Added default __white material to standard assets bundle.

Assigned default __white material to all standard asset meshes.
Enabled models to be loaded prior to their referenced materials.
Refactored ObjectShader glsl for Vulkan use.
This commit is contained in:
2024-09-22 19:20:45 -07:00
parent 0a66f11ff0
commit 3928e247eb
11 changed files with 840 additions and 479 deletions

View File

@@ -344,7 +344,7 @@ void KRMaterial::bind(KRNode::RenderInfo& ri, ModelFormat modelFormat, __uint32_
bool bAlphaBlend = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDONESIDE) || (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE);
PipelineInfo info{};
std::string shader_name("ObjectShader");
std::string shader_name("object");
info.shader_name = &shader_name;
info.pCamera = ri.camera;
info.point_lights = &ri.point_lights;

View File

@@ -181,28 +181,31 @@ void KRMesh::loadPack(Block* data)
void KRMesh::getMaterials()
{
if (m_materials.size() == 0) {
if (m_materials.size() != 0) {
return;
}
for (std::vector<KRMesh::Submesh>::iterator itr = m_submeshes.begin(); itr != m_submeshes.end(); itr++) {
const char* szMaterialName = (*itr).szMaterialName;
KRMaterial* pMaterial = nullptr;
if (*szMaterialName != '\0') {
pMaterial = getContext().getMaterialManager()->getMaterial(szMaterialName);
}
m_materials.push_back(pMaterial);
if (pMaterial) {
m_uniqueMaterials.insert(pMaterial);
} else if (*szMaterialName != '\0') {
KRContext::Log(KRContext::LOG_LEVEL_WARNING, "Missing material: %s", szMaterialName);
}
for (std::vector<KRMesh::Submesh>::iterator itr = m_submeshes.begin(); itr != m_submeshes.end(); itr++) {
const char* szMaterialName = (*itr).szMaterialName;
KRMaterial* pMaterial = nullptr;
if (*szMaterialName != '\0') {
pMaterial = getContext().getMaterialManager()->getMaterial(szMaterialName);
}
m_materials.push_back(pMaterial);
if (pMaterial) {
m_uniqueMaterials.insert(pMaterial);
} else if (*szMaterialName != '\0') {
KRContext::Log(KRContext::LOG_LEVEL_WARNING, "Missing material: %s", szMaterialName);
m_materials.clear();
return;
}
}
m_hasTransparency = false;
for (std::set<KRMaterial*>::iterator mat_itr = m_uniqueMaterials.begin(); mat_itr != m_uniqueMaterials.end(); mat_itr++) {
if ((*mat_itr)->isTransparent()) {
m_hasTransparency = true;
break;
}
m_hasTransparency = false;
for (std::set<KRMaterial*>::iterator mat_itr = m_uniqueMaterials.begin(); mat_itr != m_uniqueMaterials.end(); mat_itr++) {
if ((*mat_itr)->isTransparent()) {
m_hasTransparency = true;
break;
}
}
}

View File

@@ -57,7 +57,7 @@ KRMeshCube::KRMeshCube(KRContext& context) : KRMesh(context, "__cube")
mi.submesh_starts.push_back(0);
mi.submesh_lengths.push_back((int)mi.vertices.size());
mi.material_names.push_back("");
mi.material_names.push_back("__white");
mi.format = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;

View File

@@ -52,7 +52,7 @@ KRMeshQuad::KRMeshQuad(KRContext& context) : KRMesh(context, "__quad")
mi.submesh_starts.push_back(0);
mi.submesh_lengths.push_back((int)mi.vertices.size());
mi.material_names.push_back("");
mi.material_names.push_back("__white");
mi.format = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;
LoadData(mi, true, true);

View File

@@ -110,7 +110,7 @@ KRMeshSphere::KRMeshSphere(KRContext& context) : KRMesh(context, "__sphere")
mi.submesh_starts.push_back(0);
mi.submesh_lengths.push_back((int)mi.vertices.size());
mi.material_names.push_back("");
mi.material_names.push_back("__white");
mi.format = ModelFormat::KRENGINE_MODEL_FORMAT_TRIANGLES;

View File

@@ -1,4 +1,5 @@
add_subdirectory(hrtf_kemar)
add_subdirectory(shaders)
add_standard_asset(font.tga)
add_standard_asset(__white.mtl)
set(KRAKEN_STANDARD_ASSETS "${KRAKEN_STANDARD_ASSETS}" PARENT_SCOPE)

View File

@@ -0,0 +1,7 @@
newmtl __white
ka 0.0 0.0 0.0
kd 1.0 1.0 1.0
ks 1.0 1.0 1.0
kr 1.0 1.0 1.0
Tr 1.0
Ns 0.0

