mirror of
https://github.com/ZDoom/qzdoom.git
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5a0c61a2d5
# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderbuffers.cpp # src/gl/scene/gl_scene.cpp
437 lines
10 KiB
GLSL
437 lines
10 KiB
GLSL
in vec4 pixelpos;
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in vec2 glowdist;
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in vec4 vTexCoord;
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in vec4 vColor;
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out vec4 FragColor;
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#ifdef SHADER_STORAGE_LIGHTS
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layout(std430, binding = 1) buffer LightBufferSSO
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{
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vec4 lights[];
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};
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#elif defined NUM_UBO_LIGHTS
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/*layout(std140)*/ uniform LightBufferUBO
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{
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vec4 lights[NUM_UBO_LIGHTS];
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};
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#endif
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uniform sampler2D tex;
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vec4 Process(vec4 color);
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vec4 ProcessTexel();
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vec4 ProcessLight(vec4 color);
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// Smoothed normal used for the face, in eye space. Should be converted to an 'in' variable in the future.
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vec3 pixelnormal;
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//===========================================================================
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//
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// Calculates the face normal vector for the fragment, in eye space
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//
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//===========================================================================
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vec3 calculateFaceNormal()
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{
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#if __VERSION__ < 450
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vec3 dFdxPos = dFdx(pixelpos.xyz);
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vec3 dFdyPos = dFdy(pixelpos.xyz);
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#else
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vec3 dFdxPos = dFdxCoarse(pixelpos.xyz);
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vec3 dFdyPos = dFdyCoarse(pixelpos.xyz);
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#endif
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return normalize(cross(dFdxPos,dFdyPos));
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}
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//===========================================================================
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//
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// Standard lambertian diffuse light calculation
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//
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//===========================================================================
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float diffuseContribution(vec3 eyeLightDirection, vec3 eyeNormal)
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{
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return max(dot(eyeNormal, eyeLightDirection), 0.0f);
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}
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//===========================================================================
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//
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// Blinn specular light calculation
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//
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//===========================================================================
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float blinnSpecularContribution(float diffuseContribution, vec3 eyeLightDirection, vec3 eyePosition, vec3 eyeNormal, float glossiness, float specularLevel)
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{
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if (diffuseContribution > 0.0f)
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{
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vec3 viewDir = normalize(-eyePosition);
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vec3 halfDir = normalize(eyeLightDirection + viewDir);
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float specAngle = max(dot(halfDir, eyeNormal), 0.0f);
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float phExp = glossiness * 4.0f;
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return specularLevel * pow(specAngle, phExp);
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}
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else
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{
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return 0.0f;
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}
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}
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//===========================================================================
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//
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// Calculates the brightness of a dynamic point light
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//
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//===========================================================================
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float pointLightAttenuation(vec4 lightpos)
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{
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float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
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if (uLightMath == 0)
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{
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return attenuation;
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}
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else
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float diffuseAmount = diffuseContribution(lightDirection, pixelnormal);
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if (uLightMath == 1)
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{
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return attenuation * diffuseAmount;
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}
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else
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{
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float specularAmount = blinnSpecularContribution(diffuseAmount, lightDirection, pixelpos.xyz, pixelnormal, 3.0, 1.2);
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return attenuation * (diffuseAmount + specularAmount);
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}
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}
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}
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//===========================================================================
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//
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// Desaturate a color
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//
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//===========================================================================
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vec4 desaturate(vec4 texel)
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{
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if (uDesaturationFactor > 0.0)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return mix (texel, vec4(gray,gray,gray,texel.a), uDesaturationFactor);
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}
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else
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{
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return texel;
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}
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}
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//===========================================================================
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//
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// This function is common for all (non-special-effect) fragment shaders
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//
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//===========================================================================
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vec4 getTexel(vec2 st)
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{
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vec4 texel = texture(tex, st);
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//
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// Apply texture modes
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//
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switch (uTextureMode)
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{
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case 1: // TM_MASK
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texel.rgb = vec3(1.0,1.0,1.0);
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break;
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case 2: // TM_OPAQUE
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texel.a = 1.0;
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break;
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case 3: // TM_INVERSE
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
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break;
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case 4: // TM_REDTOALPHA
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texel = vec4(1.0, 1.0, 1.0, texel.r*texel.a);
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break;
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case 5: // TM_CLAMPY
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if (st.t < 0.0 || st.t > 1.0)
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{
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texel.a = 0.0;
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}
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break;
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}
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texel *= uObjectColor;
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return desaturate(texel);
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}
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//===========================================================================
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//
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// Doom lighting equation exactly as calculated by zdoom.
