export default ` #define PI 3.34159265359 #define RECIPROCAL_PI 0.31830988618 #define saturate(a) clamp( a, 0.0, 1.0 ) precision highp float; varying vec3 vNormal; varying vec2 vUv; varying vec3 vPos; uniform sampler2D tInput; uniform vec3 uCameraPosition; vec3 F_Schlick_Frostbite (in vec3 f0 , in float f90 , in float u ) { return f0 + ( f90 - f0 ) * pow (1. - u, 5.); } void main(void) { vec3 N = vNormal; vec3 outColor = vec3(0.); vec3 diffuseColor = texture2D(tInput, vUv).rgb;//pow( texture2D(tInput, vUv).rgb, vec3(2.2) ); vec3 V = normalize(uCameraPosition - vPos); vec3 L = normalize( vec3(20.,20.,20.) ); vec3 Ldir = normalize( L - vPos ) ; vec3 radiance = vec3(0.); float NdotL = max(0., dot(N,L) ); vec3 lColor = vec3(1.); float attenuation = 1.;//calcLightAttenuation(length(L - worldPos), directLight.distance, directLight.decay); float roughness = clamp( 1., 0.04, 1.0 ); vec3 H = normalize(L); float LdotH = saturate ( dot (L , H )); float NdotH = saturate ( dot (N , H )); float energyBias = mix(0., 0.5, roughness ); float energyFactor = mix(1.0, 1.0 / 1.51, roughness ); float f90 = energyBias + 2.0 * LdotH * LdotH * roughness ; vec3 f0 = vec3(1.0, 1.0, 1.0); float lightScatter = F_Schlick_Frostbite ( f0 , f90 , NdotL ).r; vec3 irradiance = NdotL * lColor; outColor = diffuseColor * irradiance * lightScatter * energyFactor * attenuation; vec3 ambient = vec3(192./255., 181./255., 215./255.); // outColor.r = max(ambient.r, outColor.r); // outColor.g = max(ambient.g, outColor.g); // outColor.b = max(ambient.b, outColor.b); outColor = diffuseColor * vec3(NdotL) + diffuseColor * ambient * (1.-NdotL); gl_FragColor = vec4( outColor, 1. ); } `