varying vec4 color; varying vec2 texcoord; uniform sampler2D texture; flat varying float exposure; //faster and actually more precise than pow 2.2 vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } vec4 encode (vec3 n, vec2 lightmaps){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return vec4(encn,vec2(lightmaps.x,lightmaps.y)); } //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// #if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING /* DRAWBUFFERS:1 */ #endif #ifdef ENCHANT_GLINT /* DRAWBUFFERS:2 */ #endif void main() { vec4 Albedo = texture2D(texture, texcoord); #if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING vec4 data1 = vec4(1.0); float materialMask = 1.0; #if defined SPIDER_EYES || defined GLOWING if(Albedo.a < 0.1) discard; Albedo.rgb *= color.a; #endif #ifdef BEACON_BEAM Albedo.rgb = Albedo.rgb * color.rgb; materialMask = 0.75; #endif gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w, materialMask)); #endif #ifdef ENCHANT_GLINT vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) / clamp(exposure,0.01,1.0); gl_FragData[0] = vec4(GlintColor , Albedo.a * 0.1); #endif }