View File

@@ -7,4 +7,6 @@ add_standard_asset(vulkan_test.vert)
add_standard_asset(vulkan_test.frag)
add_standard_asset(debug_font.vert)
add_standard_asset(debug_font.frag)
add_standard_asset(object.vert)
add_standard_asset(object.frag)
add_standard_asset(vulkan_test_include.glsl)

View File

@@ -1,345 +0,0 @@
//
// ObjectShader_osx.vsh
// Kraken Engine
//
// Copyright 2024 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
in highp vec3 vertex_position, vertex_normal;
#if HAS_NORMAL_MAP == 1
in highp vec3 vertex_tangent;
#endif
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
in highp vec4 bone_weights;
in highp vec4 bone_indexes;
uniform highp mat4 bone_transforms[BONE_COUNT];
#else
#define vertex_position_skinned vertex_position
#define vertex_normal_skinned vertex_normal
#define vertex_tangent_skinned vertex_tangent
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
out highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_SCALE == 1
uniform highp vec2 normalTexture_Scale;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1
uniform highp vec2 normalTexture_Offset;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
out highp vec2 normal_uv;
#endif
#else
out mediump vec3 normal;
#endif
#else
uniform mediump float material_shininess;
#if HAS_DIFFUSE_MAP == 1
out highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
uniform highp mat4 model_view_inverse_transpose_matrix;
out highp mat3 tangent_to_view_matrix;
#endif
#else
uniform highp vec3 light_direction_model_space; // Must be normalized before entering shader
uniform highp vec3 camera_position_model_space;
#if HAS_LIGHT_MAP == 1
in mediump vec2 vertex_lightmap_uv;
out mediump vec2 lightmap_uv;
#endif
#if ENABLE_PER_PIXEL == 1
out mediump vec3 lightVec;
out mediump vec3 halfVec;
#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
out highp vec2 spec_uv;
#endif
#if HAS_SPEC_MAP_SCALE == 1
uniform highp vec2 specularTexture_Scale;
#endif
#if HAS_SPEC_MAP_OFFSET == 1
uniform highp vec2 specularTexture_Offset;
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
out highp vec2 reflection_uv;
#endif
#if HAS_REFLECTION_MAP_SCALE == 1
uniform highp vec2 reflectionTexture_Scale;
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1
uniform highp vec2 reflectionTexture_Offset;
#endif
#if SHADOW_QUALITY >= 1
uniform highp mat4 shadow_mvp1;
out highp vec4 shadowMapCoord1;
#endif
#if SHADOW_QUALITY >= 2
uniform highp mat4 shadow_mvp2;
out highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
uniform highp mat4 shadow_mvp3;
out highp vec4 shadowMapCoord3;
#endif
#else
out mediump float lamberFactor;
out mediump float specularFactor;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
uniform highp mat4 model_inverse_transpose_matrix;
out highp mat3 tangent_to_world_matrix;
#else
uniform highp mat4 model_matrix;
out mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
out mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
uniform highp vec2 diffuseTexture_Scale;
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1
uniform highp vec2 diffuseTexture_Offset;
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
out highp vec2 diffuse_uv;
#endif
#endif
void main()
{
#if BONE_COUNT > 0
mediump vec4 scaled_bone_indexes = bone_indexes;
mediump vec4 scaled_bone_weights = bone_weights;
//scaled_bone_indexes = vec4(0.0, 0.0, 0.0, 0.0);
//scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
highp mat4 skin_matrix =
bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
//skin_matrix = bone_transforms[0];
highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
#if HAS_NORMAL_MAP == 1
highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
#endif
#endif
// Transform position
gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
#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)
// Pass UV co-ordinates
texCoord = vertex_uv.st;
#endif
// Scaled and translated normal map UV's
#if (HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
normal_uv = texCoord;
#if HAS_NORMAL_MAP_OFFSET == 1
normal_uv += normalTexture_Offset;
#endif
#if HAS_NORMAL_MAP_SCALE == 1
normal_uv *= normalTexture_Scale;
#endif
#endif
#if GBUFFER_PASS != 1 || ALPHA_TEST == 1
// Scaled and translated diffuse map UV's
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
diffuse_uv = texCoord;
#if HAS_DIFFUSE_MAP_OFFSET == 1
diffuse_uv += diffuseTexture_Offset;
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
diffuse_uv *= 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(camera_position_model_space - vertex_position_skinned);
mediump vec3 incidenceVec = -eyeVec;
reflectionVec = mat3(model_matrix) * (incidenceVec - 2.0 * dot(vertex_normal_skinned, incidenceVec) * vertex_normal_skinned);
#endif
#endif
#ifdef NEED_EYEVEC
eyeVec = normalize(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 += specularTexture_Offset;
#endif
#if HAS_SPEC_MAP_SCALE == 1
spec_uv *= 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 += reflectionTexture_Offset;
#endif
#if HAS_REFLECTION_MAP_SCALE == 1
reflection_uv *= reflectionTexture_Scale;
#endif
#endif
#if SHADOW_QUALITY >= 1
shadowMapCoord1 = shadow_mvp1 * vec4(vertex_position_skinned,1.0);
#endif
#if SHADOW_QUALITY >= 2
shadowMapCoord2 = shadow_mvp2 * vec4(vertex_position_skinned,1.0);
#endif
#if SHADOW_QUALITY >= 3
shadowMapCoord3 = 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(camera_position_model_space - vertex_position_skinned);
#else
tangent_to_world_matrix[0] = vec3(model_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
tangent_to_world_matrix[1] = vec3(model_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
tangent_to_world_matrix[2] = vec3(model_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
#endif
lightVec = normalize(vec3(dot(light_direction_model_space, vertex_tangent_skinned), dot(light_direction_model_space, a_bitangent), dot(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 = light_direction_model_space;
halfVec = normalize((normalize(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(camera_position_model_space - vertex_position_skinned) + light_direction_model_space)); // Normalizing anyways, no need to divide by 2
lamberFactor = max(0.0,dot(light_direction_model_space, vertex_normal_skinned));
specularFactor = max(0.0,pow(dot(halfVec,vertex_normal_skinned), material_shininess));
#endif
#endif
}

