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export default /* glsl */` | |
uniform vec3 diffuse; | |
uniform vec3 emissive; | |
uniform float opacity; | |
varying vec3 vLightFront; | |
varying vec3 vIndirectFront; | |
#ifdef DOUBLE_SIDED | |
varying vec3 vLightBack; | |
varying vec3 vIndirectBack; | |
#endif | |
#include <common> | |
#include <packing> | |
#include <dithering_pars_fragment> | |
#include <color_pars_fragment> | |
#include <uv_pars_fragment> | |
#include <uv2_pars_fragment> | |
#include <map_pars_fragment> | |
#include <alphamap_pars_fragment> | |
#include <aomap_pars_fragment> | |
#include <lightmap_pars_fragment> | |
#include <emissivemap_pars_fragment> | |
#include <envmap_pars_fragment> | |
#include <bsdfs> | |
#include <lights_pars_begin> | |
#include <fog_pars_fragment> | |
#include <shadowmap_pars_fragment> | |
#include <shadowmask_pars_fragment> | |
#include <specularmap_pars_fragment> | |
#include <logdepthbuf_pars_fragment> | |
#include <clipping_planes_pars_fragment> | |
void main() { | |
#include <clipping_planes_fragment> | |
vec4 diffuseColor = vec4( diffuse, opacity ); | |
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
vec3 totalEmissiveRadiance = emissive; | |
#include <logdepthbuf_fragment> | |
#include <map_fragment> | |
#include <color_fragment> | |
#include <alphamap_fragment> | |
#include <alphatest_fragment> | |
#include <specularmap_fragment> | |
#include <emissivemap_fragment> | |
// accumulation | |
reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor ); | |
#ifdef DOUBLE_SIDED | |
reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; | |
#else | |
reflectedLight.indirectDiffuse += vIndirectFront; | |
#endif | |
#include <lightmap_fragment> | |
reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ); | |
#ifdef DOUBLE_SIDED | |
reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; | |
#else | |
reflectedLight.directDiffuse = vLightFront; | |
#endif | |
reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask(); | |
// modulation | |
#include <aomap_fragment> | |
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; | |
#include <envmap_fragment> | |
gl_FragColor = vec4( outgoingLight, diffuseColor.a ); | |
#include <tonemapping_fragment> | |
#include <encodings_fragment> | |
#include <fog_fragment> | |
#include <premultiplied_alpha_fragment> | |
#include <dithering_fragment> | |
} | |
`; | |