ioef/code/renderergl2/glsl/lightall_fp.glsl

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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
uniform vec3 u_ViewOrigin;
#if defined(USE_TCGEN)
uniform int u_TCGen0;
#endif
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
uniform float u_LightRadius;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
uniform vec3 u_PrimaryLightColor;
uniform vec3 u_PrimaryLightAmbient;
uniform float u_PrimaryLightRadius;
#endif
#if defined(USE_LIGHT)
uniform vec2 u_MaterialInfo;
#endif
varying vec2 var_DiffuseTex;
#if defined(USE_LIGHTMAP)
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)
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) && !defined(USE_DELUXEMAP)
varying vec3 var_LightDirection;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
varying vec3 var_PrimaryLightDirection;
#endif
#define EPSILON 0.00000001
#if defined(USE_PARALLAXMAP)
float SampleHeight(sampler2D normalMap, vec2 t)
{
#if defined(SWIZZLE_NORMALMAP)
return texture2D(normalMap, t).r;
#else
return texture2D(normalMap, t).a;
#endif
}
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;
// 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 = 1.0 - SampleHeight(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 = 1.0 - SampleHeight(normalMap, dp + ds * depth);
if(depth >= t)
{
bestDepth = depth;
depth -= 2.0 * size;
}
depth += size;
}
return bestDepth;
}
#endif
float CalcDiffuse(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, 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(max(NL, NE), EPSILON);
}
return (A + gamma / B) * (1.0 - fzero);
#else
return 1.0 - fzero;
#endif
}
#if defined(USE_SPECULARMAP)
float CalcSpecular(float NH, float NL, float NE, float EH, float fzero, float shininess)
{
#if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
float blinn = pow(NH, shininess);
#endif
#if defined(USE_BLINN)
return blinn;
#endif
#if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
float fresnel = fzero + (1.0 - fzero) * 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);
#endif
}
#endif
void main()
{
#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
vec3 surfN = normalize(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;
#endif
#if defined(USE_LIGHTMAP)
vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
#if defined(RGBE_LIGHTMAP)
lightSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);
#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
vec3 lightColor = u_DirectedLight * intensity;
vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
vec3 lightColor = var_VertLight;
#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);
#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);
#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
vec3 texN;
#if defined(SWIZZLE_NORMALMAP)
texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - 1.0;
#else
texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - 1.0;
#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 diffuse = texture2D(u_DiffuseMap, texCoords);
#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
#if defined(USE_LIGHTMAP)
diffuse.rgb *= 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(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_PrimaryLightDirection), 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;
ambientColor -= lightColor * surfNL;
#endif
#endif
float NL = clamp(dot(N, L), 0.0, 1.0);
float NE = clamp(dot(N, E), 0.0, 1.0);
float fzero = u_MaterialInfo.x;
float shininess = u_MaterialInfo.y;
#if defined(USE_SPECULARMAP)
vec4 specular = texture2D(u_SpecularMap, texCoords);
//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);
shininess *= specular.a;
#endif
float diffuseIntensity = NL * CalcDiffuse(N, L, E, NE, NL, fzero, shininess);
#if defined(USE_PRIMARY_LIGHT)
vec3 L2 = var_PrimaryLightDirection;
float NL2 = clamp(dot(N, L2), 0.0, 1.0);
float diffuseIntensity2 = NL2 * CalcDiffuse(N, L2, E, NE, NL2, fzero, shininess);
#if defined(USE_SHADOWMAP)
diffuseIntensity2 *= shadowValue;
#endif
diffuse.rgb *= lightColor * diffuseIntensity + u_PrimaryLightColor * diffuseIntensity2 + ambientDiff * ambientColor;
#else
diffuse.rgb *= lightColor * diffuseIntensity + ambientDiff * ambientColor;
#endif
#if defined(USE_SPECULARMAP)
vec3 H = normalize(L + E);
float EH = clamp(dot(E, H), 0.0, 1.0);
float NH = clamp(dot(N, H), 0.0, 1.0);
float specularIntensity = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
#if defined(r_normalAmbient)
vec3 ambientHalf = normalize(surfN + E);
float ambientSpec = max(dot(ambientHalf, N) + 0.5, 0.0);
ambientSpec *= ambientSpec * 0.44;
ambientSpec = pow(ambientSpec, shininess) * fzero;
#else
float ambientSpec = 0.0;
#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);
float specularIntensity2 = NL * CalcSpecular(NH2, NL2, NE, EH2, fzero, shininess);
#if defined(USE_SHADOWMAP)
specularIntensity2 *= shadowValue;
#endif
specular.rgb *= specularIntensity * lightColor + specularIntensity2 * u_PrimaryLightColor + ambientSpec * ambientColor;
#else
specular.rgb *= specularIntensity * lightColor + ambientSpec * ambientColor;
#endif
#endif
#endif
gl_FragColor = diffuse;
#if defined(USE_SPECULARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
gl_FragColor.rgb += specular.rgb;
#endif
gl_FragColor *= var_Color;
}