#version 120 uniform sampler2D baseTex; uniform sampler2D losTex; #if USE_SHADOW #if USE_SHADOW_SAMPLER uniform sampler2DShadow shadowTex; #if USE_SHADOW_PCF uniform vec4 shadowScale; #endif #else uniform sampler2D shadowTex; #endif #endif uniform vec3 shadingColor; uniform vec3 ambient; uniform vec3 sunColor; uniform vec3 sunDir; uniform vec3 cameraPos; uniform float specularPower; uniform vec3 specularColor; varying vec4 v_tex; varying vec4 v_shadow; varying vec2 v_los; varying vec3 v_half; varying vec3 v_normal; varying float v_transp; varying vec3 v_lighting; float get_shadow() { #if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS #if USE_SHADOW_SAMPLER #if USE_SHADOW_PCF vec2 offset = fract(v_shadow.xy - 0.5); vec4 size = vec4(offset + 1.0, 2.0 - offset); vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (v_shadow.xy - 0.5*offset).xyxy) * shadowScale.zwzw; return (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(shadow2D(shadowTex, vec3(weight.zw, v_shadow.z)).r, shadow2D(shadowTex, vec3(weight.xw, v_shadow.z)).r, shadow2D(shadowTex, vec3(weight.zy, v_shadow.z)).r, shadow2D(shadowTex, vec3(weight.xy, v_shadow.z)).r)); #else return shadow2D(shadowTex, v_shadow.xyz).r; #endif #else if (v_shadow.z >= 1.0) return 1.0; return (v_shadow.z <= texture2D(shadowTex, v_shadow.xy).x ? 1.0 : 0.0); #endif #else return 1.0; #endif } void main() { //vec4 texdiffuse = textureGrad(baseTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy)); vec4 texdiffuse = texture2D(baseTex, fract(v_tex.xy)); if (texdiffuse.a < 0.25) discard; texdiffuse.a *= v_transp; vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower); vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow(); color += texdiffuse.rgb * ambient; #if !IGNORE_LOS float los = texture2D(losTex, v_los).a; los = los < 0.03 ? 0.0 : los; color *= los; #endif gl_FragColor.rgb = color; gl_FragColor.a = texdiffuse.a; }