uniform sampler2D u_DiffuseMap; #if defined(USE_LIGHTMAP) uniform sampler2D u_LightMap; #endif #if defined(USE_NORMALMAP) uniform sampler2D u_NormalMap; #endif #if defined(USE_DELUXEMAP) uniform sampler2D u_DeluxeMap; #endif #if defined(USE_SPECULARMAP) uniform sampler2D u_SpecularMap; #endif #if defined(USE_SHADOWMAP) uniform sampler2D u_ShadowMap; #endif #if defined(USE_CUBEMAP) uniform samplerCube u_CubeMap; #endif #if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) uniform vec3 u_DirectedLight; uniform vec3 u_AmbientLight; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) uniform vec3 u_PrimaryLightColor; uniform vec3 u_PrimaryLightAmbient; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) uniform vec2 u_MaterialInfo; #endif varying vec4 var_TexCoords; varying vec4 var_Color; #if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) varying vec4 var_Normal; varying vec4 var_Tangent; varying vec4 var_Bitangent; #endif #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) varying vec3 var_LightColor; #endif #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) varying vec4 var_LightDir; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) varying vec4 var_PrimaryLightDir; #endif #define EPSILON 0.00000001 #if defined(USE_PARALLAXMAP) float SampleDepth(sampler2D normalMap, vec2 t) { #if defined(SWIZZLE_NORMALMAP) return 1.0 - texture2D(normalMap, t).r; #else return 1.0 - texture2D(normalMap, t).a; #endif } float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap) { const int linearSearchSteps = 16; const int binarySearchSteps = 6; // current size of search window float size = 1.0 / float(linearSearchSteps); // current depth position float depth = 0.0; // best match found (starts with last position 1.0) float bestDepth = 1.0; // search front to back for first point inside object for(int i = 0; i < linearSearchSteps - 1; ++i) { depth += size; float t = SampleDepth(normalMap, dp + ds * depth); if(bestDepth > 0.996) // if no depth found yet if(depth >= t) bestDepth = depth; // store best depth } depth = bestDepth; // recurse around first point (depth) for closest match for(int i = 0; i < binarySearchSteps; ++i) { size *= 0.5; float t = SampleDepth(normalMap, dp + ds * depth); if(depth >= t) { bestDepth = depth; depth -= 2.0 * size; } depth += size; } return bestDepth; } #endif vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, float shininess) { #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR) float gamma = dot(E, L) - NE * NL; float B = 2.22222 + 0.1 * shininess; #if defined(USE_OREN_NAYAR) float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess); gamma = clamp(gamma, 0.0, 1.0); #endif #if defined(USE_TRIACE_OREN_NAYAR) float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess); if (gamma >= 0.0) #endif { B = max(B * max(NL, NE), EPSILON); } return diffuseAlbedo * (A + gamma / B); #else return diffuseAlbedo; #endif } vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular) { #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 gloss) { // from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf float a_sq = exp2(gloss * -13.0 + 1.0); float d = ((NH * NH) * (a_sq - 1.0) + 1.0); return a_sq / (d * d); } float CalcFresnel(float EH) { #if 1 // From http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf // not accurate, but fast return exp2(-10.0 * EH); #elif 0 // 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 - EH, 5.0); #endif } float CalcVisibility(float NH, float NL, float NE, float EH, float gloss) { #if 1 // From http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf float k = min(1.0, gloss + 0.545); return 1.0 / (k * EH * EH + (1.0 - k)); #elif 0 float roughness = exp2(gloss * -6.5); #if defined(USE_GGX) // From http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf float k = roughness + 1.0; k *= k * 0.125; #else float k = roughness; #endif // Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf // NL, NE in numerator factored out from cook-torrance float k2 = 1.0 - k; float invGeo1 = NL * k2 + k; float invGeo2 = NE * k2 + k; return 1.0 / (invGeo1 * invGeo2); #else float geo = 2.0 * NH * min(NE, NL); geo /= max(EH, geo); return geo; #endif } vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float gloss, float shininess) { float blinn = CalcBlinn(NH, shininess); vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH)); float vis = CalcVisibility(NH, NL, NE, EH, gloss); #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); } float CalcLightAttenuation(vec3 dir, float sqrRadius) { // point light at >0 radius, directional otherwise float point = float(sqrRadius > 0.0); // inverse square light float attenuation = sqrRadius / dot(dir, dir); // zero light at radius, approximating q3 style // also don't attenuate directional light attenuation = (0.5 * attenuation - 1.5) * point + 1.0; // clamp attenuation #if defined(NO_LIGHT_CLAMP) attenuation = max(attenuation, 0.0); #else attenuation = clamp(attenuation, 0.0, 1.0); #endif return attenuation; } void main() { 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.xyz, var_Bitangent.xyz, var_Normal.xyz); #endif #if defined(USE_DELUXEMAP) L = (2.0 * texture2D(u_DeluxeMap, var_TexCoords.zw).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(vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w)); #endif #if defined(USE_LIGHTMAP) vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw).rgba; #if defined(RGBM_LIGHTMAP) lightSample.rgb *= 32.0 * lightSample.a; #endif vec3 lightColor = lightSample.rgb; #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, var_LightDir.w); vec3 ambientColor = u_AmbientLight; #elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) vec3 lightColor = var_LightColor; #endif vec2 texCoords = var_TexCoords.xy; #if defined(USE_PARALLAXMAP) #if defined(USE_TANGENT_SPACE_LIGHT) vec3 offsetDir = E; #else vec3 offsetDir = E * tangentToWorld; #endif 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_GAMMA2_TEXTURES) diffuse.rgb *= diffuse.rgb; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #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 N = normalize(var_Normal.xyz); #endif L = normalize(L); #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 #if defined(USE_TANGENT_SPACE_LIGHT) shadowValue *= step(0.0, var_PrimaryLightDir.z); #else shadowValue *= step(0.0, dot(var_Normal.xyz, var_PrimaryLightDir.xyz)); #endif #if defined(SHADOWMAP_MODULATE) //vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor); vec3 shadowColor = u_PrimaryLightAmbient * lightColor; #if 0 // Only shadow when the world light is parallel to the primary light shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir.xyz), 0.0, 1.0); #endif lightColor = mix(shadowColor, lightColor, shadowValue); #endif #endif #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX) vec3 ambientColor = lightColor; #if defined(USE_TANGENT_SPACE_LIGHT) float surfNL = L.z; #else float surfNL = clamp(dot(var_Normal.xyz, 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 vec3 reflectance; NL = clamp(dot(N, L), 0.0, 1.0); NE = clamp(dot(N, E), 0.0, 1.0); #if defined(USE_SPECULARMAP) vec4 specular = texture2D(u_SpecularMap, texCoords); #if defined(USE_GAMMA2_TEXTURES) 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); #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 adjGloss = gloss; float adjShininess = shininess; #if !defined(USE_LIGHT_VECTOR) adjGloss *= r_deluxeSpecular; adjShininess = exp2(adjGloss * 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, adjGloss, adjShininess) * r_deluxeSpecular; #else reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess); #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_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; #endif #if defined(USE_PRIMARY_LIGHT) L = var_PrimaryLightDir.xyz; //normalize(var_PrimaryLightDir.xyz); 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, gloss, shininess); lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightDir.w); #if defined(USE_SHADOWMAP) lightColor *= shadowValue; #endif gl_FragColor.rgb += lightColor * reflectance * NL; #endif gl_FragColor.a = diffuse.a; #else gl_FragColor = diffuse; #if defined(USE_LIGHTMAP) gl_FragColor.rgb *= lightColor; #endif #endif gl_FragColor *= var_Color; }