extends RefCounted class_name WowM2Material const M2BLEND_OPAQUE := 0 const M2BLEND_ALPHA_KEY := 1 const M2BLEND_ALPHA := 2 const M2BLEND_NO_ALPHA_ADD := 3 const M2BLEND_ADD := 4 const M2BLEND_MOD := 5 const M2BLEND_MOD_2X := 6 static var _shader_cache: Dictionary = {} static func clear_cache() -> void: _shader_cache.clear() static func _ensure_wow_shader_globals() -> void: pass static func build( texture: Texture2D, texture2: Texture2D, texture3: Texture2D, texture4: Texture2D, material_flags: int, blend_mode: int, texture_flags: int, texture2_flags: int, texture3_flags: int, texture4_flags: int, resource_name: String = "", combiner: Dictionary = {}) -> ShaderMaterial: var two_sided := (material_flags & 0x04) != 0 var unlit := (material_flags & 0x01) != 0 or blend_mode >= M2BLEND_MOD var depth_test := (material_flags & 0x08) == 0 var depth_write := (material_flags & 0x10) == 0 var repeat_enabled := ( (texture_flags & 0x03) != 0 or (texture2_flags & 0x03) != 0 or (texture3_flags & 0x03) != 0 or (texture4_flags & 0x03) != 0 ) var mode := _blend_shader_mode(blend_mode) _ensure_wow_shader_globals() var mat := ShaderMaterial.new() mat.resource_name = resource_name mat.shader = _get_shader(mode, two_sided, depth_test, depth_write, repeat_enabled, texture2 != null, texture3 != null, texture4 != null) mat.render_priority = clampi(_render_priority(blend_mode) + int(combiner.get("priority_plane", 0)), -128, 127) mat.set_shader_parameter("albedo_tex", texture) mat.set_shader_parameter("stage2_tex", texture2) mat.set_shader_parameter("stage3_tex", texture3) mat.set_shader_parameter("stage4_tex", texture4) mat.set_shader_parameter("use_texture", texture != null) mat.set_shader_parameter("use_stage2", texture2 != null) mat.set_shader_parameter("use_stage3", texture3 != null) mat.set_shader_parameter("use_stage4", texture4 != null) mat.set_shader_parameter("alpha_ref", _alpha_ref(blend_mode)) mat.set_shader_parameter("unlit_strength", 1.0 if unlit else 0.0) mat.set_shader_parameter("mesh_color", combiner.get("mesh_color", Color.WHITE)) mat.set_shader_parameter("tex_sample_alpha", combiner.get("tex_sample_alpha", Vector3.ONE)) mat.set_shader_parameter("ambient_color", Color(0.45, 0.45, 0.42, 1.0)) mat.set_shader_parameter("light_color", Color(0.82, 0.78, 0.68, 1.0)) mat.set_shader_parameter("light_dir", Vector3(-0.45, -0.75, -0.35).normalized()) mat.set_shader_parameter("diffuse_strength", 0.72) mat.set_shader_parameter("modulate_2x", 1.0 if blend_mode == M2BLEND_MOD_2X else 0.0) mat.set_shader_parameter("vertex_shader_id", int(combiner.get("vertex_shader_id", 0))) mat.set_shader_parameter("pixel_shader_id", int(combiner.get("pixel_shader_id", 0))) mat.set_shader_parameter("stage0_op", int(combiner.get("op0", 0 if blend_mode == 0 else 1))) mat.set_shader_parameter("stage1_op", int(combiner.get("op1", 1))) mat.set_shader_parameter("stage0_env", bool(combiner.get("env0", false))) mat.set_shader_parameter("stage1_env", bool(combiner.get("env1", false))) mat.set_shader_parameter("stage0_uv2", bool(combiner.get("use_uv2_0", false))) mat.set_shader_parameter("stage1_uv2", bool(combiner.get("use_uv2_1", false))) mat.set_shader_parameter("stage0_uv_transform", combiner.get("stage0_uv_transform", Vector4(1.0, 1.0, 0.0, 0.0))) mat.set_shader_parameter("stage1_uv_transform", combiner.get("stage1_uv_transform", Vector4(1.0, 1.0, 0.0, 0.0))) mat.set_shader_parameter("stage2_uv_transform", combiner.get("stage2_uv_transform", Vector4(1.0, 1.0, 0.0, 0.0))) mat.set_shader_parameter("stage3_uv_transform", combiner.get("stage3_uv_transform", Vector4(1.0, 1.0, 0.0, 