#5979: Cubemap support for opengl2.
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68a616c7f1
commit
7e875c6941
23 changed files with 1268 additions and 516 deletions
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@ -20,14 +20,11 @@ uniform sampler2D u_SpecularMap;
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uniform sampler2D u_ShadowMap;
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#endif
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uniform vec3 u_ViewOrigin;
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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#if defined(USE_CUBEMAP)
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uniform samplerCube u_CubeMap;
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#endif
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#if defined(USE_LIGHT_VECTOR)
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uniform vec4 u_LightOrigin;
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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uniform float u_LightRadius;
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@ -39,7 +36,6 @@ uniform vec3 u_PrimaryLightAmbient;
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uniform float u_PrimaryLightRadius;
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#endif
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#if defined(USE_LIGHT)
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uniform vec2 u_MaterialInfo;
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#endif
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@ -50,43 +46,35 @@ varying vec2 var_LightTex;
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#endif
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varying vec4 var_Color;
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#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Position;
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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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varying vec3 var_SampleToView;
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#endif
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#if !defined(USE_FAST_LIGHT)
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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varying vec3 var_ViewDir;
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varying vec3 var_Normal;
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#endif
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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#endif
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varying vec3 var_VertLight;
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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varying vec3 var_lightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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varying vec3 var_LightDirection;
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varying vec4 var_LightDir;
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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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varying vec3 var_PrimaryLightDir;
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#endif
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#define EPSILON 0.00000001
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#if defined(USE_PARALLAXMAP)
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float SampleHeight(sampler2D normalMap, vec2 t)
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float SampleDepth(sampler2D normalMap, vec2 t)
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{
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#if defined(SWIZZLE_NORMALMAP)
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return texture2D(normalMap, t).r;
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return 1.0 - texture2D(normalMap, t).r;
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#else
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return texture2D(normalMap, t).a;
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return 1.0 - texture2D(normalMap, t).a;
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#endif
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}
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@ -95,10 +83,8 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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const int linearSearchSteps = 16;
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const int binarySearchSteps = 6;
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float depthStep = 1.0 / float(linearSearchSteps);
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// current size of search window
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float size = depthStep;
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float size = 1.0 / float(linearSearchSteps);
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// current depth position
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float depth = 0.0;
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@ -111,7 +97,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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depth += size;
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float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(bestDepth > 0.996) // if no depth found yet
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if(depth >= t)
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@ -125,7 +111,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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size *= 0.5;
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float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(depth >= t)
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{
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@ -157,7 +143,7 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL,
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if (gamma >= 0.0)
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#endif
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{
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B *= max(max(NL, NE), EPSILON);
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B = max(B * max(NL, NE), EPSILON);
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}
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return diffuseAlbedo * (A + gamma / B);
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@ -166,60 +152,135 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL,
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#endif
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}
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#if defined(USE_SPECULARMAP)
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vec3 CalcSpecular(vec3 specularReflectance, float NH, float NL, float NE, float EH, float shininess)
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vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
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{
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#if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
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float blinn = pow(NH, shininess);
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#endif
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#if defined(USE_BLINN)
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return specularReflectance * blinn;
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#endif
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#if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
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vec3 fresnel = specularReflectance + (vec3(1.0) - specularReflectance) * pow(1.0 - EH, 5);
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#endif
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#if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)
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float geo = 2.0 * NH * min(NE, NL);
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geo /= max(EH, geo);
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#endif
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#if defined(USE_COOK_TORRANCE)
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float m_sq = 2.0 / max(shininess, EPSILON);
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float NH_sq = NH * NH;
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float m_NH_sq = m_sq * NH_sq;
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float beckmann = exp((NH_sq - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON);
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return fresnel * geo * beckmann / max(NE, EPSILON);
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#endif
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#if defined(USE_TRIACE)
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float scale = 0.1248582 * shininess + 0.2691817;
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return fresnel * scale * blinn / max(max(NL, NE), EPSILON);
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#endif
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#if defined(USE_TORRANCE_SPARROW)
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float scale = 0.125 * shininess + 1.0;
