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| 1 | +// Declaration part of the standard shader. Declares the uniforms, textures and global variables used |
| 2 | +// by the fragment shader of the standard shader. |
| 3 | +export default /* glsl */` |
| 4 | +
|
| 5 | + // global texture bias for standard textures |
| 6 | + #if LIT_NONE_SLICE_MODE == TILED |
| 7 | + const float textureBias = -1000.0; |
| 8 | + #else |
| 9 | + uniform float textureBias; |
| 10 | + #endif |
| 11 | +
|
| 12 | + // globals |
| 13 | + float dAlpha = 1.0; |
| 14 | +
|
| 15 | + #if defined(LIT_ALPHA_TEST) |
| 16 | + #include "alphaTestPS" |
| 17 | + #endif |
| 18 | +
|
| 19 | + // dithering |
| 20 | + #if STD_OPACITY_DITHER != NONE |
| 21 | + #include "opacityDitherPS" |
| 22 | + #endif |
| 23 | +
|
| 24 | + #ifdef FORWARD_PASS // ---------------- |
| 25 | +
|
| 26 | + // globals |
| 27 | + vec3 dAlbedo; |
| 28 | + vec3 dNormalW; |
| 29 | + vec3 dSpecularity = vec3(0.0); |
| 30 | + float dGlossiness = 0.0; |
| 31 | +
|
| 32 | + #ifdef LIT_REFRACTION |
| 33 | + float dTransmission; |
| 34 | + float dThickness; |
| 35 | + #endif |
| 36 | +
|
| 37 | + #ifdef LIT_SCENE_COLOR |
| 38 | + uniform sampler2D uSceneColorMap; |
| 39 | + #endif |
| 40 | +
|
| 41 | + #ifdef LIT_SCREEN_SIZE |
| 42 | + uniform vec4 uScreenSize; |
| 43 | + #endif |
| 44 | +
|
| 45 | + #ifdef LIT_TRANSFORMS |
| 46 | + uniform mat4 matrix_viewProjection; |
| 47 | + uniform mat4 matrix_model; |
| 48 | + #endif |
| 49 | +
|
| 50 | + // parallax |
| 51 | + #ifdef STD_HEIGHT_MAP |
| 52 | + vec2 dUvOffset; |
| 53 | + #ifdef STD_DIFFUSE_TEXTURE_ALLOCATE |
| 54 | + uniform sampler2D texture_heightMap; |
| 55 | + #endif |
| 56 | + #endif |
| 57 | +
|
| 58 | + // diffuse |
| 59 | + #ifdef STD_DIFFUSE_TEXTURE_ALLOCATE |
| 60 | + uniform sampler2D texture_diffuseMap; |
| 61 | + #endif |
| 62 | +
|
| 63 | + #ifdef STD_DIFFUSEDETAIL_TEXTURE_ALLOCATE |
| 64 | + uniform sampler2D texture_diffuseDetailMap; |
| 65 | + #endif |
| 66 | +
|
| 67 | + // normal |
| 68 | + #ifdef STD_NORMAL_TEXTURE_ALLOCATE |
| 69 | + uniform sampler2D texture_normalMap; |
| 70 | + #endif |
| 71 | +
|
| 72 | + #ifdef STD_NORMALDETAIL_TEXTURE_ALLOCATE |
| 73 | + uniform sampler2D texture_normalDetailMap; |
| 74 | + #endif |
| 75 | +
|
| 76 | + // refraction |
| 77 | + #ifdef STD_THICKNESS_TEXTURE_ALLOCATE |
| 78 | + uniform sampler2D texture_thicknessMap; |
| 79 | + #endif |
| 80 | + #ifdef STD_REFRACTION_TEXTURE_ALLOCATE |
| 81 | + uniform sampler2D texture_refractionMap; |
| 82 | + #endif |
| 83 | +
|
| 84 | + // iridescence |
| 85 | + #ifdef LIT_IRIDESCENCE |
| 86 | + float dIridescence; |
| 87 | + float dIridescenceThickness; |
| 88 | +
|
| 89 | + #ifdef STD_IRIDESCENCE_THICKNESS_TEXTURE_ALLOCATE |
| 90 | + uniform sampler2D texture_iridescenceThicknessMap; |
| 91 | + #endif |
| 92 | + #ifdef STD_IRIDESCENCE_TEXTURE_ALLOCATE |
| 93 | + uniform sampler2D texture_iridescenceMap; |
| 94 | + #endif |
| 95 | + #endif |
| 96 | +
|
