BlankShader.fragment.glsl 1016 B

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  1. #version 330
  2. const float GLOSSINESS_POWER = 32.0;
  3. const vec3 lightColor = vec3(1.0, 1.0, 1.0);
  4. const float lightIntensityMult = 1.0;
  5. const float emissiveLightMult = 0.5;
  6. uniform vec3 u_lightWorldPos;
  7. uniform sampler2D u_diffuseMap;
  8. uniform sampler2D u_normalMap;
  9. uniform sampler2D u_specularMap;
  10. uniform vec3 u_cameraWorldPos;
  11. uniform float u_time;
  12. in vec4 v_surfaceColor;
  13. in vec3 v_worldPosition;
  14. in vec3 v_normal;
  15. in vec2 v_texCoords;
  16. in vec3 v_tangent;
  17. in vec3 v_bitangent;
  18. out vec4 fragColor;
  19. vec3 DecodeXYZfromRGB(vec3 RGB) {
  20. return (2.0 * RGB) - 1.0;
  21. }
  22. vec3 EncodeRGBfromXYZ(vec3 xyz) {
  23. return (xyz + 1) / 2;
  24. }
  25. vec4 EncodeRGBAfromXYZ(vec3 xyz) {
  26. return vec4((xyz + 1) / 2, 1);
  27. }
  28. void main()
  29. {
  30. vec4 diffuseTexel = texture(u_diffuseMap, v_texCoords);
  31. vec3 pixelColor = (diffuseTexel.rgb * v_surfaceColor.rgb);
  32. vec3 finalPixelColor = pixelColor;
  33. float pixelAlpha = v_surfaceColor.a * diffuseTexel.a;
  34. fragColor = vec4(finalPixelColor, pixelAlpha);
  35. //fragColor = vec4(normalTexel.rgb, 1.0);
  36. }