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return fresnel * geo * scale * blinn / max(NE, EPSILON);
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#if 1
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// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
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vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
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t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
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float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
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float a1 = t.w;
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return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
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#elif 0
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// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
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return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
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#else
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// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
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return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
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#endif
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}
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float CalcBlinn(float NH, float shininess)
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{
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#if 0
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// from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
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float a = shininess + 0.775;
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return exp(a * NH - a);
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#else
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return pow(NH, shininess);
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#endif
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}
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float CalcGGX(float NH, float shininess)
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{
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// from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
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float m_sq = 2.0 / shininess;
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float d = ((NH * NH) * (m_sq - 1.0) + 1.0);
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return m_sq / (d * d);
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}
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float CalcFresnel(float EH)
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{
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#if 1
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// From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
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return exp2((-5.55473 * EH - 6.98316) * EH);
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#elif 0
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float blend = 1.0 - EH;
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float blend2 = blend * blend;
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blend *= blend2 * blend2;
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return blend;
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#else
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return pow(1.0 - NH, 5.0);
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#endif
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}
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float CalcVisibility(float NH, float NL, float NE, float EH, float shininess)
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{
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#if 0
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float geo = 2.0 * NH * min(NE, NL);
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geo /= max(EH, geo);
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return geo;
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#else
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// Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
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// NL, NE in numerator factored out from cook-torrance
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#if defined(USE_GGX)
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float roughness = sqrt(2.0 / (shininess + 2.0));
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float k = (roughness + 1.0);
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k *= k * 0.125;
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#else
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float k = 2.0 / sqrt(3.1415926535 * (shininess + 2.0));
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#endif
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float k2 = 1.0 - k;
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float invGeo1 = NL * k2 + k;
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float invGeo2 = NE * k2 + k;
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return 1.0 / (invGeo1 * invGeo2);
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#endif
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}
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vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float shininess)
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{
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float blinn = CalcBlinn(NH, shininess);
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vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
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float vis = CalcVisibility(NH, NL, NE, EH, shininess);
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#if defined(USE_BLINN)
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// Normalized Blinn-Phong
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return specular * blinn * (shininess * 0.125 + 1.0);
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#elif defined(USE_BLINN_FRESNEL)
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// Normalized Blinn-Phong with Fresnel
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return fSpecular * blinn * (shininess * 0.125 + 1.0);
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#elif defined(USE_MCAULEY)
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// Cook-Torrance as done by Stephen McAuley
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// http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
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return fSpecular * blinn * (shininess * 0.25 + 0.125);
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#elif defined(USE_GOTANDA)
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// Neumann-Neumann as done by Yoshiharu Gotanda
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// http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
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return fSpecular * blinn * (shininess * 0.124858 + 0.269182) / max(max(NL, NE), EPSILON);
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#elif defined(USE_LAZAROV)
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// Cook-Torrance as done by Dimitar Lazarov
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// http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
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return fSpecular * blinn * (shininess * 0.125 + 0.25) * vis;
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#endif
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return vec3(0.0);
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}
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void main()
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{
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#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
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vec3 surfN = normalize(var_Normal);
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vec3 L, N, E, H;
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float NL, NH, NE, EH;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
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#endif
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#if defined(USE_DELUXEMAP)
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vec3 L = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
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//L += var_LightDirection * 0.0001;
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#elif defined(USE_LIGHT)
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vec3 L = var_LightDirection;
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L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0));
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#if defined(USE_TANGENT_SPACE_LIGHT)
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L = L * tangentToWorld;
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#endif