0.0))) mat.set_shader_parameter("stage0_uv_scroll", combiner.get("stage0_uv_scroll", Vector2.ZERO)) mat.set_shader_parameter("stage1_uv_scroll", combiner.get("stage1_uv_scroll", Vector2.ZERO)) mat.set_shader_parameter("stage2_uv_scroll", combiner.get("stage2_uv_scroll", Vector2.ZERO)) mat.set_shader_parameter("stage3_uv_scroll", combiner.get("stage3_uv_scroll", Vector2.ZERO)) mat.set_shader_parameter("stage0_uv_rotation", combiner.get("stage0_uv_rotation", Vector4(1.0, 0.0, 0.0, 1.0))) mat.set_shader_parameter("stage1_uv_rotation", combiner.get("stage1_uv_rotation", Vector4(1.0, 0.0, 0.0, 1.0))) mat.set_shader_parameter("stage2_uv_rotation", combiner.get("stage2_uv_rotation", Vector4(1.0, 0.0, 0.0, 1.0))) mat.set_shader_parameter("stage3_uv_rotation", combiner.get("stage3_uv_rotation", Vector4(1.0, 0.0, 0.0, 1.0))) mat.set_shader_parameter("stage0_uv_rotation_speed", float(combiner.get("stage0_uv_rotation_speed", 0.0))) mat.set_shader_parameter("stage1_uv_rotation_speed", float(combiner.get("stage1_uv_rotation_speed", 0.0))) mat.set_shader_parameter("stage2_uv_rotation_speed", float(combiner.get("stage2_uv_rotation_speed", 0.0))) mat.set_shader_parameter("stage3_uv_rotation_speed", float(combiner.get("stage3_uv_rotation_speed", 0.0))) mat.set_shader_parameter("effect_alpha_scale", combiner.get("effect_alpha_scale", 1.0)) mat.set_shader_parameter("effect_alpha_power", combiner.get("effect_alpha_power", 1.0)) mat.set_shader_parameter("uv_edge_fade_strength", combiner.get("uv_edge_fade_strength", 0.0)) mat.set_shader_parameter("billboard_enabled", bool(combiner.get("billboard_enabled", false))) mat.set_meta("wow_flags", material_flags) mat.set_meta("wow_blend_mode", blend_mode) mat.set_meta("wow_priority_plane", int(combiner.get("priority_plane", 0))) mat.set_meta("wow_texture_flags", texture_flags) mat.set_meta("wow_texture2_flags", texture2_flags) mat.set_meta("wow_texture3_flags", texture3_flags) mat.set_meta("wow_texture4_flags", texture4_flags) mat.set_meta("wow_m2_billboard_enabled", bool(combiner.get("billboard_enabled", false))) return mat static func _blend_shader_mode(blend_mode: int) -> String: match blend_mode: M2BLEND_ALPHA_KEY: return "cutout" M2BLEND_ALPHA: return "alpha" M2BLEND_NO_ALPHA_ADD, M2BLEND_ADD: return "add" M2BLEND_MOD, M2BLEND_MOD_2X: return "mul" _: return "opaque" static func _render_priority(blend_mode: int) -> int: if blend_mode <= M2BLEND_ALPHA_KEY: return 0 if blend_mode >= M2BLEND_MOD: return 2 return 1 static func _alpha_ref(blend_mode: int) -> float: if blend_mode == M2BLEND_ALPHA_KEY: return 0.87843138 if blend_mode == M2BLEND_OPAQUE: return 0.0 return 0.0039215689 static func _get_shader( mode: String, two_sided: bool, depth_test: bool, depth_write: bool, repeat_enabled: bool, has_stage2: bool, has_stage3: bool, has_stage4: bool) -> Shader: var key := "%s|sided=%s|dt=%s|dw=%s|repeat=%s" % [ mode, str(two_sided), str(depth_test), str(depth_write), str(repeat_enabled), ] key += "|stage2=%s" % str(has_stage2) key += "|stage3=%s|stage4=%s" % [str(has_stage3), str(has_stage4)] if _shader_cache.has(key): return _shader_cache[key] var shader := Shader.new() shader.code = _shader_code(mode, two_sided, depth_test, depth_write, repeat_enabled, has_stage2, has_stage3, has_stage4) _shader_cache[key] = shader return shader static func _shader_code( mode: String, two_sided: bool, depth_test: bool, depth_write: bool, repeat_enabled: bool, has_stage2: bool, has_stage3: bool, has_stage4: bool) -> String: var render_modes: Array[String] = [] match mode: "alpha": render_modes.append("blend_mix") "add": render_modes.append("blend_add") "mul": render_modes.append("blend_mul") _: render_modes.append("blend_mix") render_modes.append("cull_disabled" if two_sided else "cull_back") if not depth_test: render_modes.append("depth_test_disabled") if not depth_write: render_modes.append("depth_draw_never") elif mode == "opaque" or mode == "cutout": render_modes.append("depth_draw_opaque") else: render_modes.append("depth_draw_never") render_modes.append("unshaded") var