| 97 | + #ifdef LIT_CLEARCOAT |
| 98 | + float ccSpecularity; |
| 99 | + float ccGlossiness; |
| 100 | + vec3 ccNormalW; |
| 101 | + #endif |
| 102 | +
|
| 103 | + // specularity & glossiness |
| 104 | + #ifdef LIT_SPECULAR_OR_REFLECTION |
| 105 | +
|
| 106 | + // sheen |
| 107 | + #ifdef LIT_SHEEN |
| 108 | + vec3 sSpecularity; |
| 109 | + float sGlossiness; |
| 110 | +
|
| 111 | + #ifdef STD_SHEEN_TEXTURE_ALLOCATE |
| 112 | + uniform sampler2D texture_sheenMap; |
| 113 | + #endif |
| 114 | + #ifdef STD_SHEENGLOSS_TEXTURE_ALLOCATE |
| 115 | + uniform sampler2D texture_sheenGlossMap; |
| 116 | + #endif |
| 117 | + #endif |
| 118 | +
|
| 119 | + // metalness |
| 120 | + #ifdef LIT_METALNESS |
| 121 | + float dMetalness; |
| 122 | + float dIor; |
| 123 | +
|
| 124 | + #ifdef STD_METALNESS_TEXTURE_ALLOCATE |
| 125 | + uniform sampler2D texture_metalnessMap; |
| 126 | + #endif |
| 127 | + #endif |
| 128 | +
|
| 129 | + // specularity factor |
| 130 | + #ifdef LIT_SPECULARITY_FACTOR |
| 131 | + float dSpecularityFactor; |
| 132 | +
|
| 133 | + #ifdef STD_SPECULARITYFACTOR_TEXTURE_ALLOCATE |
| 134 | + uniform sampler2D texture_specularityFactorMap; |
| 135 | + #endif |
| 136 | + #endif |
| 137 | +
|
| 138 | + // specular color |
| 139 | + #ifdef STD_SPECULAR_COLOR |
| 140 | + #ifdef STD_SPECULAR_TEXTURE_ALLOCATE |
| 141 | + uniform sampler2D texture_specularMap; |
| 142 | + #endif |
| 143 | + #endif |
| 144 | +
|
| 145 | + // gloss |
| 146 | + #ifdef STD_GLOSS_TEXTURE_ALLOCATE |
| 147 | + uniform sampler2D texture_glossMap; |
| 148 | + #endif |
| 149 | + #endif |
| 150 | +
|
| 151 | + // ao |
| 152 | + #ifdef STD_AO |
| 153 | + float dAo; |
| 154 | + #ifdef STD_AO_TEXTURE_ALLOCATE |
| 155 | + uniform sampler2D texture_aoMap; |
| 156 | + #endif |
| 157 | + #ifdef STD_AODETAIL_TEXTURE_ALLOCATE |
| 158 | + uniform sampler2D texture_aoDetailMap; |
| 159 | + #endif |
| 160 | + #endif |
| 161 | +
|
| 162 | + // emission |
| 163 | + vec3 dEmission; |
| 164 | + #ifdef STD_EMISSIVE_TEXTURE_ALLOCATE |
| 165 | + uniform sampler2D texture_emissiveMap; |
| 166 | + #endif |
| 167 | +
|
| 168 | + // clearcoat |
| 169 | + #ifdef LIT_CLEARCOAT |
| 170 | + #ifdef STD_CLEARCOAT_TEXTURE_ALLOCATE |
| 171 | + uniform sampler2D texture_clearCoatMap; |
| 172 | + #endif |
| 173 | + #ifdef STD_CLEARCOATGLOSS_TEXTURE_ALLOCATE |
| 174 | + uniform sampler2D texture_clearCoatGlossMap; |
| 175 | + #endif |
| 176 | + #ifdef STD_CLEARCOATNORMAL_TEXTURE_ALLOCATE |
| 177 | + uniform sampler2D texture_clearCoatNormalMap; |
| 178 | + #endif |
| 179 | + #endif |
| 180 | +
|
| 181 | + // lightmap |
| 182 | + #if defined(STD_LIGHTMAP) || defined(STD_LIGHT_VERTEX_COLOR) |
| 183 | + vec3 dLightmap; |
| 184 | + #ifdef STD_LIGHT_TEXTURE_ALLOCATE |
| 185 | + uniform sampler2D texture_lightMap; |
| 186 | + #endif |
| 187 | + #endif |
| 188 | + #endif |
| 189 | +
|
| 190 | + // front end outputs to lit shader |
| 191 | + #include "litShaderArgsPS" |
| 192 | +`; |
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