qzdoom/wadsrc/static/shaders/glsl/main.fp
Christoph Oelckers 4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00

491 lines
12 KiB
GLSL

in vec4 pixelpos;
in vec3 glowdist;
in vec4 vWorldNormal;
in vec4 vEyeNormal;
in vec4 vTexCoord;
in vec4 vColor;
layout(location=0) out vec4 FragColor;
#ifdef GBUFFER_PASS
layout(location=1) out vec4 FragFog;
layout(location=2) out vec4 FragNormal;
#endif
vec4 Process(vec4 color);
vec4 ProcessTexel();
vec4 ProcessLight(vec4 color);
vec3 ProcessMaterial(vec3 material, vec3 color);
//===========================================================================
//
// Color to grayscale
//
//===========================================================================
float grayscale(vec4 color)
{
return dot(color.rgb, vec3(0.4, 0.56, 0.14));
}
//===========================================================================
//
// Desaturate a color
//
//===========================================================================
vec4 desaturate(vec4 texel)
{
if (uDesaturationFactor > 0.0)
{
float gray = grayscale(texel);
return mix (texel, vec4(gray,gray,gray,texel.a), uDesaturationFactor);
}
else
{
return texel;
}
}
//===========================================================================
//
// This function is common for all (non-special-effect) fragment shaders
//
//===========================================================================
vec4 getTexel(vec2 st)
{
vec4 texel = texture(tex, st);
//
// Apply texture modes
//
switch (uTextureMode)
{
case 1: // TM_MASK
texel.rgb = vec3(1.0,1.0,1.0);
break;
case 2: // TM_OPAQUE
texel.a = 1.0;
break;
case 3: // TM_INVERSE
texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
break;
case 4: // TM_REDTOALPHA
{
float gray = grayscale(texel);
texel = vec4(1.0, 1.0, 1.0, gray*texel.a);
break;
}
case 5: // TM_CLAMPY
if (st.t < 0.0 || st.t > 1.0)
{
texel.a = 0.0;
}
break;
case 6: // TM_OPAQUEINVERSE
texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, 1.0);
break;
case 7: //TM_FOGLAYER
return texel;
}
if (uObjectColor2.a == 0.0) texel *= uObjectColor;
else texel *= mix(uObjectColor, uObjectColor2, glowdist.z);
return desaturate(texel);
}
//===========================================================================
//
// Doom lighting equation exactly as calculated by zdoom.
//
//===========================================================================
float R_DoomLightingEquation(float light)
{
// L is the integer light level used in the game
float L = light * 255.0;
// z is the depth in view/eye space, positive going into the screen
float z;
if ((uPalLightLevels >> 8) == 2)
{
z = distance(pixelpos.xyz, uCameraPos.xyz);
}
else
{
z = pixelpos.w;
}
// The zdoom light equation
float vis = min(uGlobVis / z, 24.0 / 32.0);
float shade = 2.0 - (L + 12.0) / 128.0;
float lightscale;
if ((uPalLightLevels & 0xff) != 0)
lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0;
else
lightscale = shade - vis;
// Result is the normalized colormap index (0 bright .. 1 dark)
return clamp(lightscale, 0.0, 31.0 / 32.0);
}
//===========================================================================
//
// Check if light is in shadow according to its 1D shadow map
//
//===========================================================================
#ifdef SUPPORTS_SHADOWMAPS
float shadowDirToU(vec2 dir)
{
if (abs(dir.x) > abs(dir.y))
{
if (dir.x >= 0.0)
return dir.y / dir.x * 0.125 + (0.25 + 0.125);
else
return dir.y / dir.x * 0.125 + (0.75 + 0.125);
}
else
{
if (dir.y >= 0.0)
return dir.x / dir.y * 0.125 + 0.125;
else
return dir.x / dir.y * 0.125 + (0.50 + 0.125);
}
}
float sampleShadowmap(vec2 dir, float v)
{
float u = shadowDirToU(dir);
float dist2 = dot(dir, dir);
return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0;
}
float sampleShadowmapLinear(vec2 dir, float v)
{
float u = shadowDirToU(dir);
float dist2 = dot(dir, dir);
vec2 isize = textureSize(ShadowMap, 0);
vec2 size = vec2(isize);
vec2 fetchPos = vec2(u, v) * size - vec2(0.5, 0.0);
if (fetchPos.x < 0.0)
fetchPos.x += size.x;
ivec2 ifetchPos = ivec2(fetchPos);
int y = ifetchPos.y;
float t = fract(fetchPos.x);
int x0 = ifetchPos.x;
int x1 = ifetchPos.x + 1;
if (x1 == isize.x)
x1 = 0;
float depth0 = texelFetch(ShadowMap, ivec2(x0, y), 0).x;
float depth1 = texelFetch(ShadowMap, ivec2(x1, y), 0).x;
return mix(step(dist2, depth0), step(dist2, depth1), t);
}
//===========================================================================
//
// Check if light is in shadow using Percentage Closer Filtering (PCF)
//
//===========================================================================
#define PCF_FILTER_STEP_COUNT 3
#define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1)
// #define USE_LINEAR_SHADOW_FILTER
#define USE_PCF_SHADOW_FILTER 1
float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
{
if (shadowIndex >= 1024.0)
return 1.0; // No shadowmap available for this light
float v = (shadowIndex + 0.5) / 1024.0;
vec2 ray = pixelpos.xz - lightpos.xz;
float length = length(ray);
if (length < 3.0)
return 1.0;
vec2 dir = ray / length;
#if defined(USE_LINEAR_SHADOW_FILTER)
ray -= dir * 6.0; // Shadow acne margin
return sampleShadowmapLinear(ray, v);
#elif defined(USE_PCF_SHADOW_FILTER)
ray -= dir * 2.0; // Shadow acne margin
dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light
vec2 normal = vec2(-dir.y, dir.x);
vec2 bias = dir * 10.0;
float sum = 0.0;
for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++)
{
sum += sampleShadowmap(ray + normal * x - bias * abs(x), v);
}
return sum / PCF_COUNT;
#else // nearest shadow filter
