#5979: Cubemap support for opengl2.

This commit is contained in:
SmileTheory 2013-09-16 00:54:26 -07:00
parent 68a616c7f1
commit 7e875c6941
23 changed files with 1268 additions and 516 deletions

View file

@ -20,14 +20,11 @@ uniform sampler2D u_SpecularMap;
uniform sampler2D u_ShadowMap;
#endif
uniform vec3 u_ViewOrigin;
#if defined(USE_TCGEN)
uniform int u_TCGen0;
#if defined(USE_CUBEMAP)
uniform samplerCube u_CubeMap;
#endif
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
uniform float u_LightRadius;
@ -39,7 +36,6 @@ uniform vec3 u_PrimaryLightAmbient;
uniform float u_PrimaryLightRadius;
#endif
#if defined(USE_LIGHT)
uniform vec2 u_MaterialInfo;
#endif
@ -50,43 +46,35 @@ varying vec2 var_LightTex;
#endif
varying vec4 var_Color;
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
varying vec3 var_Position;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
varying vec3 var_SampleToView;
#endif
#if !defined(USE_FAST_LIGHT)
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
varying vec3 var_ViewDir;
varying vec3 var_Normal;
#endif
#if defined(USE_VERT_TANGENT_SPACE)
varying vec3 var_Tangent;
varying vec3 var_Bitangent;
#endif
varying vec3 var_VertLight;
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_lightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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
#define EPSILON 0.00000001
#if defined(USE_PARALLAXMAP)
float SampleHeight(sampler2D normalMap, vec2 t)
float SampleDepth(sampler2D normalMap, vec2 t)
{
#if defined(SWIZZLE_NORMALMAP)
return texture2D(normalMap, t).r;
return 1.0 - texture2D(normalMap, t).r;
#else
return texture2D(normalMap, t).a;
return 1.0 - texture2D(normalMap, t).a;
#endif
}
@ -95,10 +83,8 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
const int linearSearchSteps = 16;
const int binarySearchSteps = 6;
float depthStep = 1.0 / float(linearSearchSteps);
// current size of search window
float size = depthStep;
float size = 1.0 / float(linearSearchSteps);
// current depth position
float depth = 0.0;
@ -111,7 +97,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
{
depth += size;
float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
float t = SampleDepth(normalMap, dp + ds * depth);
if(bestDepth > 0.996) // if no depth found yet
if(depth >= t)
@ -125,7 +111,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
{
size *= 0.5;
float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
float t = SampleDepth(normalMap, dp + ds * depth);
if(depth >= t)
{
@ -157,7 +143,7 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL,
if (gamma >= 0.0)
#endif
{
B *= max(max(NL, NE), EPSILON);
B = max(B * max(NL, NE), EPSILON);
}
return diffuseAlbedo * (A + gamma / B);
@ -166,60 +152,135 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL,
#endif
}
#if defined(USE_SPECULARMAP)
vec3 CalcSpecular(vec3 specularReflectance, float NH, float NL, float NE, float EH, float shininess)
vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
{
#if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
float blinn = pow(NH, shininess);
#endif
#if defined(USE_BLINN)
return specularReflectance * blinn;
#endif
#if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
vec3 fresnel = specularReflectance + (vec3(1.0) - specularReflectance) * pow(1.0 - EH, 5);
#endif
#if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)
float geo = 2.0 * NH * min(NE, NL);
geo /= max(EH, geo);
#endif
#if defined(USE_COOK_TORRANCE)
float m_sq = 2.0 / max(shininess, EPSILON);
float NH_sq = NH * NH;
float m_NH_sq = m_sq * NH_sq;
float beckmann = exp((NH_sq - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON);
return fresnel * geo * beckmann / max(NE, EPSILON);
#endif
#if defined(USE_TRIACE)
float scale = 0.1248582 * shininess + 0.2691817;
return fresnel * scale * blinn / max(max(NL, NE), EPSILON);
#endif
#if defined(USE_TORRANCE_SPARROW)
float scale = 0.125 * shininess + 1.0;
return fresnel * geo * scale * blinn / max(NE, EPSILON);
#if 1
// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
float a1 = t.w;
return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
#elif 0
// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
#else
// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
#endif
}
float CalcBlinn(float NH, float shininess)
{
#if 0
// from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
float a = shininess + 0.775;
return exp(a * NH - a);
#else
return pow(NH, shininess);
#endif
}
float CalcGGX(float NH, float shininess)
{
// from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
float m_sq = 2.0 / shininess;
float d = ((NH * NH) * (m_sq - 1.0) + 1.0);
return m_sq / (d * d);
}
float CalcFresnel(float EH)
{
#if 1
// From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
return exp2((-5.55473 * EH - 6.98316) * EH);
#elif 0
float blend = 1.0 - EH;
float blend2 = blend * blend;
blend *= blend2 * blend2;
return blend;
#else
return pow(1.0 - NH, 5.0);
#endif
}
float CalcVisibility(float NH, float NL, float NE, float EH, float shininess)
{
#if 0
float geo = 2.0 * NH * min(NE, NL);
geo /= max(EH, geo);
return geo;
