Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2) Change single lightmap blends to use lightall
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66acde6d60
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28e14c4546
8 changed files with 195 additions and 306 deletions
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@ -61,6 +61,10 @@ uniform float u_LightRadius;
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#endif
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec4 u_PrimaryLightOrigin;
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#endif
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varying vec2 var_DiffuseTex;
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#if defined(USE_LIGHTMAP)
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@ -91,7 +95,11 @@ varying vec3 var_VertLight;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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varying vec3 var_WorldLight;
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varying vec3 var_LightDirection;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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varying vec3 var_PrimaryLightDirection;
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#endif
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#if defined(USE_TCGEN)
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@ -124,7 +132,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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float phase = offTurb.w;
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vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
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vec3 offsetPos = position / 1024.0;
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vec3 offsetPos = vec3(0); //position / 1024.0;
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offsetPos.x += offsetPos.z;
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vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
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@ -155,7 +163,7 @@ void main()
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gl_Position = u_ModelViewProjectionMatrix * position;
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#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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vec3 worldLight = attr_LightDirection;
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vec3 L = attr_LightDirection;
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#endif
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#if defined(USE_MODELMATRIX)
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@ -167,7 +175,7 @@ void main()
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#endif
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#if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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worldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz;
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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#endif
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#endif
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@ -175,24 +183,20 @@ void main()
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var_Position = position.xyz;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 SampleToView = u_ViewOrigin - position.xyz;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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var_SampleToView = SampleToView;
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var_SampleToView = u_ViewOrigin - position.xyz;
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#endif
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#if defined(USE_TCGEN)
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vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
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vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
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#else
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vec2 tex = attr_TexCoord0.st;
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vec2 texCoords = attr_TexCoord0.st;
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#endif
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#if defined(USE_TCMOD)
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var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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#else
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var_DiffuseTex = tex;
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var_DiffuseTex = texCoords;
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#endif
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#if defined(USE_LIGHTMAP)
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@ -209,10 +213,10 @@ void main()
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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#if defined(USE_LIGHT_VECTOR)
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vec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
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vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
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#endif
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#if !defined(USE_FAST_LIGHT)
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var_WorldLight = worldLight;
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var_LightDirection = L;
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#endif
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#endif
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@ -226,12 +230,16 @@ void main()
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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#if defined(USE_INVSQRLIGHT)
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float intensity = 1.0 / dot(worldLight, worldLight);
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float intensity = 1.0 / dot(L, L);
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#else
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float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
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float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
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#endif
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float NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0);
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float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
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var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w);
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#endif
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}
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