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//
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//===========================================================================
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float R_DoomLightingEquation(float light)
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{
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// Calculated from r_visibility. It differs between walls, floor and sprites.
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//
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// Wall: globVis = r_WallVisibility
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// Floor: r_FloorVisibility / abs(plane.Zat0 - ViewPos.Z)
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// Sprite: same as wall
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// All are calculated in R_SetVisibility and seem to be decided by the
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// aspect ratio amongst other things.
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//
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// 1706 is the value for walls on 1080p 16:9 displays.
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float globVis = 1706.0;
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/* L is the integer light level used in the game */
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float L = light * 255.0;
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/* z is the depth in view/eye space, positive going into the screen */
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float z = pixelpos.w;
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/* The zdoom light equation */
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float vis = globVis / z;
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float shade = 64.0 - (L + 12.0) * 32.0/128.0;
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float lightscale = clamp((shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return lightscale;
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}
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//===========================================================================
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//
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// Calculate light
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//
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// It is important to note that the light color is not desaturated
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// due to ZDoom's implementation weirdness. Everything that's added
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// on top of it, e.g. dynamic lights and glows are, though, because
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// the objects emitting these lights are also.
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//
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// This is making this a bit more complicated than it needs to
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// because we can't just desaturate the final fragment color.
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//
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//===========================================================================
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vec4 getLightColor(float fogdist, float fogfactor)
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{
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vec4 color = vColor;
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if (uLightLevel >= 0.0)
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{
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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}
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else if (uFogEnabled > 0)
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{
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// brightening around the player for light mode 2
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if (fogdist < uLightDist)
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{
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color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
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}
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//
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// apply light diminishing through fog equation
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//
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color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
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}
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//
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// handle glowing walls
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//
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if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a)
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{
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color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb;
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}
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if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a)
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{
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color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb;
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}
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color = min(color, 1.0);
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//
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// apply brightmaps (or other light manipulation by custom shaders.
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//
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color = ProcessLight(color);
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//
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// apply dynamic lights (except additive)
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//
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vec4 dynlight = uDynLightColor;
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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//
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// modulated lights
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//
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for(int i=lightRange.x; i<lightRange.y; i+=2)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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lightcolor.rgb *= pointLightAttenuation(lightpos);
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dynlight.rgb += lightcolor.rgb;
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}
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//
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// subtractive lights
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//
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for(int i=lightRange.y; i<lightRange.z; i+=2)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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lightcolor.rgb *= pointLightAttenuation(lightpos);
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dynlight.rgb -= lightcolor.rgb;
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}
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}
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}
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#endif
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color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.0, 1.4);
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// prevent any unintentional messing around with the alpha.
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return vec4(color.rgb, vColor.a);
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}
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//===========================================================================
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//
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// Applies colored fog
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//
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//===========================================================================
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vec4 applyFog(vec4 frag, float fogfactor)
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{
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return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
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}
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//===========================================================================
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//
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// Main shader routine
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//
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//===========================================================================
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void main()
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{
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vec4 frag = ProcessTexel();
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightMath != 0) // Remove this if pixelnormal is converted to an 'in' variable
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{
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pixelnormal = calculateFaceNormal();
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}
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#endif
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#ifndef NO_ALPHATEST
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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switch (uFixedColormap)
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{
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case 0:
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{
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float fogdist = 0.0;
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float fogfactor = 0.0;
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//
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// calculate fog factor
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//
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if (uFogEnabled != 0)
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{
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if (uFogEnabled == 1 || uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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else
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{
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fogdist = max(16.0, length(pixelpos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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frag *= getLightColor(fogdist, fogfactor);
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.w > lightRange.z)
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{
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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//
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// additive lights - these can be done after the alpha test.
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//
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for(int i=lightRange.z; i<lightRange.w; i+=2)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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lightcolor.rgb *= pointLightAttenuation(lightpos);
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addlight.rgb += lightcolor.rgb;
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}
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frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
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}
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}
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#endif
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//
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// colored fog
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//
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if (uFogEnabled < 0)
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{
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frag = applyFog(frag, fogfactor);
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}
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break;
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}
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case 1:
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{
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float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
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vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
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frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a*vColor.a);
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break;
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}
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case 2:
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{
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frag = vColor * frag * uFixedColormapStart;
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break;
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}
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case 3:
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{
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float fogdist;
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float fogfactor;
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//
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// calculate fog factor
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//
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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else
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{
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fogdist = max(16.0, length(pixelpos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);
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break;
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}
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}
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FragColor = frag;
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}
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