mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-24 21:22:00 +00:00
361 lines
9.7 KiB
Text
361 lines
9.7 KiB
Text
|
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 vec3 u_DirectedLight;
|
||
|
uniform vec3 u_AmbientLight;
|
||
|
uniform float u_LightRadius;
|
||
|
#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
|
||
|
|
||
|
varying vec3 var_SampleToView;
|
||
|
|
||
|
#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_WorldLight;
|
||
|
#endif
|
||
|
|
||
|
#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
|
||
|
varying vec4 var_ScreenPos;
|
||
|
#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 surfNormal = normalize(var_Normal);
|
||
|
#endif
|
||
|
|
||
|
#if defined(USE_DELUXEMAP)
|
||
|
vec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
|
||
|
//worldLight += var_WorldLight * 0.0001;
|
||
|
#elif defined(USE_LIGHT)
|
||
|
vec3 worldLight = var_WorldLight;
|
||
|
#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 directedLight = lightSample.rgb;
|
||
|
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
|
||
|
#if defined(USE_INVSQRLIGHT)
|
||
|
float intensity = 1.0 / dot(worldLight, worldLight);
|
||
|
#else
|
||
|
float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
|
||
|
#endif
|
||
|
|
||
|
vec3 directedLight = u_DirectedLight * intensity;
|
||
|
vec3 ambientLight = u_AmbientLight;
|
||
|
|
||
|
#if defined(USE_SHADOWMAP)
|
||
|
//vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
|
||
|
vec2 shadowTex = var_ScreenPos.xy / var_ScreenPos.w;
|
||
|
directedLight *= texture2D(u_ShadowMap, shadowTex).r;
|
||
|
#endif
|
||
|
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
|
||
|
vec3 directedLight = var_VertLight;
|
||
|
#endif
|
||
|
|
||
|
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||
|
vec3 SampleToView = normalize(var_SampleToView);
|
||
|
#endif
|
||
|
vec2 tex = var_DiffuseTex;
|
||
|
|
||
|
float ambientDiff = 1.0;
|
||
|
|
||
|
#if defined(USE_NORMALMAP)
|
||
|
#if defined(USE_VERT_TANGENT_SPACE)
|
||
|
vec3 tangent = var_Tangent;
|
||
|
vec3 bitangent = var_Bitangent;
|
||
|
#else
|
||
|
vec3 q0 = dFdx(var_Position);
|
||
|
vec3 q1 = dFdy(var_Position);
|
||
|
vec2 st0 = dFdx(tex);
|
||
|
vec2 st1 = dFdy(tex);
|
||
|
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;
|
||
|
#endif
|
||
|
|
||
|
mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
|
||
|
|
||
|
#if defined(USE_PARALLAXMAP)
|
||
|
vec3 offsetDir = normalize(SampleToView * tangentToWorld);
|
||
|
#if 0
|
||
|
float height = SampleHeight(u_NormalMap, tex);
|
||
|
float pdist = 0.05 * height - (0.05 / 2.0);
|
||
|
#else
|
||
|
offsetDir.xy *= -0.05 / offsetDir.z;
|
||
|
float pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);
|
||
|
#endif
|
||
|
tex += offsetDir.xy * pdist;
|
||
|
#endif
|
||
|
#if defined(SWIZZLE_NORMALMAP)
|
||
|
vec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;
|
||
|
#else
|
||
|
vec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;
|
||
|
#endif
|
||
|
normal.z = sqrt(clamp(1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));
|
||
|
vec3 worldNormal = tangentToWorld * normal;
|
||
|
#if defined(r_normalAmbient)
|
||
|
ambientDiff = 0.781341 * normal.z + 0.218659;
|
||
|
#endif
|
||
|
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
|
||
|
vec3 worldNormal = surfNormal;
|
||
|
#endif
|
||
|
|
||
|
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
|
||
|
worldNormal = normalize(worldNormal);
|
||
|
#endif
|
||
|
|
||
|
#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
|
||
|
if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
|
||
|
{
|
||
|
tex = -reflect(normalize(SampleToView), worldNormal).yz * vec2(0.5, -0.5) + 0.5;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
vec4 diffuse = texture2D(u_DiffuseMap, tex);
|
||
|
|
||
|
#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
|
||
|
#if defined(USE_LIGHTMAP)
|
||
|
diffuse.rgb *= directedLight;
|
||
|
#endif
|
||
|
#elif defined(USE_LIGHT)
|
||
|
worldLight = normalize(worldLight);
|
||
|
|
||
|
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
|
||
|
#if defined(r_normalAmbient)
|
||
|
vec3 ambientLight = directedLight * r_normalAmbient;
|
||
|
directedLight -= ambientLight;
|
||
|
#else
|
||
|
vec3 ambientLight = vec3(0.0);
|
||
|
#endif
|
||
|
directedLight /= max(dot(surfNormal, worldLight), 0.004);
|
||
|
#endif
|
||
|
|
||
|
float NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);
|
||
|
float surfNL = clamp(dot(surfNormal, worldLight), 0.0, 1.0);
|
||
|
NL = min(NL, surfNL * 2.0);
|
||
|
float NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);
|
||
|
|
||
|
float fzero = u_MaterialInfo.x;
|
||
|
float shininess = u_MaterialInfo.y;
|
||
|
#if defined(USE_SPECULARMAP)
|
||
|
vec4 specular = texture2D(u_SpecularMap, tex);
|
||
|
//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);
|
||
|
shininess *= specular.a;
|
||
|
#endif
|
||
|
float directedDiff = NL * CalcDiffuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, shininess);
|
||
|
diffuse.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;
|
||
|
|
||
|
#if defined(USE_SPECULARMAP)
|
||
|
vec3 halfAngle = normalize(worldLight + SampleToView);
|
||
|
|
||
|
float EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);
|
||
|
float NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);
|
||
|
|
||
|
float directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
|
||
|
|
||
|
#if defined(r_normalAmbient)
|
||
|
vec3 ambientHalf = normalize(surfNormal + SampleToView);
|
||
|
float ambientSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);
|
||
|
ambientSpec *= ambientSpec * 0.44;
|
||
|
ambientSpec = pow(ambientSpec, shininess) * fzero;
|
||
|
specular.rgb *= directedSpec * directedLight + ambientSpec * ambientLight;
|
||
|
#else
|
||
|
specular.rgb *= directedSpec * directedLight;
|
||
|
#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;
|
||
|
}
|