#version 140 #define INTENSITY_CORRECTION 0.6 // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) #define LIGHT_TOP_SHININESS 20.0 // normalized values for (1./1.43, 0.2/1.43, 1./1.43) const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) #define INTENSITY_AMBIENT 0.3 uniform float u_is_top_layer; uniform mat3 normal_matrix; uniform vec4 u_isUnlit_optionTextureSize_topLayerOnly_emissionFactor; uniform sampler2D s_option_color_texture; uniform samplerBuffer s_per_move_data_texture; in float moveId; in vec3 frag_normal; in vec3 frag_pos; out vec4 frag_color; bool is_top_layer() { return u_is_top_layer > 0.5; } vec4 get_base_color(float moveType) { vec4 final_color = vec4(0.0, 0.0, 0.0, 1.0); bool is_top_layer_only = u_isUnlit_optionTextureSize_topLayerOnly_emissionFactor.z > 0.5; if (!is_top_layer_only || is_top_layer()) { final_color = texture(s_option_color_texture, vec2((moveType - 1.0 + 0.5) / u_isUnlit_optionTextureSize_topLayerOnly_emissionFactor.y, 0.5)); } else { final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color } return final_color; } void main() { float moveType = texelFetch(s_per_move_data_texture, int(moveId)).r; vec4 base_color = get_base_color(moveType); // x = tainted, y = specular; vec2 intensity = vec2(0.0, 0.0); float t_emission_factor = 1.0; if (u_isUnlit_optionTextureSize_topLayerOnly_emissionFactor.x < 0.5) { vec3 norm = normal_matrix * normalize(frag_normal); norm = normalize(norm); // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. float NdotL = max(dot(norm, LIGHT_TOP_DIR), 0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(frag_pos.xyz), reflect(-LIGHT_TOP_DIR, norm)), 0.0), LIGHT_TOP_SHININESS); // Perform the same lighting calculation for the 2nd light source (no specular applied). NdotL = max(dot(norm, LIGHT_FRONT_DIR), 0.0); intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; t_emission_factor = u_isUnlit_optionTextureSize_topLayerOnly_emissionFactor.w; } frag_color = vec4(vec3(intensity.y) + base_color.rgb * (intensity.x + t_emission_factor), base_color.a); }