data/shaders/surface.fs (48 lines of code) (raw):
#include webgl_header.fs
varying vec3 packed_data_0 ;
varying float fog;
varying vec2 bgTextureLookup;
#ifdef PURE_OPENGL_ES_2
varying vec4 COLOR;
#else
// using the built-in allows to use glShadeModel
#define COLOR gl_Color
#endif
#define NORMAL normalize(packed_data_0.xyz)
uniform bool lighting_enabled;
uniform bool two_sided_lighting_enabled;
uniform vec4 interior_color;
uniform bool use_interior_color;
#include anaglyph_header.fs
#include compute_fog_color.fs
#include compute_color_for_light.fs
void main()
{
if (isPicking){
gl_FragColor = COLOR; // no lighting
} else {
// WARNING: !gl_FrontFacing does not work on Intel (bug)
bool is_interior = gl_FrontFacing ? false : true;
vec3 normal = NORMAL;
if (use_interior_color && is_interior) {
// ray_interior_color
gl_FragColor = vec4(interior_color.rgb, COLOR.a);
} else {
// back faces
if (is_interior) {
if (two_sided_lighting_enabled) {
normal = -normal;
} else {
// disable all except ambient light (intended? ray tracing differs!)
normal = vec3(0.);
}
}
vec4 color = ApplyColorEffects(COLOR, gl_FragCoord.z);
// lights
color = ApplyLighting(color, normal);
// fog
gl_FragColor = ApplyFog(color, fog);
}
PostLightingEffects();
}
}