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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L = var_LightDir.xyz;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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E = normalize(var_ViewDir);
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#endif
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#if defined(USE_LIGHTMAP)
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@ -229,94 +290,80 @@ void main()
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#endif
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vec3 lightColor = lightSample.rgb;
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#elif 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(L, L);
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#else
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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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// inverse square light
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float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
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// zero light at radius, approximating q3 style
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attenuation = 0.5 * attenuation - 0.5;
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//attenuation = 0.0697168 * attenuation;
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//attenuation *= step(0.294117, attenuation);
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// clamp attenuation
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#if defined(NO_LIGHT_CLAMP)
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attenuation *= step(0.0, attenuation);
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#else
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attenuation = clamp(attenuation, 0.0, 1.0);
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#endif
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// don't attenuate directional light
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attenuation = (attenuation - 1.0) * var_LightDir.w + 1.0;
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vec3 lightColor = u_DirectedLight * intensity;
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vec3 ambientColor = u_AmbientLight;
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vec3 lightColor = u_DirectedLight * attenuation;
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vec3 ambientColor = u_AmbientLight;
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#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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vec3 lightColor = var_VertLight;
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vec3 lightColor = var_lightColor;
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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 E = normalize(var_SampleToView);
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#endif
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vec2 texCoords = var_DiffuseTex;
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float ambientDiff = 1.0;
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#if defined(USE_NORMALMAP)
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#if defined(USE_VERT_TANGENT_SPACE)
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mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
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#if defined(USE_PARALLAXMAP)
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#if defined(USE_TANGENT_SPACE_LIGHT)
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vec3 offsetDir = E;
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#else
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vec3 q0 = dFdx(var_Position);
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vec3 q1 = dFdy(var_Position);
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vec2 st0 = dFdx(texCoords);
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vec2 st1 = dFdy(texCoords);
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float dir = sign(st1.t * st0.s - st0.t * st1.s);
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vec3 tangent = normalize(q0 * st1.t - q1 * st0.t) * dir;
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vec3 bitangent = -normalize(q0 * st1.s - q1 * st0.s) * dir;
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mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
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vec3 offsetDir = E * tangentToWorld;
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#endif
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#if defined(USE_PARALLAXMAP)
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vec3 offsetDir = normalize(E * tangentToWorld);
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offsetDir.xy *= -0.05 / offsetDir.z;
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texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LINEAR_LIGHT)
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diffuse.rgb *= diffuse.rgb;
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#endif
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vec3 texN;
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#if defined(SWIZZLE_NORMALMAP)
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texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - 1.0;
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#if defined(USE_NORMALMAP)
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#if defined(SWIZZLE_NORMALMAP)
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N.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - vec2(1.0);
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#else
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N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
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#endif
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N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
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#if !defined(USE_TANGENT_SPACE_LIGHT)
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N = normalize(tangentToWorld * N);
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#endif
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#elif defined(USE_TANGENT_SPACE_LIGHT)
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N = vec3(0.0, 0.0, 1.0);
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#else
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texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - 1.0;
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N = normalize(var_Normal);
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#endif
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texN.z = sqrt(clamp(1.0 - dot(texN.xy, texN.xy), 0.0, 1.0));
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vec3 N = tangentToWorld * texN;
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#if defined(r_normalAmbient)
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ambientDiff = 0.781341 * texN.z + 0.218659;
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#endif
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 N = surfN;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
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N = normalize(N);
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#endif
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#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
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if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
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{
|
||||
texCoords = -reflect(E, N).yz * vec2(0.5, -0.5) + 0.5;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 diffuseAlbedo = texture2D(u_DiffuseMap, texCoords);
|
||||
#if defined(USE_LIGHT) && defined(USE_GAMMA2_TEXTURES)
|
||||
diffuseAlbedo.rgb *= diffuseAlbedo.rgb;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
|
||||
gl_FragColor = diffuse.rgb;
|
||||
#if defined(USE_LIGHTMAP)
|
||||
gl_FragColor *= lightColor;
|
||||
#endif
|
||||
#elif defined(USE_LIGHT)
|
||||
|
||||
L = normalize(L);
|
||||
|
||||
float surfNL = clamp(dot(surfN, L), 0.0, 1.0);
|
||||
|
||||
#if defined(USE_SHADOWMAP)
|
||||
vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
|
||||
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
|
||||
|
||||
// surfaces not facing the light are always shadowed
|
||||
shadowValue *= step(0.0, dot(surfN, var_PrimaryLightDirection));
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
shadowValue *= step(0.0, var_PrimaryLightDir.z);
|
||||
#else
|
||||
shadowValue *= step(0.0, dot(var_Normal, var_PrimaryLightDir));
|
||||
#endif
|
||||
|
||||
#if defined(SHADOWMAP_MODULATE)
|
||||
//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
|
||||
|
@ -324,106 +371,141 @@ void main()
|
|||
|
||||
#if 0
|
||||
// Only shadow when the world light is parallel to the primary light
|
||||
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDirection), 0.0, 1.0);
|
||||
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir), 0.0, 1.0);
|
||||
#endif
|
||||
lightColor = mix(shadowColor, lightColor, shadowValue);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
|
||||
#if defined(USE_STANDARD_DELUXEMAP)
|
||||
// Standard deluxe mapping treats the light sample as fully directed
|
||||
// and doesn't compensate for light angle attenuation.
