Files
filament/shaders/src/surface_main.fs
Patrick Ribas a90019baa2 Remove nonlinear fog from FL0 (#9658)
* Remove fog and lighting uniforms from FL0

---------

Co-authored-by: Mathias Agopian <mathias@google.com>
2026-02-05 12:51:37 -08:00

128 lines
3.9 KiB
GLSL

#if __VERSION__ == 100
vec4 fragColor;
#else
layout(location = 0) out vec4 fragColor;
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
void blendPostLightingColor(const MaterialInputs material, inout vec4 color) {
vec4 blend = color;
#if defined(POST_LIGHTING_BLEND_MODE_OPAQUE)
blend = material.postLightingColor;
#elif defined(POST_LIGHTING_BLEND_MODE_TRANSPARENT)
blend = material.postLightingColor + color * (1.0 - material.postLightingColor.a);
#elif defined(POST_LIGHTING_BLEND_MODE_ADD)
blend += material.postLightingColor;
#elif defined(POST_LIGHTING_BLEND_MODE_MULTIPLY)
blend *= material.postLightingColor;
#elif defined(POST_LIGHTING_BLEND_MODE_SCREEN)
blend += material.postLightingColor * (1.0 - color);
#endif
color = mix(color, blend, material.postLightingMixFactor);
}
#endif
#if defined(BLEND_MODE_MASKED)
void applyAlphaMask(inout vec4 baseColor) {
// Use derivatives to sharpen alpha tested edges, combined with alpha to
// coverage to smooth the result
baseColor.a = (baseColor.a - getMaskThreshold()) / max(fwidth(baseColor.a), 1e-3) + 0.5;
if (baseColor.a <= getMaskThreshold()) {
discard;
}
}
#else
void applyAlphaMask(inout vec4 baseColor) {}
#endif
void main() {
filament_lodBias = frameUniforms.lodBias;
#if defined(FILAMENT_HAS_FEATURE_INSTANCING)
logical_instance_index = instance_index;
#endif
initObjectUniforms();
// See surface_shading_parameters.fs
// Computes global variables we need to evaluate material and lighting
computeShadingParams();
// Initialize the inputs to sensible default values, see surface_material_inputs.fs
MaterialInputs inputs;
initMaterial(inputs);
// Invoke user code
material(inputs);
applyAlphaMask(inputs.baseColor);
fragColor = evaluateMaterial(inputs);
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR) && !defined(MATERIAL_HAS_REFLECTIONS)
blendPostLightingColor(inputs, fragColor);
#endif
#if defined(VARIANT_HAS_FOG)
highp vec3 view = getWorldPosition() - getWorldCameraPosition();
view = frameUniforms.fogFromWorldMatrix * view;
#if MATERIAL_FEATURE_LEVEL > 0
# if defined (FILAMENT_LINEAR_FOG)
vec4 fogColor = fogLinear(view, sampler0_fog);
# else
vec4 fogColor = fog(view, sampler0_fog);
# endif
#else
vec4 fogColor = fogLinear(view);
#endif
# if defined(BLEND_MODE_OPAQUE)
// nothing to do here
# elif defined(BLEND_MODE_TRANSPARENT)
fogColor.rgb *= fragColor.a;
# elif defined(BLEND_MODE_ADD)
fogColor.rgb = vec3(0.0);
# elif defined(BLEND_MODE_MASKED)
// nothing to do here
# elif defined(BLEND_MODE_MULTIPLY)
// FIXME: unclear what to do here
# elif defined(BLEND_MODE_SCREEN)
// FIXME: unclear what to do here
#endif
fragColor.rgb = fragColor.rgb * (1.0 - fogColor.a) + fogColor.rgb;
#endif
#if defined(VARIANT_HAS_SHADOWING) && defined(VARIANT_HAS_DIRECTIONAL_LIGHTING)
if (CONFIG_DEBUG_DIRECTIONAL_SHADOWMAP) {
float a = fragColor.a;
highp vec4 p = getShadowPosition(getShadowCascade());
p.xy = p.xy * (1.0 / p.w);
if (p.xy != saturate(p.xy)) {
vec4 c = vec4(1.0, 0, 1.0, 1.0) * a;
fragColor = mix(fragColor, c, 0.2);
} else {
highp vec2 size = vec2(textureSize(sampler0_shadowMap, 0));
highp int ix = int(floor(p.x * size.x));
highp int iy = int(floor(p.y * size.y));
float t = float((ix ^ iy) & 1) * 0.2;
vec4 c = vec4(vec3(t * a), a);
fragColor = mix(fragColor, c, 0.5);
}
}
#endif
#if MATERIAL_FEATURE_LEVEL == 0
if (CONFIG_SRGB_SWAPCHAIN_EMULATION) {
if (frameUniforms.rec709 != 0) {
fragColor.r = pow(fragColor.r, 0.45454);
fragColor.g = pow(fragColor.g, 0.45454);
fragColor.b = pow(fragColor.b, 0.45454);
}
}
#endif
#if __VERSION__ == 100
gl_FragData[0] = fragColor;
#endif
}