mirror of
https://github.com/UberGames/ioef.git
synced 2024-12-01 00:21:19 +00:00
250 lines
6.7 KiB
GLSL
250 lines
6.7 KiB
GLSL
attribute vec4 attr_TexCoord0;
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#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)
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attribute vec4 attr_TexCoord1;
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#endif
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attribute vec4 attr_Color;
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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attribute vec3 attr_Tangent;
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attribute vec3 attr_Bitangent;
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#if defined(USE_VERTEX_ANIMATION)
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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attribute vec3 attr_Tangent2;
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attribute vec3 attr_Bitangent2;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
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attribute vec3 attr_LightDirection;
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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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uniform vec3 u_ViewOrigin;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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uniform vec3 u_TCGen0Vector0;
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uniform vec3 u_TCGen0Vector1;
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#endif
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#if defined(USE_TCMOD)
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uniform vec4 u_DiffuseTexMatrix;
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uniform vec4 u_DiffuseTexOffTurb;
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#endif
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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#if defined(USE_MODELMATRIX)
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uniform mat4 u_ModelMatrix;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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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 float u_LightRadius;
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uniform vec3 u_DirectedLight;
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#if defined(USE_FAST_LIGHT)
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uniform vec3 u_AmbientLight;
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#endif
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec4 u_PrimaryLightOrigin;
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uniform float u_PrimaryLightRadius;
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#endif
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varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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#endif
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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) && !defined(USE_FAST_LIGHT)
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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 vec4 var_PrimaryLightDir;
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#endif
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#if defined(USE_TCGEN)
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vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)
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{
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vec2 tex = attr_TexCoord0.st;
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if (TCGen == TCGEN_LIGHTMAP)
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{
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tex = attr_TexCoord1.st;
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}
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else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
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{
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vec3 viewer = normalize(u_LocalViewOrigin - position);
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tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5;
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}
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else if (TCGen == TCGEN_VECTOR)
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{
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tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1));
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}
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return tex;
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}
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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{
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float amplitude = offTurb.z;
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float phase = offTurb.w;
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vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
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vec3 offsetPos = position / 1024.0;
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offsetPos.x += offsetPos.z;
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vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
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return st2 + texOffset * amplitude;
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}
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#endif
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float CalcLightAttenuation(vec3 dir, float sqrRadius)
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{
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// point light at >0 radius, directional otherwise
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float point = float(sqrRadius > 0.0);
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// inverse square light
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float attenuation = sqrRadius / dot(dir, dir);
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// zero light at radius, approximating q3 style
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// also don't attenuate directional light
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attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
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// clamp attenuation
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#if defined(NO_LIGHT_CLAMP)
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attenuation = max(attenuation, 0.0);
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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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return attenuation;
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}
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void main()
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{
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#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
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vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
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vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
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#else
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vec3 position = attr_Position;
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vec3 normal = attr_Normal;
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vec3 tangent = attr_Tangent;
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vec3 bitangent = attr_Bitangent;
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#endif
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#if defined(USE_TCGEN)
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vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
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#else
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vec2 texCoords = attr_TexCoord0.st;
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#endif
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#if defined(USE_TCMOD)
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var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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#else
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var_TexCoords.xy = texCoords;
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#endif
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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#if defined(USE_MODELMATRIX)
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position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
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#endif
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#if defined(USE_LIGHT_VECTOR)
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vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
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#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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vec3 L = attr_LightDirection;
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#if defined(USE_MODELMATRIX)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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#endif
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#endif
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#if defined(USE_LIGHTMAP)
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var_TexCoords.zw = attr_TexCoord1.st;
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#endif
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var_Color = u_VertColor * attr_Color + u_BaseColor;
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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var_LightColor = var_Color.rgb;
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var_Color.rgb = vec3(1.0);
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#endif
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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float attenuation = CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
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float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
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var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w);
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var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT_VECTOR)
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var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
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#else
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var_LightDir = vec4(L, 0.0);
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#endif
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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vec3 viewDir = u_ViewOrigin - position;
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#endif
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#if defined(USE_TANGENT_SPACE_LIGHT)
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mat3 tangentToWorld = mat3(tangent, bitangent, normal);
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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viewDir = viewDir * tangentToWorld;
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#endif
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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// store view direction in tangent space to save on varyings
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var_Normal = vec4(normal, viewDir.x);
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var_Tangent = vec4(tangent, viewDir.y);
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var_Bitangent = vec4(bitangent, viewDir.z);
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#endif
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}
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