|
||||
vec3 ambientColor = vec3(0.0);
|
||||
#else
|
||||
// Separate the light sample into directed and ambient parts.
|
||||
//
|
||||
// ambientMax - if the cosine of the angle between the surface
|
||||
// normal and the light is below this value, the light
|
||||
// is fully ambient.
|
||||
// directedMax - if the cosine of the angle between the surface
|
||||
// normal and the light is above this value, the light
|
||||
// is fully directed.
|
||||
const float ambientMax = 0.25;
|
||||
const float directedMax = 0.5;
|
||||
|
||||
float directedScale = clamp((surfNL - ambientMax) / (directedMax - ambientMax), 0.0, 1.0);
|
||||
|
||||
// Scale the directed portion to compensate for the baked-in
|
||||
// light angle attenuation.
|
||||
directedScale /= max(surfNL, ambientMax);
|
||||
|
||||
#if defined(r_normalAmbient)
|
||||
directedScale *= 1.0 - r_normalAmbient;
|
||||
#endif
|
||||
|
||||
// Recover any unused light as ambient
|
||||
vec3 ambientColor = lightColor;
|
||||
lightColor *= directedScale;
|
||||
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
float surfNL = L.z;
|
||||
#else
|
||||
float surfNL = clamp(dot(var_Normal, L), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
// Scale the incoming light to compensate for the baked-in light angle
|
||||
// attenuation.
|
||||
lightColor /= max(surfNL, 0.25);
|
||||
|
||||
// Recover any unused light as ambient, in case attenuation is over 4x or
|
||||
// light is below the surface
|
||||
ambientColor -= lightColor * surfNL;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 reflectance;
|
||||
|
||||
float NL = clamp(dot(N, L), 0.0, 1.0);
|
||||
float NE = clamp(dot(N, E), 0.0, 1.0);
|
||||
|
||||
float maxReflectance = u_MaterialInfo.x;
|
||||
float shininess = u_MaterialInfo.y;
|
||||
NL = clamp(dot(N, L), 0.0, 1.0);
|
||||
NE = clamp(dot(N, E), 0.0, 1.0);
|
||||
|
||||
#if defined(USE_SPECULARMAP)
|
||||
vec4 specularReflectance = texture2D(u_SpecularMap, texCoords);
|
||||
specularReflectance.rgb *= maxReflectance;
|
||||
shininess *= specularReflectance.a;
|
||||
// adjust diffuse by specular reflectance, to maintain energy conservation
|
||||
diffuseAlbedo.rgb *= vec3(1.0) - specularReflectance.rgb;
|
||||
vec4 specular = texture2D(u_SpecularMap, texCoords);
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
specular.rgb *= specular.rgb;
|
||||
#endif
|
||||
#else
|
||||
vec4 specular = vec4(1.0);
|
||||
#endif
|
||||
|
||||
specular *= u_MaterialInfo.xxxy;
|
||||
|
||||
float gloss = specular.a;
|
||||
float shininess = exp2(gloss * 13.0);
|
||||
float localOcclusion = clamp((diffuse.r + diffuse.g + diffuse.b) * 16.0f, 0.0, 1.0);
|
||||
|
||||
#if defined(SPECULAR_IS_METALLIC)
|
||||
// diffuse is actually base color, and red of specular is metallicness
|
||||
float metallic = specular.r;
|
||||
|
||||
specular.rgb = vec3(0.04) + 0.96 * diffuse.rgb * metallic;
|
||||
diffuse.rgb *= 1.0 - metallic;
|
||||
#else
|
||||
// adjust diffuse by specular reflectance, to maintain energy conservation
|
||||
diffuse.rgb *= vec3(1.0) - specular.rgb;
|
||||
#endif
|
||||
|
||||
|
||||
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
|
||||
|
||||
#if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR)
|
||||
float adjShininess = shininess;
|
||||
|
||||
#if !defined(USE_LIGHT_VECTOR)
|
||||
adjShininess = exp2(gloss * r_deluxeSpecular * 13.0);
|
||||
#endif
|
||||
|
||||
H = normalize(L + E);
|
||||
|
||||
EH = clamp(dot(E, H), 0.0, 1.0);
|
||||
NH = clamp(dot(N, H), 0.0, 1.0);
|
||||
|
||||
#if !defined(USE_LIGHT_VECTOR)
|
||||
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * r_deluxeSpecular * localOcclusion;
|
||||
#else
|
||||
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * localOcclusion;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb = lightColor * reflectance * NL;
