMixed = vec4(1);
- vec4 texColor;
- #if MAT_TEXTURES==1
- MIX_TEXTURE(0)
- #elif MAT_TEXTURES==2
- MIX_TEXTURE(0)
- MIX_TEXTURE(1)
- #elif MAT_TEXTURES==3
- MIX_TEXTURE(0)
- MIX_TEXTURE(1)
- MIX_TEXTURE(2)
- #endif
- // Combine material with texture colors
- vec4 matDiffuse = vec4(MatDiffuseColor, MatOpacity) * texMixed;
- vec4 matAmbient = vec4(MatAmbientColor, MatOpacity) * texMixed;
- // Inverts the fragment normal if not FrontFacing
- vec3 fragNormal = Normal;
- if (!gl_FrontFacing) {
- fragNormal = -fragNormal;
- }
- // Calculates the Ambient+Diffuse and Specular colors for this fragment using the Phong model.
- vec3 Ambdiff, Spec;
- phongModel(Position, fragNormal, CamDir, vec3(matAmbient), vec3(matDiffuse), Ambdiff, Spec);
- // Final fragment color
- FragColor = min(vec4(Ambdiff + Spec, matDiffuse.a), vec4(1.0));
- }
|