repeat_hint := "repeat_enable" if repeat_enabled else "repeat_disable" return """ shader_type spatial; render_mode %s; uniform sampler2D albedo_tex : source_color, filter_linear_mipmap_anisotropic, %s; uniform sampler2D stage2_tex : source_color, filter_linear_mipmap_anisotropic, %s; uniform sampler2D stage3_tex : source_color, filter_linear_mipmap_anisotropic, %s; uniform sampler2D stage4_tex : source_color, filter_linear_mipmap_anisotropic, %s; uniform bool use_texture = false; uniform bool use_stage2 = false; uniform bool use_stage3 = false; uniform bool use_stage4 = false; uniform float alpha_ref = 0.0; uniform float unlit_strength = 0.0; uniform vec4 mesh_color : source_color = vec4(1.0); uniform vec3 tex_sample_alpha = vec3(1.0); uniform vec4 ambient_color : source_color = vec4(0.45, 0.45, 0.42, 1.0); uniform vec4 light_color : source_color = vec4(0.82, 0.78, 0.68, 1.0); uniform vec3 light_dir = vec3(-0.45, -0.75, -0.35); uniform float diffuse_strength = 0.72; uniform float modulate_2x = 0.0; uniform int vertex_shader_id = 0; uniform int pixel_shader_id = 0; uniform int stage0_op = 0; uniform int stage1_op = 1; uniform bool stage0_env = false; uniform bool stage1_env = false; uniform bool stage0_uv2 = false; uniform bool stage1_uv2 = false; uniform vec4 stage0_uv_transform = vec4(1.0, 1.0, 0.0, 0.0); uniform vec4 stage1_uv_transform = vec4(1.0, 1.0, 0.0, 0.0); uniform vec4 stage2_uv_transform = vec4(1.0, 1.0, 0.0, 0.0); uniform vec4 stage3_uv_transform = vec4(1.0, 1.0, 0.0, 0.0); uniform vec2 stage0_uv_scroll = vec2(0.0); uniform vec2 stage1_uv_scroll = vec2(0.0); uniform vec2 stage2_uv_scroll = vec2(0.0); uniform vec2 stage3_uv_scroll = vec2(0.0); uniform vec4 stage0_uv_rotation = vec4(1.0, 0.0, 0.0, 1.0); uniform vec4 stage1_uv_rotation = vec4(1.0, 0.0, 0.0, 1.0); uniform vec4 stage2_uv_rotation = vec4(1.0, 0.0, 0.0, 1.0); uniform vec4 stage3_uv_rotation = vec4(1.0, 0.0, 0.0, 1.0); uniform float stage0_uv_rotation_speed = 0.0; uniform float stage1_uv_rotation_speed = 0.0; uniform float stage2_uv_rotation_speed = 0.0; uniform float stage3_uv_rotation_speed = 0.0; uniform float effect_alpha_scale = 1.0; uniform float effect_alpha_power = 1.0; uniform float uv_edge_fade_strength = 0.0; uniform bool billboard_enabled = false; global uniform vec4 wow_ambient_color; global uniform vec4 wow_light_color; global uniform vec3 wow_light_dir; global uniform vec4 wow_fog_color; global uniform vec2 wow_fog_range; global uniform float wow_fog_density; global uniform float wow_sun_elevation; varying vec3 world_normal; varying vec3 world_pos; varying vec3 view_pos; varying vec2 uv_interp; varying vec2 uv2_interp; varying float edge_fade; vec3 safe_normalize(vec3 value, vec3 fallback) { float len = length(value); if (len <= 0.00001) { return normalize(fallback); } return value / len; } vec3 apply_m2_billboard(vec3 vertex, vec3 normal, vec4 custom0, mat4 model_matrix, mat3 model_normal_matrix, mat4 inv_view_matrix, out vec3 billboard_world_normal) { billboard_world_normal = safe_normalize(model_normal_matrix * normal, normal); if (!billboard_enabled) { return vertex; } int mode = int(custom0.w + 0.5); if (mode <= 0) { return vertex; } vec3 pivot = custom0.xyz; vec3 offset = vertex - pivot; vec3 camera_right = safe_normalize(inv_view_matrix[0].xyz, vec3(1.0, 0.0, 0.0)); vec3 camera_up = safe_normalize(inv_view_matrix[1].xyz, vec3(0.0, 1.0, 0.0)); vec3 camera_back = safe_normalize(inv_view_matrix[2].xyz, vec3(0.0, 0.0, 1.0)); vec3 world_x = camera_right; vec3 world_y = camera_up; vec3 world_z = camera_back; if (mode == 2) { world_x = safe_normalize((model_matrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz, camera_right); world_y = safe_normalize(camera_up - world_x * dot(camera_up, world_x), (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz); world_z = safe_normalize(cross(world_x, world_y), camera_back); } else if (mode == 3) { world_z = safe_normalize((model_matrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz, camera_back); world_x = safe_normalize(camera_right - world_z * dot(camera_right, world_z), (model_matrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz); world_y = safe_normalize(cross(world_z, world_x), camera_up); } else if (mode == 4) { world_y = safe_normalize((model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz, camera_up); world_x = safe_normalize(cross(world_y, camera_back), (model_matrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz); world_z = safe_normalize(cross(world_x, world_y), camera_back); } vec3 world_pivot = (model_matrix * vec4(pivot, 1.0)).xyz; vec3 billboard_world_pos = world_pivot + world_x * offset.x + world_y * offset.y + world_z * offset.z; billboard_world_normal = world_z; return (inverse(model_matrix) * vec4(billboard_world_pos, 1.0)).xyz; } void vertex() { vec3 billboard_normal; VERTEX = apply_m2_billboard(VERTEX, NORMAL, CUSTOM0, MODEL_MATRIX, MODEL_NORMAL_MATRIX, INV_VIEW_MATRIX, billboard_normal); world_normal = billboard_normal; world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; view_pos = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; uv_interp = UV; uv2_interp = UV2; vec3 view_normal = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); float edge_scan = 1.0 - abs(dot(normalize(-view_pos), view_normal)); edge_fade = (vertex_shader_id == 9 || vertex_shader_id == 12 || vertex_shader_id == 13) ? clamp(edge_scan * 2.5, 0.0, 1.0) : 1.0; } vec3 apply_wow_fog(vec3 color) { float dist = length(view_pos); float range_fog = smoothstep(wow_fog_range.x, wow_fog_range.y, dist); float fog_amount = range_fog * clamp(wow_fog_density, 0.0, 0.55); return mix(color, wow_fog_color.rgb, fog_amount); } vec2 rotate_uv(vec2 uv, vec4 rotation) { return vec2( rotation.x * uv.x + rotation.y * uv.y, rotation.z * uv.x + rotation.w * uv.y ); } vec2 rotate_uv_angle(vec2 uv, float angle) { float c = cos(angle); float s = sin(angle); return vec2(c * uv.x - s * uv.y, s * uv.x + c * uv.y); } vec2 transform_uv(vec2 uv, vec4 uv_transform, vec2 uv_scroll, vec4 uv_rotation, float uv_rotation_speed) { vec2 centered = uv - vec2(0.5); centered = rotate_uv(centered, uv_rotation); if (abs(uv_rotation_speed) > 0.000001) { centered = rotate_uv_angle(centered, uv_rotation_speed * TIME); } centered *= uv_transform.xy; return centered + vec2(0.5) + uv_transform.zw + uv_scroll * TIME; } vec2 env_uv(vec3 normal) { vec3 n = normalize(normal); return n.xy * 0.5 + vec2(0.5); } vec2 stage_uv(int stage, vec3 normal) { vec2 t1 = transform_uv(uv_interp, stage0_uv_transform, stage0_uv_scroll, stage0_uv_rotation, stage0_uv_rotation_speed); vec2 t2 = transform_uv(uv2_interp, stage1_uv_transform, stage1_uv_scroll, stage1_uv_rotation, stage1_uv_rotation_speed); vec2 t3 = transform_uv(uv2_interp, stage2_uv_transform, stage2_uv_scroll, stage2_uv_rotation, stage2_uv_rotation_speed); vec2 t4 = transform_uv(uv2_interp, stage3_uv_transform, stage3_uv_scroll, stage3_uv_rotation, stage3_uv_rotation_speed); vec2 env = env_uv(normal); if (vertex_shader_id == 1) { return env; } if (vertex_shader_id == 2) { return stage == 0 ? t1 : t2; } if (vertex_shader_id == 3) { return stage == 0 ? t1 : env; } if (vertex_shader_id == 4) { return stage == 0 ? env : t1; } if (vertex_shader_id == 5) { return env; } if (vertex_shader_id == 6) { return stage == 1 ? env : t1; } if (vertex_shader_id == 7 || vertex_shader_id == 8) { return t1; } if (vertex_shader_id == 10) { return t2; } if (vertex_shader_id == 11) { return stage == 1 ? env : (stage == 2 ? t2 : t1); } if (vertex_shader_id == 12) { return stage == 0 ? t1 : t2; } if (vertex_shader_id == 13) { return env; } if (vertex_shader_id == 14) { return stage == 1 ? t2 : t1; } if (vertex_shader_id == 15) { return stage == 0 ? t1 : (stage == 1 ? t2 : uv2_interp); } if (vertex_shader_id == 16) { return stage == 0 ? t2 : uv2_interp; } if (stage == 2) { return t3; } if (stage == 3) { return t4; } if (stage == 0) { if (stage0_env) { return env; } return transform_uv(stage0_uv2 ? uv2_interp : uv_interp, stage0_uv_transform, stage0_uv_scroll, stage0_uv_rotation, stage0_uv_rotation_speed); } if (stage1_env) { return env; } return transform_uv(stage1_uv2 ? uv2_interp : uv_interp, stage1_uv_transform, stage1_uv_scroll, stage1_uv_rotation, stage1_uv_rotation_speed); } void resolve_m2_pixel(vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4, out vec3 diffuse, out vec3 specular, out float discard_alpha, out float can_discard) { vec3 mesh_rgb = mesh_color.rgb; diffuse = mesh_rgb * tex1.rgb; specular = vec3(0.0); discard_alpha = tex1.a * mesh_color.a; can_discard = 0.0; if (pixel_shader_id == 0) { diffuse = mesh_rgb * tex1.rgb; } else if (pixel_shader_id == 1) { diffuse = mesh_rgb * tex1.rgb; discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 2) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb; discard_alpha = tex2.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 3) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb * 2.0; discard_alpha = tex2.a * 2.0 * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 4) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb * 2.0; } else if (pixel_shader_id == 5) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb; } else if (pixel_shader_id == 6) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb; discard_alpha = tex1.a * tex2.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 7) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb * 2.0; discard_alpha = tex1.a * tex2.a * 2.0 * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 8) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb; discard_alpha = (tex1.a + tex2.a) * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 9) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb * 2.0; discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 10) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb; discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 11) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb; discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 12) { diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb * 2.0, tex1.rgb, vec3(tex1.a)); } else if (pixel_shader_id == 13) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb * tex2.a; } else if (pixel_shader_id == 14) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb * tex2.a * (1.0 - tex1.a); } else if (pixel_shader_id == 15) { diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb * 2.0, tex1.rgb, vec3(tex1.a)); specular = tex3.rgb * tex3.a * tex_sample_alpha.b; } else if (pixel_shader_id == 16) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb * tex2.a; discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 17) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb * tex2.a * (1.0 - tex1.a); discard_alpha = (tex1.a + tex2.a * dot(tex2.rgb, vec3(0.3, 0.59, 0.11))) * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 18) { diffuse = mesh_rgb * mix(mix(tex1.rgb, tex2.rgb, vec3(tex2.a)), tex1.rgb, vec3(tex1.a)); } else if (pixel_shader_id == 19) { diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb * 2.0, tex3.rgb, vec3(tex3.a)); } else if (pixel_shader_id == 21) { diffuse = mesh_rgb * tex1.rgb; specular = tex2.rgb * (1.0 - tex1.a); discard_alpha = (tex1.a + tex2.a) * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 22) { diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb, tex1.rgb, vec3(tex1.a)); } else if (pixel_shader_id == 24) { diffuse = mesh_rgb * mix(tex1.rgb, tex2.rgb, vec3(tex2.a)); specular = tex1.rgb * tex1.a * tex_sample_alpha.r; } else if (pixel_shader_id == 25) { float glow_opacity = clamp(tex3.a * tex_sample_alpha.b, 0.0, 1.0); diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb * 2.0, tex1.rgb, vec3(tex1.a)) * (1.0 - glow_opacity); specular = tex3.rgb * glow_opacity; } else if (pixel_shader_id == 26) { vec4 mixed = mix(mix(tex1, tex2, vec4(clamp(tex_sample_alpha.g, 0.0, 1.0))), tex3, vec4(clamp(tex_sample_alpha.b, 0.0, 1.0))); diffuse = mesh_rgb * mixed.rgb; discard_alpha = mixed.