496 lines
16 KiB
GLSL
496 lines
16 KiB
GLSL
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//
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// object.vert
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// Kraken Engine
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//
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// Copyright 2024 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout(location = 0) in vec3 vertex_position;
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layout(location = 1) in vec3 vertex_normal;
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#if HAS_NORMAL_MAP == 1
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layout(location = 2) in vec3 vertex_tangent;
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#endif
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layout(location = 3) in lowp vec3 vertex_uv;
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#if BONE_COUNT > 0
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layout(location = 4) in lowp vec3 vertex_uv;
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layout(location = 5) in highp vec4 bone_weights;
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layout(location = 6) in highp vec4 bone_indexes;
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#else
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#define vertex_position_skinned vertex_position
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#define vertex_normal_skinned vertex_normal
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#define vertex_tangent_skinned vertex_tangent
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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highp mat3 tangent_to_view_matrix;
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#endif
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#else
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#if HAS_LIGHT_MAP == 1
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layout(loction = 7) in mediump vec2 vertex_lightmap_uv;
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#endif //HAS_LIGHT_MAP
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#endif // GBUFFER_PASS
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layout( push_constant ) uniform constants
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{
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highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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#if BONE_COUNT > 0
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highp mat4 bone_transforms[BONE_COUNT];
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#endif
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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#if HAS_NORMAL_MAP_SCALE == 1
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highp vec2 normalTexture_Scale;
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#endif
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#if HAS_NORMAL_MAP_OFFSET == 1
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highp vec2 normalTexture_Offset;
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#endif
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#endif
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#else
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mediump float material_shininess;
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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highp mat4 model_view_inverse_transpose_matrix;
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#endif
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#else
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highp vec3 light_direction_model_space; // Must be normalized before entering shader
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highp vec3 camera_position_model_space;
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#if ENABLE_PER_PIXEL == 1
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#if HAS_SPEC_MAP_SCALE == 1
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highp vec2 specularTexture_Scale;
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#endif
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#if HAS_SPEC_MAP_OFFSET == 1
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highp vec2 specularTexture_Offset;
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#endif
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#if HAS_REFLECTION_MAP_SCALE == 1
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highp vec2 reflectionTexture_Scale;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1
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highp vec2 reflectionTexture_Offset;
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#endif
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#if SHADOW_QUALITY >= 1
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highp mat4 shadow_mvp1;
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#endif
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#if SHADOW_QUALITY >= 2
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highp mat4 shadow_mvp2;
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#endif
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#if SHADOW_QUALITY >= 3
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highp mat4 shadow_mvp3;
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#endif
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#endif // ENABLE_PER_PIXEL
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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#define NEED_EYEVEC
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highp mat4 model_inverse_transpose_matrix;
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#else
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highp mat4 model_matrix;
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#endif
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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highp vec2 diffuseTexture_Scale;
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1
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highp vec2 diffuseTexture_Offset;
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#endif
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#endif
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#if ENABLE_RIM_COLOR == 1
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lowp vec3 rim_color;
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mediump float rim_power;
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#endif
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#if FOG_TYPE > 0
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// FOG_TYPE 1 - Linear
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// FOG_TYPE 2 - Exponential
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// FOG_TYPE 3 - Exponential squared
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lowp vec3 fog_color;
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mediump float fog_near;
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#if FOG_TYPE == 1
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mediump float fog_far;
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mediump float fog_scale;
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#endif
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#if FOG_TYPE > 1
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mediump float fog_density;
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#endif
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#if FOG_TYPE == 2
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mediump float fog_density_premultiplied_exponential;
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#endif
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#if FOG_TYPE == 3
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mediump float fog_density_premultiplied_squared;
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#endif
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#endif
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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mediump float material_shininess;
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#if HAS_NORMAL_MAP == 1
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sampler2D normalTexture;
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#endif
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#endif
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#if GBUFFER_PASS == 3
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sampler2D gbuffer_frame;