#else
// Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
// NL, NE in numerator factored out from cook-torrance
#if defined(USE_GGX)
float roughness = sqrt(2.0 / (shininess + 2.0));
float k = (roughness + 1.0);
k *= k * 0.125;
#else
float k = 2.0 / sqrt(3.1415926535 * (shininess + 2.0));
#endif
float k2 = 1.0 - k;
float invGeo1 = NL * k2 + k;
float invGeo2 = NE * k2 + k;
return 1.0 / (invGeo1 * invGeo2);
#endif
}
vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float shininess)
{
float blinn = CalcBlinn(NH, shininess);
vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
float vis = CalcVisibility(NH, NL, NE, EH, shininess);
#if defined(USE_BLINN)
// Normalized Blinn-Phong
return specular * blinn * (shininess * 0.125 + 1.0);
#elif defined(USE_BLINN_FRESNEL)
// Normalized Blinn-Phong with Fresnel
return fSpecular * blinn * (shininess * 0.125 + 1.0);
#elif defined(USE_MCAULEY)
// Cook-Torrance as done by Stephen McAuley
// http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
return fSpecular * blinn * (shininess * 0.25 + 0.125);
#elif defined(USE_GOTANDA)
// Neumann-Neumann as done by Yoshiharu Gotanda
// http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
return fSpecular * blinn * (shininess * 0.124858 + 0.269182) / max(max(NL, NE), EPSILON);
#elif defined(USE_LAZAROV)
// Cook-Torrance as done by Dimitar Lazarov
// http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
return fSpecular * blinn * (shininess * 0.125 + 0.25) * vis;
#endif
return vec3(0.0);
}
void main()
{
#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
vec3 surfN = normalize(var_Normal);
vec3 L, N, E, H;
float NL, NH, NE, EH;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
#endif
#if defined(USE_DELUXEMAP)
vec3 L = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
//L += var_LightDirection * 0.0001;
#elif defined(USE_LIGHT)
vec3 L = var_LightDirection;
L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0));
#if defined(USE_TANGENT_SPACE_LIGHT)
L = L * tangentToWorld;
#endif
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
L = var_LightDir.xyz;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
E = normalize(var_ViewDir);
#endif
#if defined(USE_LIGHTMAP)
@ -229,94 +290,80 @@ void main()
#endif
vec3 lightColor = lightSample.rgb;
#elif 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) * var_LightDir.w + 1.0;
vec3 lightColor = u_DirectedLight * intensity;
vec3 ambientColor = u_AmbientLight;
vec3 lightColor = u_DirectedLight * attenuation;
vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
vec3 lightColor = var_VertLight;
vec3 lightColor = var_lightColor;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
vec3 E = normalize(var_SampleToView);
#endif
vec2 texCoords = var_DiffuseTex;
float ambientDiff = 1.0;
#if defined(USE_NORMALMAP)
#if defined(USE_VERT_TANGENT_SPACE)
mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
#if defined(USE_PARALLAXMAP)
#if defined(USE_TANGENT_SPACE_LIGHT)
vec3 offsetDir = E;
#else
vec3 q0 = dFdx(var_Position);
vec3 q1 = dFdy(var_Position);
vec2 st0 = dFdx(texCoords);
vec2 st1 = dFdy(texCoords);
float dir = sign(st1.t * st0.s - st0.t * st1.s);
vec3 tangent = normalize(q0 * st1.t - q1 * st0.t) * dir;
vec3 bitangent = -normalize(q0 * st1.s - q1 * st0.s) * dir;
mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
vec3 offsetDir = E * tangentToWorld;
#endif
#if defined(USE_PARALLAXMAP)
vec3 offsetDir = normalize(E * tangentToWorld);
offsetDir.xy *= -0.05 / offsetDir.z;
texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
#endif
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_LINEAR_LIGHT)
diffuse.rgb *= diffuse.rgb;
#endif
vec3 texN;
#if defined(SWIZZLE_NORMALMAP)
texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - 1.0;
#if defined(USE_NORMALMAP)
#if defined(SWIZZLE_NORMALMAP)
N.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - vec2(1.0);
#else
N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
#endif
N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
#if !defined(USE_TANGENT_SPACE_LIGHT)
N = normalize(tangentToWorld * N);
#endif
#elif defined(USE_TANGENT_SPACE_LIGHT)
N = vec3(0.0, 0.0, 1.0);
#else
texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - 1.0;
N = normalize(var_Normal);
#endif
texN.z = sqrt(clamp(1.0 - dot(texN.xy, texN.xy), 0.0, 1.0));
vec3 N = tangentToWorld * texN;
#if defined(r_normalAmbient)
ambientDiff = 0.781341 * texN.z + 0.218659;
#endif
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 N = surfN;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
N = normalize(N);
#endif
#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
{
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;
}

View file

@ -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)
var_LightDirection = L;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
var_VertLight = u_VertColor.rgb * attr_Color.rgb;
var_lightColor = u_VertColor.rgb * attr_Color.rgb;
var_Color.rgb = vec3(1.0);
var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;
#else
@ -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
}