|
||||
gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
|
||||
|
||||
#if defined(USE_CUBEMAP)
|
||||
reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
|
||||
|
||||
vec3 R = reflect(E, N);
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
R = tangentToWorld * R;
|
||||
#endif
|
||||
|
||||
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb;
|
||||
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
cubeLightColor *= cubeLightColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP)
|
||||
cubeLightColor *= lightSample.rgb;
|
||||
#elif defined (USE_LIGHT_VERTEX)
|
||||
cubeLightColor *= var_lightColor;
|
||||
#else
|
||||
cubeLightColor *= lightColor * NL + ambientColor;
|
||||
#endif
|
||||
|
||||
//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb;
|
||||
gl_FragColor.rgb += cubeLightColor * reflectance * localOcclusion;
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb = lightColor * NL * CalcDiffuse(diffuseAlbedo.rgb, N, L, E, NE, NL, shininess);
|
||||
gl_FragColor.rgb += ambientDiff * ambientColor * diffuseAlbedo.rgb;
|
||||
#if defined(USE_PRIMARY_LIGHT)
|
||||
vec3 L2 = var_PrimaryLightDirection;
|
||||
float NL2 = clamp(dot(N, L2), 0.0, 1.0);
|
||||
L = normalize(var_PrimaryLightDir);
|
||||
NL = clamp(dot(N, L), 0.0, 1.0);
|
||||
|
||||
H = normalize(L + E);
|
||||
EH = clamp(dot(E, H), 0.0, 1.0);
|
||||
NH = clamp(dot(N, H), 0.0, 1.0);
|
||||
|
||||
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
|
||||
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess);
|
||||
|
||||
#if defined(USE_SHADOWMAP)
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess);
|
||||
#else
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess);
|
||||
reflectance *= shadowValue;
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * reflectance * NL;
|
||||
#endif
|
||||
|
||||
#if defined(USE_SPECULARMAP)
|
||||
vec3 H = normalize(L + E);
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
|
||||
#endif
|
||||
|
||||
float EH = clamp(dot(E, H), 0.0, 1.0);
|
||||
float NH = clamp(dot(N, H), 0.0, 1.0);
|
||||
|
||||
gl_FragColor.rgb += lightColor * NL * CalcSpecular(specularReflectance.rgb, NH, NL, NE, EH, shininess);
|
||||
|
||||
#if defined(r_normalAmbient)
|
||||
vec3 ambientHalf = normalize(surfN + E);
|
||||
float ambientSpec = max(dot(ambientHalf, N) + 0.5, 0.0);
|
||||
ambientSpec *= ambientSpec * 0.44;
|
||||
gl_FragColor.rgb += specularReflectance.rgb * ambientSpec * ambientColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT)
|
||||
vec3 H2 = normalize(L2 + E);
|
||||
float EH2 = clamp(dot(E, H2), 0.0, 1.0);
|
||||
float NH2 = clamp(dot(N, H2), 0.0, 1.0);
|
||||
|
||||
|
||||
#if defined(USE_SHADOWMAP)
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcSpecular(specularReflectance.rgb, NH2, NL2, NE, EH2, shininess);
|
||||
#else
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcSpecular(specularReflectance.rgb, NH2, NL2, NE, EH2, shininess);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
gl_FragColor.a = diffuse.a;
|
||||
#else
|
||||
gl_FragColor.rgb = diffuseAlbedo.rgb;
|
||||
gl_FragColor = diffuse;
|
||||
#if defined(USE_LIGHTMAP)
|
||||
gl_FragColor.rgb *= lightColor;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_FragColor.a = diffuseAlbedo.a;
|
||||
|
||||
gl_FragColor *= var_Color;
|
||||
}
|
||||
|
|
|
@ -4,21 +4,16 @@ attribute vec4 attr_TexCoord1;
|
|||
#endif
|
||||
attribute vec4 attr_Color;
|
||||
|
||||
attribute vec4 attr_Position;
|
||||
attribute vec3 attr_Position;
|
||||
attribute vec3 attr_Normal;
|
||||
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
attribute vec3 attr_Tangent;
|
||||
attribute vec3 attr_Bitangent;
|
||||
#endif
|
||||
|
||||
#if defined(USE_VERTEX_ANIMATION)
|
||||
attribute vec4 attr_Position2;