View File

@@ -1,5 +1,5 @@
//
// ObjectShader_osx.fsh
// object.frag
// Kraken Engine
//
// Copyright 2024 Kearwood Gilbert. All rights reserved.
@@ -29,98 +29,166 @@
// or implied, of Kearwood Gilbert.
//
#version 450
#extension GL_GOOGLE_include_directive : enable
//#extension GL_EXT_shadow_samplers : require
out vec4 colorOut;
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
#endif
#if FOG_TYPE > 0
// FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential
// FOG_TYPE 3 - Exponential squared
uniform lowp vec3 fog_color;
uniform mediump float fog_near;
#if FOG_TYPE == 1
uniform mediump float fog_far;
uniform mediump float fog_scale;
#endif
#if FOG_TYPE > 1
uniform mediump float fog_density;
#endif
#if FOG_TYPE == 2
uniform mediump float fog_density_premultiplied_exponential;
#endif
#if FOG_TYPE == 3
uniform mediump float fog_density_premultiplied_squared;
#endif
#endif
layout(location = 0) out vec4 colorOut;
/*
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
uniform mediump float material_shininess;
#if HAS_NORMAL_MAP == 1
uniform sampler2D normalTexture;
#else
in mediump vec3 normal;
layout(location = 0) in mediump vec3 normal;
#endif
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
in highp vec2 texCoord;
layout(location = 1) in highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
in highp vec2 normal_uv;
layout(location = 2) in highp vec2 normal_uv;
#else
#define normal_uv texCoord
#endif
#else
#if HAS_DIFFUSE_MAP == 1
in highp vec2 texCoord;
layout(location = 3) in highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 3
uniform sampler2D gbuffer_frame;
uniform sampler2D gbuffer_depth;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
in highp mat3 tangent_to_view_matrix;
#else
uniform highp mat4 model_view_inverse_transpose_matrix;
layout(location = 4) in highp mat3 tangent_to_view_matrix;
#endif
#if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
uniform sampler2D diffuseTexture;
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
in highp vec2 diffuse_uv;
layout(location = 5) in highp vec2 diffuse_uv;
#else
#define diffuse_uv texCoord
#endif
#endif
#else
uniform lowp vec3 material_ambient, material_diffuse, material_specular;
uniform lowp float material_alpha;
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
layout(location = 6) in highp mat3 tangent_to_world_matrix;
#define NEED_EYEVEC
#else
layout(location = 7) in mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
layout(location = 8) in mediump vec3 eyeVec;
#endif
#if SHADOW_QUALITY >= 1
layout(location = 9) in highp vec4 shadowMapCoord1;
#endif
#if HAS_LIGHT_MAP == 1
layout(location = 10) in mediump vec2 lightmap_uv;
#endif
#if SHADOW_QUALITY >= 2
layout(location = 11) in highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
layout(location = 12) in highp vec4 shadowMapCoord3;
#endif
#if ENABLE_PER_PIXEL == 1
layout(location = 13) in mediump vec3 lightVec;
layout(location = 14) in mediump vec3 halfVec;
#else
layout(location = 15) in mediump float lamberFactor;
layout(location = 16) in mediump float specularFactor;
#endif
#if (HAS_SPEC_MAP_OFFSET == 1|| HAS_SPEC_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
layout(location = 17) in mediump vec2 spec_uv;
#else
#define spec_uv texCoord
#endif
#if (HAS_REFLECTION_MAP_OFFSET == 1|| HAS_REFLECTION_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
layout(location = 18) in mediump vec2 reflection_uv;
#else
#define reflection_uv texCoord
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
layout(location = 19) in highp vec2 diffuse_uv;
#else
#define diffuse_uv texCoord
#endif
#endif
*/
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
layout(location=0) in highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
layout(location=1) in highp vec2 normal_uv;
