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Switch-Toolbox/Toolbox/Shader/Bcres/BCRES.frag

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GLSL
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#version 330
in vec3 normal;
in vec3 position;
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in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec2 f_texcoord3;
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in vec4 vertexColor;
in vec3 tangent;
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in vec3 boneWeightsColored;
uniform vec3 difLightDirection;
uniform vec3 difLightColor;
uniform vec3 ambLightColor;
uniform int colorOverride;
uniform int renderType;
uniform int renderVertColor;
uniform mat4 modelview;
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uniform int HasDiffuse;
uniform sampler2D DiffuseMap;
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uniform sampler2D UVTestPattern;
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out vec4 FragColor;
void main()
{
if (colorOverride == 1)
{
// Wireframe color.
if (renderVertColor == 1)
{
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FragColor = vertexColor;
}
else
{
FragColor = vec4(1);
}
return;
}
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vec3 N = normal;
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// Diffuse lighting.
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgb, 1);
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diffuseMapColor *= halfLambert;
FragColor = vec4(0);
FragColor.rgb += diffuseMapColor.rgb;
if (renderVertColor == 1)
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FragColor *= min(vertexColor, vec4(1));
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FragColor.rgb *= min(boneWeightsColored, vec3(1));
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vec2 displayTexCoord = f_texcoord0;
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
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if (renderType == 1) // normals color
FragColor = vec4(displayNormal.rgb,1);
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else if (renderType == 2) // Lighting
{
float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
FragColor = vec4(vec3(halfLambert), 1);
}
else if (renderType == 3) //DiffuseColor
FragColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
else if (renderType == 5) // vertexColor
FragColor = vertexColor;
else if (renderType == 7) // uv coords
FragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
else if (renderType == 8) // uv test pattern
{
FragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
}
else if (renderType == 9) //Display tangents
{
vec3 displayTangent = (tangent * 0.5) + 0.5;
if (dot(tangent, vec3(1)) == 0)
displayTangent = vec3(0);
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FragColor = vec4(displayTangent,1);
}
else if (renderType == 12)
{
FragColor.rgb = boneWeightsColored;
}
}