|
||||
attribute vec3 attr_Position2;
|
||||
attribute vec3 attr_Normal2;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
attribute vec3 attr_Tangent2;
|
||||
attribute vec3 attr_Bitangent2;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
|
||||
|
@ -71,35 +66,28 @@ varying vec2 var_DiffuseTex;
|
|||
varying vec2 var_LightTex;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
varying vec3 var_SampleToView;
|
||||
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
varying vec3 var_ViewDir;
|
||||
#endif
|
||||
|
||||
varying vec4 var_Color;
|
||||
|
||||
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
|
||||
varying vec3 var_Position;
|
||||
#endif
|
||||
|
||||
|
||||
#if !defined(USE_FAST_LIGHT)
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
|
||||
varying vec3 var_Normal;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
varying vec3 var_Tangent;
|
||||
varying vec3 var_Bitangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
|
||||
varying vec3 var_VertLight;
|
||||
varying vec3 var_lightColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
varying vec3 var_LightDirection;
|
||||
varying vec4 var_LightDir;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
|
||||
varying vec3 var_PrimaryLightDirection;
|
||||
varying vec3 var_PrimaryLightDir;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN)
|
||||
|
@ -132,7 +120,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
|
|||
float phase = offTurb.w;
|
||||
vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
|
||||
|
||||
vec3 offsetPos = vec3(0); //position / 1024.0;
|
||||
vec3 offsetPos = position * 0.0009765625;
|
||||
offsetPos.x += offsetPos.z;
|
||||
|
||||
vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
|
||||
|
@ -145,83 +133,53 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
|
|||
void main()
|
||||
{
|
||||
#if defined(USE_VERTEX_ANIMATION)
|
||||
vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
|
||||
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
|
||||
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
|
||||
vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
|
||||
#endif
|
||||
#else
|
||||
vec4 position = attr_Position;
|
||||
vec3 position = attr_Position;
|
||||
vec3 normal = attr_Normal;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
vec3 tangent = attr_Tangent;
|
||||
vec3 bitangent = attr_Bitangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_Position = u_ModelViewProjectionMatrix * position;
|
||||
|
||||
#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
vec3 L = attr_LightDirection;
|
||||
#endif
|
||||
|
||||
#if defined(USE_MODELMATRIX)
|
||||
position = u_ModelMatrix * position;
|
||||
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
|
||||
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
|
||||
var_Position = position.xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
var_SampleToView = u_ViewOrigin - position.xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN)
|
||||
vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
|
||||
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
|
||||
#else
|
||||
vec2 texCoords = attr_TexCoord0.st;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCMOD)
|
||||
var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
|
||||
var_DiffuseTex = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
|
||||
#else
|
||||
var_DiffuseTex = texCoords;
|
||||
#endif
|
||||
|
||||
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
|
||||
#if defined(USE_MODELMATRIX)
|
||||
position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
|
||||
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
|
||||
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
|
||||
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VECTOR)
|