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sampler2D gbuffer_depth;
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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#else
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highp mat4 model_view_inverse_transpose_matrix;
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#endif
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#if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
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sampler2D diffuseTexture;
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#endif
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#else
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lowp vec3 material_ambient;
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lowp vec3 material_diffuse;
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lowp vec3 material_specular;
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lowp float material_alpha;
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#if HAS_DIFFUSE_MAP == 1
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sampler2D diffuseTexture;
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#endif
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#if HAS_SPEC_MAP == 1
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sampler2D specularTexture;
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#endif
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#if HAS_REFLECTION_MAP == 1
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sampler2D reflectionTexture;
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#endif
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#if ENABLE_RIM_COLOR == 1
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#define NEED_EYEVEC
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#endif
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#if HAS_REFLECTION_CUBE_MAP == 1
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lowp vec3 material_reflection;
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samplerCube reflectionCubeTexture;
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#if HAS_NORMAL_MAP == 1
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highp mat4 model_matrix;
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#endif
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#endif
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#if SHADOW_QUALITY >= 1
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#ifdef GL_EXT_shadow_samplers
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sampler2DShadow shadowTexture1;
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#else
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sampler2D shadowTexture1;
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#endif
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#endif
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#if HAS_LIGHT_MAP == 1
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sampler2D lightmapTexture;
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#endif
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#if SHADOW_QUALITY >= 2
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ampler2D shadowTexture2;
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#endif
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#if SHADOW_QUALITY >= 3
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sampler2D shadowTexture3;
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#endif
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#endif
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#if GBUFFER_PASS == 1 || GBUFFER_PASS == 3
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mediump vec4 viewport;
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#endif
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} PushConstants;
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
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layout(location=0) out highp vec2 texCoord;
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#endif
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#if HAS_NORMAL_MAP == 1
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#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
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layout(location=1) out highp vec2 normal_uv;
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#endif
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#else
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layout(location=2) out mediump vec3 normal;
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#endif
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#else
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#if HAS_DIFFUSE_MAP == 1
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layout(location=3) out highp vec2 texCoord;
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#endif
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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layout(location=4) out highp mat3 tangent_to_view_matrix;
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#endif
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#else
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#if HAS_LIGHT_MAP == 1
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layout(location=5) out mediump vec2 lightmap_uv;
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#endif
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#if ENABLE_PER_PIXEL == 1
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layout(location=6) out mediump vec3 lightVec;
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layout(location=7) out out mediump vec3 halfVec;
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#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
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layout(location = 8) out highp vec2 spec_uv;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
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layout(location = 9) out highp vec2 reflection_uv;
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#endif
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#if SHADOW_QUALITY >= 1
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layout(location = 10) out highp vec4 shadowMapCoord1;
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#endif
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#if SHADOW_QUALITY >= 2
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layout(location = 11) out highp vec4 shadowMapCoord2;
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#endif
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#if SHADOW_QUALITY >= 3
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layout(location = 12) out highp vec4 shadowMapCoord3;
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#endif
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#else
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layout(location = 13) out mediump float lamberFactor;
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layout(location = 14) out mediump float specularFactor;
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#endif
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#if ENABLE_RIM_COLOR == 1
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#define NEED_EYEVEC
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#endif
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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#define NEED_EYEVEC
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layout(location = 15) out highp mat3 tangent_to_world_matrix;
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#else
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layout(location = 16) out mediump vec3 reflectionVec;
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#endif
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#endif
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#ifdef NEED_EYEVEC
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layout(location = 17) out mediump vec3 eyeVec;
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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layout(location = 18) out highp vec2 diffuse_uv;
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#endif
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#endif
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void main()
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{
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#if BONE_COUNT > 0
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mediump vec4 scaled_bone_indexes = bone_indexes;