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 27) { diffuse = mesh_rgb * mix(mix(tex1.rgb * tex2.rgb * 2.0, tex3.rgb, vec3(tex3.a)), tex1.rgb, vec3(tex1.a)); } else if (pixel_shader_id == 28) { vec4 mixed = mix(mix(tex1, tex2, vec4(clamp(tex_sample_alpha.g, 0.0, 1.0))), tex3, vec4(clamp(tex_sample_alpha.b, 0.0, 1.0))); diffuse = mesh_rgb * mixed.rgb; discard_alpha = mixed.a * tex4.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 29) { diffuse = mesh_rgb * mix(tex1.rgb, tex2.rgb, vec3(tex2.a)); } else if (pixel_shader_id == 30) { diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb, tex3.rgb, vec3(tex3.a)); discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 31) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb; discard_alpha = tex1.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 32) { diffuse = mesh_rgb * mix(tex1.rgb * tex2.rgb, tex3.rgb, vec3(tex3.a)); } else if (pixel_shader_id == 35) { vec4 combined = tex1 * tex2 * tex3; diffuse = mesh_rgb * combined.rgb; discard_alpha = combined.a * mesh_color.a; can_discard = 1.0; } else if (pixel_shader_id == 36) { diffuse = mesh_rgb * tex1.rgb * tex2.rgb; discard_alpha = tex1.a * tex2.a * mesh_color.a; can_discard = 1.0; } } void fragment() { vec4 tex = use_texture ? texture(albedo_tex, stage_uv(0, world_normal)) : vec4(1.0); %s vec4 stage2 = use_stage2 ? texture(stage2_tex, stage_uv(1, world_normal)) : vec4(1.0); vec4 stage3 = use_stage3 ? texture(stage3_tex, stage_uv(2, world_normal)) : vec4(1.0); vec4 stage4 = use_stage4 ? texture(stage4_tex, stage_uv(3, world_normal)) : vec4(1.0); vec3 mat_diffuse; vec3 specular; float discard_alpha; float can_discard; resolve_m2_pixel(tex, stage2, stage3, stage4, mat_diffuse, specular, discard_alpha, can_discard); discard_alpha *= edge_fade; discard_alpha = pow(clamp(discard_alpha, 0.0, 1.0), max(effect_alpha_power, 0.01)) * effect_alpha_scale; if (uv_edge_fade_strength > 0.0) { float edge_width = 0.12; float edge_mask = smoothstep(0.0, edge_width, uv_interp.x) * smoothstep(0.0, edge_width, 1.0 - uv_interp.x); edge_mask *= smoothstep(0.0, edge_width, uv_interp.y) * smoothstep(0.0, edge_width, 1.0 - uv_interp.y); discard_alpha *= mix(1.0, edge_mask, clamp(uv_edge_fade_strength, 0.0, 1.0)); } if (alpha_ref > 0.0 && discard_alpha < alpha_ref) { discard; } vec3 n = normalize(world_normal); if (!FRONT_FACING) { n = -n; } float ndl = max(dot(n, normalize(wow_light_dir)), 0.0); vec3 zone_ambient = mix(vec3(0.76), max(wow_ambient_color.rgb, vec3(0.08)), 0.18); vec3 zone_light = mix(vec3(1.0), wow_light_color.rgb, 0.14); float day_strength = mix(0.48, 0.92, clamp(wow_sun_elevation, 0.0, 1.0)); vec3 lit = zone_ambient * 0.82 + zone_light * ndl * diffuse_strength * 0.72 * day_strength; lit = clamp(lit, vec3(0.56), vec3(1.08)); lit = mix(lit, vec3(1.0), clamp(unlit_strength, 0.0, 1.0)); vec3 color = mat_diffuse * lit + specular * 0.45; color = mix(color, min(color * 2.0, vec3(1.0)), clamp(modulate_2x, 0.0, 1.0)); color = clamp(color, vec3(0.0), vec3(1.0)); color = apply_wow_fog(color); ALBEDO = color; %s } """ % [ ", ".join(render_modes), repeat_hint, repeat_hint, repeat_hint, repeat_hint, "", "" if mode == "opaque" or mode == "cutout" else "\tALPHA = clamp(discard_alpha, 0.0, 1.0);", ]