attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Colour; attribute vec2 in_TextureCoord; varying vec2 v_vTexcoord; varying vec4 v_worldPosition; varying vec3 v_viewPosition; varying vec3 v_vNormal; uniform float planeNear; uniform float planeFar; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_worldPosition = gm_Matrices[MATRIX_WORLD] * object_space_pos; vec4 viewPos = gm_Matrices[MATRIX_WORLD_VIEW] * object_space_pos; //viewPos.xy /= viewPos.w; //viewPos.z = (viewPos.z - planeNear - planeFar) / (planeFar - planeNear); v_viewPosition = viewPos.xyz; v_vTexcoord = in_TextureCoord; vec3 worldNormal = normalize(gm_Matrices[MATRIX_WORLD] * vec4(in_Normal, 0.)).xyz; v_vNormal = worldNormal; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_worldPosition; varying vec3 v_viewPosition; varying vec3 v_vNormal; uniform int mat_flip; uniform int use_normal; uniform int use_8bit; uniform float normal_strength; uniform sampler2D normal_map; void main() { vec2 uv_coord = v_vTexcoord; if(mat_flip == 1) uv_coord.y = -uv_coord.y; vec4 mat_baseColor = texture2D( gm_BaseTexture, uv_coord ); if(mat_baseColor.a < 0.1) discard; vec3 normal = v_vNormal; if(use_normal == 1) normal += (texture2D(normal_map, uv_coord).rgb * 2. - 1.) * normal_strength; gl_FragData[0] = vec4(v_worldPosition.xyz, mat_baseColor.a); gl_FragData[1] = vec4(v_viewPosition, mat_baseColor.a); gl_FragData[2] = vec4(normalize(normal), mat_baseColor.a); }