Files
open-wc/addons/mpq_extractor/loaders/wow_m2_material.gd
T

606 lines
23 KiB
GDScript

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);",
]