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-rw-r--r--res/effectlib/customMaterialFragBody.glsllib54
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diff --git a/res/effectlib/customMaterialFragBody.glsllib b/res/effectlib/customMaterialFragBody.glsllib
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+++ b/res/effectlib/customMaterialFragBody.glsllib
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+#ifndef CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB
+#define CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB
+
+ bool twoSided = false;
+ vec3 materialEmissive = vec3( 0.0f, 0.0f, 0.0f );
+
+ float materialIOR = computeIOR();
+
+ if ( gl_FrontFacing )
+ {
+ materialEmissive = computeFrontMaterialEmissive() * computeMaterialEmissiveMask();
+ }
+ else
+ {
+ materialIOR = 1.0f / materialIOR;
+ twoSided = evalTwoSided();
+ if ( twoSided )
+ {
+ normal = -normal;
+ materialEmissive = computeBackMaterialEmissive() * computeMaterialEmissiveMask();
+ }
+ }
+
+ vec4 rgba = vec4( materialEmissive, 0.0f );
+
+ vec3 lightAmbient, lightDiffuse, lightSpecular, L;
+ for ( int i=0 ; i<uNumLights ; i++ )
+ {
+ sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular);
+ //evalTemporariesPerLightSource( normal, L, lightDiffuse, lightSpecular, materialIOR );
+ if (gl_FrontFacing)
+ computeFrontLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 );
+ else
+ computeBackLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 );
+ }
+ for ( int i=0 ; i < uNumAreaLights; ++i )
+ {
+ if (gl_FrontFacing)
+ computeFrontAreaColor( i, arealights[i].diffuse, arealights[i].specular );
+ else
+ computeBackAreaColor( i, arealights[i].diffuse, arealights[i].specular );
+ }
+
+ if ( 0.0f < alpha )
+ {
+ if (gl_FrontFacing)
+ computeFrontLayerEnvironment( normal, viewDir, 1.0 );
+ else
+ computeBackLayerEnvironment( normal, viewDir, 1.0 );
+ }
+
+ rgba += computeLayerWeights( alpha );
+
+#endif