layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; in vec4 a_color; in vec2 a_texCoord; in float a_fog; in vec3 a_position; in vec3 a_dir; in vec3 a_normal; in vec3 a_realnormal; in vec4 a_modelpos; uniform sampler2D u_texture0; uniform samplerCube u_cubemap; uniform sampler2DShadow u_shadows; uniform vec3 u_sunDir; uniform int u_shadowsRes; // flags uniform bool u_alphaClip; uniform bool u_debugLights; uniform bool u_debugNormals; uniform bool u_enableShadows; uniform mat4 u_shadowsMatrix; const int BLUR_SAMPLES = 6; void main() { float shadow = 1.0; if (u_enableShadows) { vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; projCoords.z -= 0.0001; shadow = 0.0; if (dot(a_realnormal, u_sunDir) < 0.0) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { shadow += texture(u_shadows, projCoords.xyz + vec3( x * (1.0 / u_shadowsRes), y * (1.0 / u_shadowsRes), 0.0 )); } } shadow /= 9; shadow = shadow * 0.5 + 0.5; } else { shadow = 0.5; } } vec3 fogColor = texture(u_cubemap, a_dir).rgb; vec4 texColor = texture(u_texture0, a_texCoord); float alpha = a_color.a * texColor.a; if (u_alphaClip) { if (alpha < 0.2f) discard; alpha = 1.0; } else { if (alpha < 0.002f) discard; } if (u_debugLights) texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0); else if (u_debugNormals) { texColor.rgb *= a_normal * 0.5 + 0.5; } f_color = a_color * texColor; f_color.rgb *= shadow; f_color = mix(f_color, vec4(fogColor, 1.0), a_fog); f_color.a = alpha; f_position = vec4(a_position, 1.0); f_normal = vec4(a_normal, 1.0); }