||||
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
|
||||
#elif defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
|
||||
vec3 L = attr_LightDirection;
|
||||
#if defined(USE_MODELMATRIX)
|
||||
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP)
|
||||
var_LightTex = attr_TexCoord1.st;
|
||||
#endif
|
||||
|
||||
#if !defined(USE_FAST_LIGHT)
|
||||
var_Normal = normal;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
var_Tangent = tangent;
|
||||
var_Bitangent = bitangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
|
||||
#if defined(USE_LIGHT_VECTOR)
|
||||
vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
|
||||
#endif
|
||||
#if !defined(USE_FAST_LIGHT)
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||||
var_LightDirection = L;
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||||
#endif
|
||||
#endif
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||||
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||||
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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||||
var_VertLight = u_VertColor.rgb * attr_Color.rgb;
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var_lightColor = u_VertColor.rgb * attr_Color.rgb;
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var_Color.rgb = vec3(1.0);
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||||
var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;
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||||
#else
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||||
|
@ -229,17 +187,64 @@ void main()
|
|||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
|
||||
#if defined(USE_INVSQRLIGHT)
|
||||
float intensity = 1.0 / dot(L, L);
|
||||
#else
|
||||
float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
|
||||
#endif
|
||||
// inverse square light
|
||||
float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
|
||||
|
||||
// zero light at radius, approximating q3 style
|
||||
attenuation = 0.5 * attenuation - 0.5;
|
||||
//attenuation = 0.0697168 * attenuation;
|
||||
//attenuation *= step(0.294117, attenuation);
|
||||
|
||||
// clamp attenuation
|
||||
#if defined(NO_LIGHT_CLAMP)
|
||||
attenuation *= step(0.0, attenuation);
|
||||
#else
|
||||
attenuation = clamp(attenuation, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
// don't attenuate directional light
|
||||
attenuation = (attenuation - 1.0) * u_LightOrigin.w + 1.0;
|
||||
|
||||
float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
|
||||
|
||||
var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight;
|
||||
var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;
|
||||
#endif
|
||||
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
|
||||
var_Normal = normal;
|
||||
var_Tangent = tangent;
|
||||
var_Bitangent = bitangent;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
|
||||
var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w);
|
||||
#endif
|
||||
var_PrimaryLightDir = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w));
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
#if defined(USE_LIGHT_VECTOR)
|
||||
var_LightDir = vec4(L, u_LightOrigin.w);
|
||||
#else
|
||||
var_LightDir = vec4(L, 0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
var_ViewDir = (u_ViewOrigin - position);
|
||||
#endif
|
||||
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
mat3 tangentToWorld = mat3(tangent, bitangent, normal);
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
|
||||
var_PrimaryLightDir = var_PrimaryLightDir * tangentToWorld;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
|
||||
#endif
|
||||
|
||||
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
var_ViewDir = var_ViewDir * tangentToWorld;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue