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@zeux
Created March 19, 2014 02:09
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rayattribute vec3 color;
varying vec3 normal;
varying vec2 uv;
uniform sampler2D diffuseTexture;
uniform int hasDiffuseTexture;
uniform vec4 diffuseColor;
uniform sampler2D opacityTexture;
uniform int hasOpacityTexture;
void setup()
{
rl_OutputRayCount[0]=1;
if(hasOpacityTexture==1)
rl_OutputRayCount[0]++;
}
void main()
{
float alpha = 1.0;
if(hasOpacityTexture==1)
{
alpha = texture2D(opacityTexture, uv).x;
if(alpha<1.0)
{
createRay();
rl_OutRay.maxT= rl_InRay.maxT - rl_IntersectionT;
rl_OutRay.origin = rl_IntersectionPoint;
rl_OutRay.color = rl_InRay.color*(1.0-alpha);
emitRay();
}
}
if(rl_InRay.occlusionTest)
return;
if(alpha==0.0)
return;
//Get normal
vec3 n = normalize(normal);
if(!rl_FrontFacing)
n*=-1.0;
vec4 diffuse = diffuseColor;
if(hasDiffuseTexture==1)
diffuse *= texture2D(diffuseTexture,uv);
vec3 lightColor=vec3(0.0);
vec3 lightVect;
float maxT;
accumulate(rl_InRay.color*diffuse.xyz*LightingBlock.ambientColor.xyz);
if(!CalculateLightColor(lightColor, lightVect, maxT, 0, n, rl_IntersectionPoint))
return;
vec3 diffuseColor = rl_InRay.color*lightColor*diffuse.xyz;
createRay();
rl_OutRay.direction = lightVect;
rl_OutRay.origin = rl_IntersectionPoint;
rl_OutRay.color = diffuseColor;
rl_OutRay.occlusionTest = true;
rl_OutRay.defaultPrimitive = LightingBlock.lightPrimitive;
rl_OutRay.maxT = maxT;
emitRay();
}
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