59 lines
1.3 KiB
GLSL
59 lines
1.3 KiB
GLSL
#include webgl_header.fs
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varying vec3 packed_data_0 ;
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varying float fog;
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varying vec2 bgTextureLookup;
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#ifdef PURE_OPENGL_ES_2
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varying vec4 COLOR;
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#else
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// using the built-in allows to use glShadeModel
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#define COLOR gl_Color
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#endif
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#define NORMAL normalize(packed_data_0.xyz)
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uniform bool lighting_enabled;
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uniform bool two_sided_lighting_enabled;
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uniform vec4 interior_color;
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uniform bool use_interior_color;
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#include anaglyph_header.fs
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#include compute_fog_color.fs
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#include compute_color_for_light.fs
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void main()
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{
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if (isPicking){
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gl_FragColor = COLOR; // no lighting
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} else {
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// WARNING: !gl_FrontFacing does not work on Intel (bug)
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bool is_interior = gl_FrontFacing ? false : true;
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vec3 normal = NORMAL;
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if (use_interior_color && is_interior) {
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// ray_interior_color
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gl_FragColor = vec4(interior_color.rgb, COLOR.a);
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} else {
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// back faces
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if (is_interior) {
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if (two_sided_lighting_enabled) {
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normal = -normal;
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} else {
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// disable all except ambient light (intended? ray tracing differs!)
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normal = vec3(0.);
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}
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}
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vec4 color = ApplyColorEffects(COLOR, gl_FragCoord.z);
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// lights
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color = ApplyLighting(color, normal);
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// fog
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gl_FragColor = ApplyFog(color, fog);
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}
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PostLightingEffects();
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}
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}
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