#ifdef GL_ES #ifdef SUPPORTED_GL_EXT_shadow_samplers #extension GL_EXT_shadow_samplers : require #endif precision highp float; #else #define highp #define mediump #define lowp #endif #ifdef LIGHTMAP varying vec4 v_texCoord; #else varying vec2 v_texCoord; #endif #ifdef SHADOWMAP varying vec4 v_shadowPosition; #endif #ifdef STENCIL varying vec2 v_texCoordStencil; #endif varying highp vec3 v_normal; #ifdef AMBIENT uniform mediump vec4 u_ambient; #endif #ifdef DIFFUSE_COLOR uniform mediump vec4 u_diffuse; #endif #ifdef DIFFUSE_TEX uniform sampler2D diffuseTex; #endif #ifdef STENCIL uniform sampler2D stencilTex; #endif #ifdef COLORIZE_COLOR uniform mediump vec4 u_colorize; #endif #ifdef COLORIZE_TEX uniform sampler2D colorizeTex; #endif #ifdef SPECULAR_COLOR uniform mediump vec4 u_specular; #endif #ifdef SPECULAR_TEX uniform sampler2D specularTex; #endif #ifdef EMISSION_COLOR uniform mediump vec4 u_emission; #endif #ifdef EMISSION_TEX uniform sampler2D emissionTex; #endif #ifdef OPACITY_VALUE uniform mediump float u_opacity; #endif #ifdef OPACITY_TEX uniform sampler2D opacityTex; #endif #ifdef LIGHTMAP_DIFFUSE uniform sampler2D lightmapDiffuse; #endif #ifdef LIGHTMAP_SPECULAR uniform sampler2D lightmapSpecular; #endif #ifdef SHADOWMAP #ifdef SUPPORTED_GL_EXT_shadow_samplers uniform sampler2DShadow shadowmap; #else uniform highp sampler2D shadowmap; #endif #endif #ifdef COLORTRANSFORM_MUL uniform mediump vec4 u_colorMul; #endif #ifdef COLORTRANSFORM_ADD uniform mediump vec4 u_colorAdd; #endif void main (void) { vec4 color = vec4(1.0); #ifdef DIFFUSE_COLOR color = u_diffuse; #endif #ifdef DIFFUSE_TEX #ifdef COMBINE_DIFFUSE_AND_SPECULAR vec4 diffuseColor = texture2D(diffuseTex, v_texCoord.xy); color = diffuseColor; #else color = texture2D(diffuseTex, v_texCoord.xy); #endif #endif #ifdef LIGHTMAP_DIFFUSE color.rgb *= texture2D(lightmapDiffuse, v_texCoord.zw).rgb; #endif #ifdef COLORIZE_COLOR color *= u_colorize; #endif #ifdef COLORIZE_TEX color *= texture2D(colorizeTex, v_texCoord.xy); #endif #ifdef AMBIENT color.rgb += u_ambient.rgb; #endif #ifdef STENCIL vec4 stencilColor = texture2D(stencilTex, v_texCoordStencil); color.rgb = color.rgb * (1.0 - stencilColor.a) + stencilColor.rgb; #endif #ifdef EMISSION_COLOR color.rgb = color.rgb + u_emission.rgb; #endif #ifdef EMISSION_TEX color.rgb += texture2D(emissionTex, v_texCoord.xy).rgb; #endif #ifdef LIGHTMAP_SPECULAR #ifdef SPECULAR_TEX #ifdef COMBINE_DIFFUSE_AND_SPECULAR color.rgb += texture2D(lightmapSpecular, v_texCoord.zw).rgb * diffuseColor.rgb; #else color.rgb += texture2D(lightmapSpecular, v_texCoord.zw).rgb * texture2D(specularTex, v_texCoord.xy).rgb; #endif #else #ifdef SPECULAR_COLOR color.rgb += texture2D(lightmapSpecular, v_texCoord.zw).rgb * u_specular.rgb; #else color.rgb += texture2D(lightmapSpecular, v_texCoord.zw).rgb; #endif #endif #endif // LIGHTMAP_SPECULAR #ifdef OPACITY_VALUE color *= u_opacity; #endif #ifdef OPACITY_TEX color *= texture2D(opacityTex, v_texCoord.xy).b; #endif #ifdef SHADOWMAP #ifdef SUPPORTED_GL_EXT_shadow_samplers #ifdef GL_ES float shadowSample = shadow2DEXT(shadowmap, v_shadowPosition.xyz); #else float shadowSample = shadow2D(shadowmap, v_shadowPosition.xyz).r; #endif #else float shadowSample = step(v_shadowPosition.z, texture2D(shadowmap, v_shadowPosition.xy).x); #endif color.rgb *= mix( vec3( 0.75, 0.75, 0.75 ), vec3(1.0), shadowSample ); #endif #ifdef COLORTRANSFORM_MUL color *= u_colorMul; #endif #ifdef COLORTRANSFORM_ADD color += u_colorAdd * color.a; #endif #ifdef GAMMA_CORRECT color = vec4(pow(color.rgb, vec3(0.454545)), color.a); #endif gl_FragColor = color; }