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mediump vec4 scaled_bone_weights = bone_weights;
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//scaled_bone_indexes = vec4(0.0, 0.0, 0.0, 0.0);
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//scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp mat4 skin_matrix =
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bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
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bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
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bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
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bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
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//skin_matrix = bone_transforms[0];
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highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
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highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
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#if HAS_NORMAL_MAP == 1
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highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
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#endif
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#endif
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// Transform position
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gl_Position = PushConstants.mvp_matrix * vec4(vertex_position_skinned,1.0);
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
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// Pass UV co-ordinates
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texCoord = vertex_uv.st;
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#endif
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// Scaled and translated normal map UV's
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#if (HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
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normal_uv = texCoord;
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#if HAS_NORMAL_MAP_OFFSET == 1
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normal_uv += normalTexture_Offset;
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#endif
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#if HAS_NORMAL_MAP_SCALE == 1
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normal_uv *= normalTexture_Scale;
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#endif
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#endif
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#if GBUFFER_PASS != 1 || ALPHA_TEST == 1
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// Scaled and translated diffuse map UV's
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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diffuse_uv = texCoord;
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|
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||
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|
#if HAS_DIFFUSE_MAP_OFFSET == 1
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||
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|
diffuse_uv += PushConstants.diffuseTexture_Offset;
|
||
|
|
#endif
|
||
|
|
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||
|
|
#if HAS_DIFFUSE_MAP_SCALE == 1
|
||
|
|
diffuse_uv *= PushConstants.diffuseTexture_Scale;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#if GBUFFER_PASS == 1
|
||
|
|
#if HAS_NORMAL_MAP == 1
|
||
|
|
mediump vec3 a_bitangent = cross(vertex_normal_skinned, vertex_tangent_skinned);
|
||
|
|
tangent_to_view_matrix[0] = vec3(model_view_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
|
||
|
|
tangent_to_view_matrix[1] = vec3(model_view_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
|
||
|
|
tangent_to_view_matrix[2] = vec3(model_view_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
|
||
|
|
#else
|
||
|
|
normal = vertex_normal_skinned;
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
|
||
|
|
#if HAS_REFLECTION_CUBE_MAP == 1
|
||
|
|
#if HAS_NORMAL_MAP == 1
|
||
|
|
|
||
|
|
#else
|
||
|
|
// Calculate reflection vector as I - 2.0 * dot(N, I) * N
|
||
|
|
mediump vec3 eyeVec = normalize(PushConstants.camera_position_model_space - vertex_position_skinned);
|
||
|
|
mediump vec3 incidenceVec = -eyeVec;
|
||
|
|
reflectionVec = mat3(PushConstants.model_matrix) * (incidenceVec - 2.0 * dot(vertex_normal_skinned, incidenceVec) * vertex_normal_skinned);
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef NEED_EYEVEC
|
||
|
|
eyeVec = normalize(PushConstants.camera_position_model_space - vertex_position_skinned);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if HAS_LIGHT_MAP == 1
|
||
|
|
// Pass shadow UV co-ordinates
|
||
|
|
lightmap_uv = vertex_lightmap_uv.st;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ENABLE_PER_PIXEL == 1
|
||
|
|
// Scaled and translated specular map UV's
|
||
|
|
#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
|
||
|
|
spec_uv = texCoord;
|
||
|
|
#if HAS_SPEC_MAP_OFFSET == 1
|
||
|
|
spec_uv += PushConstants.specularTexture_Offset;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if HAS_SPEC_MAP_SCALE == 1
|
||
|
|
spec_uv *= PushConstants.specularTexture_Scale;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// Scaled and translated reflection map UV's
|
||
|
|
#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
|
||
|
|
reflection_uv = texCoord;
|
||
|
|
#if HAS_REFLECTION_MAP_OFFSET == 1
|
||
|
|
reflection_uv += PushConstants.reflectionTexture_Offset;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if HAS_REFLECTION_MAP_SCALE == 1
|
||
|
|
reflection_uv *= PushConstants.reflectionTexture_Scale;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#if SHADOW_QUALITY >= 1
|
||
|
|
shadowMapCoord1 = PushConstants.shadow_mvp1 * vec4(vertex_position_skinned,1.0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if SHADOW_QUALITY >= 2
|
||
|
|
shadowMapCoord2 = PushConstants.shadow_mvp2 * vec4(vertex_position_skinned,1.0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if SHADOW_QUALITY >= 3
|
||
|
|
shadowMapCoord3 = PushConstants.shadow_mvp3 * vec4(vertex_position_skinned,1.0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// ----------- Directional Light (Sun) -----------
|
||
|
|
#if HAS_NORMAL_MAP == 1
|
||
|
|
// ----- Calculate per-pixel lighting in tangent space, for normal mapping ------
|
||
|
|
mediump vec3 a_bitangent = cross(vertex_normal_skinned, vertex_tangent_skinned);
|
||
|
|
#if HAS_REFLECTION_CUBE_MAP == 0
|
||
|
|
// The cube map reflections also require an eyeVec as a varying attribute when normal mapping, so only re-calculate here when needed
|
||
|
|
mediump vec3 eyeVec = normalize(PushConstants.camera_position_model_space - vertex_position_skinned);
|
||
|
|
#else
|
||
|
|
tangent_to_world_matrix[0] = vec3(PushConstants.model_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
|
||
|
|
tangent_to_world_matrix[1] = vec3(PushConstants.model_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
|
||
|
|
tangent_to_world_matrix[2] = vec3(PushConstants.model_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
|
||
|
|
#endif
|
||
|
|
|
||
|
|
lightVec = normalize(vec3(dot(PushConstants.light_direction_model_space, vertex_tangent_skinned), dot(PushConstants.light_direction_model_space, a_bitangent), dot(PushConstants.light_direction_model_space, vertex_normal_skinned)));
|
||
|
|
halfVec = normalize(vec3(dot(eyeVec, vertex_tangent_skinned), dot(eyeVec, a_bitangent), dot(eyeVec, vertex_normal_skinned)));
|
||
|
|
halfVec = normalize(halfVec + lightVec); // Normalizing anyways, no need to divide by 2
|
||
|
|
#else
|
||
|
|
// ------ Calculate per-pixel lighting without normal mapping ------
|
||
|
|
normal = vertex_normal_skinned;
|
||
|
|
lightVec = PushConstants.light_direction_model_space;
|
||
|
|
halfVec = normalize((normalize(PushConstants.camera_position_model_space - vertex_position_skinned) + lightVec)); // Normalizing anyways, no need to divide by 2
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
|
||
|
|
// ------ Calculate per-vertex lighting ------
|
||
|
|
mediump vec3 halfVec = normalize((normalize(PushConstants.camera_position_model_space - vertex_position_skinned) + PushConstants.light_direction_model_space)); // Normalizing anyways, no need to divide by 2
|
||
|
|
lamberFactor = max(0.0,dot(PushConstants.light_direction_model_space, vertex_normal_skinned));
|
||
|
|
specularFactor = max(0.0,pow(dot(halfVec,vertex_normal_skinned), PushConstants.material_shininess));
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
}
|