ray -= dir * 6.0; // Shadow acne margin
return sampleShadowmap(ray, v);
#endif
}
float shadowAttenuation(vec4 lightpos, float lightcolorA)
{
float shadowIndex = abs(lightcolorA) - 1.0;
return shadowmapAttenuation(lightpos, shadowIndex);
}
#else
float shadowAttenuation(vec4 lightpos, float lightcolorA)
{
return 1.0;
}
#endif
float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
{
vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
float cosDir = dot(lightDirection, spotdir);
return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
}
//===========================================================================
//
// Adjust normal vector according to the normal map
//
//===========================================================================
#if defined(NORMALMAP)
mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec2 duv1 = dFdx(uv);
vec2 duv2 = dFdy(uv);
// solve the linear system
vec3 dp2perp = cross(n, dp2); // cross(dp2, n);
vec3 dp1perp = cross(dp1, n); // cross(n, dp1);
vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = inversesqrt(max(dot(t,t), dot(b,b)));
return mat3(t * invmax, b * invmax, n);
}
vec3 ApplyNormalMap()
{
#define WITH_NORMALMAP_UNSIGNED
#define WITH_NORMALMAP_GREEN_UP
//#define WITH_NORMALMAP_2CHANNEL
vec3 interpolatedNormal = normalize(vWorldNormal.xyz);
vec3 map = texture(normaltexture, vTexCoord.st).xyz;
#if defined(WITH_NORMALMAP_UNSIGNED)
map = map * 255./127. - 128./127.; // Math so "odd" because 0.5 cannot be precisely described in an unsigned format
#endif
#if defined(WITH_NORMALMAP_2CHANNEL)
map.z = sqrt(1 - dot(map.xy, map.xy));
#endif
#if defined(WITH_NORMALMAP_GREEN_UP)
map.y = -map.y;
#endif
mat3 tbn = cotangent_frame(interpolatedNormal, pixelpos.xyz, vTexCoord.st);
vec3 bumpedNormal = normalize(tbn * map);
return bumpedNormal;
}
#else
vec3 ApplyNormalMap()
{
return normalize(vWorldNormal.xyz);
}
#endif
//===========================================================================
//
// Calculate light
//
// It is important to note that the light color is not desaturated
// due to ZDoom's implementation weirdness. Everything that's added
// on top of it, e.g. dynamic lights and glows are, though, because
// the objects emitting these lights are also.
//
// This is making this a bit more complicated than it needs to
// because we can't just desaturate the final fragment color.
//
//===========================================================================
vec4 getLightColor(vec4 material, float fogdist, float fogfactor)
{
vec4 color = vColor;
if (uLightLevel >= 0.0)
{
float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
color.rgb *= newlightlevel;
}
else if (uFogEnabled > 0)
{
// brightening around the player for light mode 2
if (fogdist < uLightDist)
{
color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
}
//
// apply light diminishing through fog equation
//
color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
}
//
// handle glowing walls
//
if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a)
{
color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb;
}
if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a)
{
color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb;
}
color = min(color, 1.0);
//
// apply brightmaps (or other light manipulation by custom shaders.
//
color = ProcessLight(color);
//
// apply dynamic lights
//
return vec4(ProcessMaterial(material.rgb, color.rgb), material.a * vColor.a);
}
//===========================================================================
//
// Applies colored fog
//
//===========================================================================
vec4 applyFog(vec4 frag, float fogfactor)
{
return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
}
//===========================================================================
//
// The color of the fragment if it is fully occluded by ambient lighting
//
//===========================================================================
vec3 AmbientOcclusionColor()
{
float fogdist;
float fogfactor;
//
// calculate fog factor
//
if (uFogEnabled == -1)
{
fogdist = pixelpos.w;
}
else
{
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
}
fogfactor = exp2 (uFogDensity * fogdist);
return mix(uFogColor.rgb, vec3(0.0), fogfactor);
}
//===========================================================================
//
// Main shader routine
//
//===========================================================================
void main()
{
vec4 frag = ProcessTexel();
#ifndef NO_ALPHATEST
if (frag.a <= uAlphaThreshold) discard;
#endif
if (uFogEnabled != -3) // check for special 2D 'fog' mode.
{
float fogdist = 0.0;
float fogfactor = 0.0;
//
// calculate fog factor
//
if (uFogEnabled != 0)
{
if (uFogEnabled == 1 || uFogEnabled == -1)
{
fogdist = pixelpos.w;
}
else
{
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
}
fogfactor = exp2 (uFogDensity * fogdist);
}
if (uTextureMode != 7)
{
frag = getLightColor(frag, fogdist, fogfactor);
//
// colored fog
//
if (uFogEnabled < 0)
{
frag = applyFog(frag, fogfactor);
}
}
else
{
frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);
}
}
else // simple 2D (uses the fog color to add a color overlay)
{
if (uTextureMode == 7)
{
float gray = grayscale(frag);
vec4 cm = (uObjectColor + gray * (uObjectColor2 - uObjectColor)) * 2;
frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
}
frag = frag * ProcessLight(vColor);
frag.rgb = frag.rgb + uFogColor.rgb;
}
FragColor = frag;
#ifdef GBUFFER_PASS
FragFog = vec4(AmbientOcclusionColor(), 1.0);
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
#endif
}