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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
VARYING vec2 vTexCoord;
VARYING vec4 vColor;
VARYING vec3 vViewDir;
vec3 fRefVec = vec3(0.0);
float fresnel = 1.0;
void MAIN()
{
BASE_COLOR = baseColor;
SPECULAR_AMOUNT = 0.0;
ROUGHNESS = 0.01;
METALNESS = 0.0;
fresnel = abs(dot(normalize(vViewDir), normalize(VAR_WORLD_NORMAL)));
fRefVec = normalize(reflect(normalize(vViewDir), normalize(VAR_WORLD_NORMAL)));
}
void AMBIENT_LIGHT()
{
DIFFUSE += TOTAL_AMBIENT_COLOR;
}
void IBL_PROBE()
{
vec3 smpDir = IBL_ORIENTATION * NORMAL;
DIFFUSE += textureLod(IBL_TEXTURE, smpDir, IBL_MAXMIPMAP/2).rgb;
SPECULAR += textureLod(IBL_TEXTURE, fRefVec, 0).rgb;
}
void DIRECTIONAL_LIGHT()
{
DIFFUSE += LIGHT_COLOR * SHADOW_CONTRIB * vec3(smoothstep(-1.0, 1.0, abs(dot(normalize(VAR_WORLD_NORMAL), TO_LIGHT_DIR))));
}
void POST_PROCESS()
{
vec4 df = texture(dfMask, vTexCoord);
float dfMaskDot = dot(vColor.rgb,df.rgb);
float dfAdjust = smoothstep(0.0, 1.0, dfMaskDot);
float a = dfAdjust*vColor.a;
a *= fresnel;
if (a <= 0.0)
discard;
vec2 screenPos = gl_FragCoord.xy / textureSize(SCREEN_TEXTURE, 0);
float depthSample = texture(DEPTH_TEXTURE, screenPos).x;
vec3 fColor = vec3(1.0);
float depthFade = smoothstep(0.0, 0.025, abs(depthSample - gl_FragCoord.z));
depthFade *= smoothstep(0.50, 1.0, gl_FragCoord.z);
a *= depthFade;
COLOR_SUM = vec4((DIFFUSE.rgb + SPECULAR.rgb), a);
}