void main() { vec3 color; vec4 final = u_lightAmbient; vec3 normal; vec3 lightMapDiffuse; if (u_normalLayerSettings.enabled) { normal = decodeNormal(u_normalMap); } else { normal = v_normal; } float lambertFactor = max(dot(normal, v_lightDir), 0.0); if (lambertFactor > 0.0) { if (u_diffuseLayerSettings.enabled) { vec4 diffuseColor = computeLayerColor(u_diffuseMap, u_diffuseLayerSettings); color = combineLayerColor(diffuseColor, color, u_diffuseLayerSettings); } if (u_decalLayerSettings.enabled) { vec4 decalColor = computeLayerColor(u_decalMap, u_decalLayerSettings); color = combineLayerColor(decalColor, color, u_decalLayerSettings); } vec4 specularColor = computeSpecular(u_specularMap, u_specularLayerSettings, u_specularity, u_specMult, normal); if (u_lightMapLayerSettings.enabled) { vec4 lightMapColor = computeLayerColor(u_lightMapMap, u_lightMapLayerSettings) * 2.0; lightMapDiffuse = lightMapColor.rgb; } /*final.rgb = color * lightMapDiffuse + specularColor.rgb;*/ final.rgb = (color + specularColor.rgb) * lambertFactor; bool addEmissive = false; vec3 emissiveColor; vec4 tempColor; if (u_emissiveLayerSettings.enabled) { tempColor = computeLayerColor(u_emissiveMap, u_emissiveLayerSettings); if (u_emissiveLayerSettings.op == LAYEROP_MOD || u_emissiveLayerSettings.op == LAYEROP_MOD2X || u_emissiveLayerSettings.op == LAYEROP_LERP) { final.rgb = combineLayerColor(tempColor, final.rgb, u_emissiveLayerSettings); } else {
vec4 computeSpecular(sampler2D specularMap, LayerSettings layerSettings, float specularity, float specMult, vec3 normal) { vec4 color; if (layerSettings.enabled) { color = computeLayerColor(specularMap, layerSettings); } else { color = vec4(0); } float factor = pow(max(-dot(v_halfVec, normal), 0.0), specularity) * specMult; return color * factor; }