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- const ShaderLib = {
- common: {
- vertexShader:
- `#version 450
- void main(){
- NODE_CODE
- NODE_CODE_MVP
- gl_Position = NODE_MVP;
- }`,
- fragmentShader:
- `#version 450
- layout(location = 0) out vec4 outColor;
- void main() {
- NODE_CODE
- MaterialDiffuseColor = vec4( 1.0 );
- #ifdef NODE_COLOR
- NODE_CODE_COLOR
- MaterialDiffuseColor = NODE_COLOR;
- #endif
- #ifdef NODE_OPACITY
- NODE_CODE_OPACITY
- MaterialDiffuseColor.a *= NODE_OPACITY;
- #endif
- #ifdef NODE_ALPHA_TEST
- NODE_CODE_ALPHA_TEST
- if ( MaterialDiffuseColor.a < NODE_ALPHA_TEST ) discard;
- #endif
- #ifdef NODE_LIGHT
- NODE_CODE_LIGHT
- outColor.rgb = NODE_LIGHT;
- outColor.a = MaterialDiffuseColor.a;
- #else
- outColor = MaterialDiffuseColor;
- #endif
- }`
- },
- standard: {
- vertexShader:
- `#version 450
- void main(){
- NODE_CODE
- NODE_CODE_MVP
- gl_Position = NODE_MVP;
- }`,
- fragmentShader:
- `#version 450
- layout(location = 0) out vec4 outColor;
- void main() {
- NODE_CODE
- MaterialDiffuseColor = vec4( 1.0 );
- MaterialMetalness = 1.0;
- MaterialRoughness = 1.0;
- #ifdef NODE_COLOR
- NODE_CODE_COLOR
- MaterialDiffuseColor = NODE_COLOR;
- #endif
- #ifdef NODE_OPACITY
- NODE_CODE_OPACITY
- MaterialDiffuseColor.a *= NODE_OPACITY;
- #endif
- #ifdef NODE_ALPHA_TEST
- NODE_CODE_ALPHA_TEST
- if ( MaterialDiffuseColor.a < NODE_ALPHA_TEST ) discard;
- #endif
- NODE_CODE_METALNESS
- MaterialMetalness = NODE_METALNESS;
- NODE_CODE_ROUGHNESS
- MaterialRoughness = NODE_ROUGHNESS;
- #ifdef NODE_NORMAL
- NODE_CODE_NORMAL
- TransformedNormalView = NODE_NORMAL;
- #endif
- MaterialDiffuseColor.rgb = MaterialDiffuseColor.rgb * ( 1.0 - MaterialMetalness );
- #ifdef NODE_LIGHT
- NODE_CODE_LIGHT
- outColor.rgb = NODE_LIGHT;
- outColor.a = MaterialDiffuseColor.a;
- #else
- outColor = MaterialDiffuseColor;
- #endif
- }`
- },
- };
- export default ShaderLib;
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