#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(set = 1, binding = 0) uniform sampler2D uTexture; layout(set = 1, binding = 2) uniform M2Material { int hasTexture; int alphaTest; int colorKeyBlack; float colorKeyThreshold; int unlit; int blendMode; float fadeAlpha; float interiorDarken; float specularIntensity; }; layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap; layout(location = 0) in vec3 FragPos; layout(location = 1) in vec3 Normal; layout(location = 2) in vec2 TexCoord; layout(location = 0) out vec4 outColor; void main() { vec4 texColor = hasTexture != 0 ? texture(uTexture, TexCoord) : vec4(1.0); if (alphaTest != 0 && texColor.a < 0.5) discard; if (colorKeyBlack != 0) { float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114)); if (lum < colorKeyThreshold) discard; } if (blendMode == 1 && texColor.a < 0.004) discard; vec3 norm = normalize(Normal); if (!gl_FrontFacing) norm = -norm; vec3 ldir = normalize(-lightDir.xyz); float diff = max(dot(norm, ldir), 0.0); vec3 result; if (unlit != 0) { result = texColor.rgb; } else { vec3 viewDir = normalize(viewPos.xyz - FragPos); vec3 halfDir = normalize(ldir + viewDir); float spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity; float shadow = 1.0; if (shadowParams.x > 0.5) { vec4 lsPos = lightSpaceMatrix * vec4(FragPos, 1.0); vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5; if (proj.z <= 1.0) { float bias = max(0.005 * (1.0 - dot(norm, ldir)), 0.001); shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias)); } shadow = mix(1.0, shadow, shadowParams.y); } result = ambientColor.rgb * texColor.rgb + shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb); if (interiorDarken > 0.0) { result *= mix(1.0, 0.5, interiorDarken); } } float dist = length(viewPos.xyz - FragPos); float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0); result = mix(fogColor.rgb, result, fogFactor); outColor = vec4(result, texColor.a * fadeAlpha); }