#endif
#else
layout(location=2) in mediump vec3 normal;
#endif
#else
#if HAS_DIFFUSE_MAP == 1
uniform sampler2D diffuseTexture;
layout(location=3) in highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
layout(location=4) in highp mat3 tangent_to_view_matrix;
#endif
#else
#if HAS_LIGHT_MAP == 1
layout(location=5) in mediump vec2 lightmap_uv;
#endif
#if HAS_SPEC_MAP == 1
uniform sampler2D specularTexture;
#endif
#if ENABLE_PER_PIXEL == 1
layout(location=6) in mediump vec3 lightVec;
layout(location=7) in mediump vec3 halfVec;
#if HAS_REFLECTION_MAP == 1
uniform sampler2D reflectionTexture;
#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
layout(location = 8) in highp vec2 spec_uv;
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
layout(location = 9) in highp vec2 reflection_uv;
#endif
#if SHADOW_QUALITY >= 1
layout(location = 10) in highp vec4 shadowMapCoord1;
#endif
#if SHADOW_QUALITY >= 2
layout(location = 11) in highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
layout(location = 12) in highp vec4 shadowMapCoord3;
#endif
#else
layout(location = 13) in mediump float lamberFactor;
layout(location = 14) in mediump float specularFactor;
#endif
#if ENABLE_RIM_COLOR == 1
@@ -128,79 +196,209 @@ out vec4 colorOut;
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
uniform lowp vec3 material_reflection;
uniform samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
in highp mat3 tangent_to_world_matrix;
#define NEED_EYEVEC
uniform highp mat4 model_matrix;
layout(location = 15) in highp mat3 tangent_to_world_matrix;
#else
in mediump vec3 reflectionVec;
layout(location = 16) in mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
in mediump vec3 eyeVec;
#endif
#if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers
uniform sampler2DShadow shadowTexture1;
#else
uniform sampler2D shadowTexture1;
#endif
in highp vec4 shadowMapCoord1;
#endif
#if HAS_LIGHT_MAP == 1
uniform sampler2D lightmapTexture;
in mediump vec2 lightmap_uv;
#endif
#if SHADOW_QUALITY >= 2
uniform sampler2D shadowTexture2;
in highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
uniform sampler2D shadowTexture3;
in highp vec4 shadowMapCoord3;
#endif
#if ENABLE_PER_PIXEL == 1
in mediump vec3 lightVec;
in mediump vec3 halfVec;
#else
in mediump float lamberFactor;
in mediump float specularFactor;
#endif
#if (HAS_SPEC_MAP_OFFSET == 1|| HAS_SPEC_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
in mediump vec2 spec_uv;
#else
#define spec_uv texCoord
#endif
#if (HAS_REFLECTION_MAP_OFFSET == 1|| HAS_REFLECTION_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
in mediump vec2 reflection_uv;
#else
#define reflection_uv texCoord
layout(location = 17) in mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
in highp vec2 diffuse_uv;
layout(location = 18) in highp vec2 diffuse_uv;
#endif
#endif
layout( push_constant ) uniform constants
{
highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
highp mat4 bone_transforms[BONE_COUNT];
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_SCALE == 1
highp vec2 normalTexture_Scale;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1
highp vec2 normalTexture_Offset;
#endif
#endif
#else
mediump float material_shininess;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
highp mat4 model_view_inverse_transpose_matrix;
#endif
#else
highp vec3 light_direction_model_space; // Must be normalized before entering shader
highp vec3 camera_position_model_space;
#if ENABLE_PER_PIXEL == 1
#if HAS_SPEC_MAP_SCALE == 1
highp vec2 specularTexture_Scale;
#endif
#if HAS_SPEC_MAP_OFFSET == 1
highp vec2 specularTexture_Offset;
#endif
#if HAS_REFLECTION_MAP_SCALE == 1
highp vec2 reflectionTexture_Scale;
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1
highp vec2 reflectionTexture_Offset;
#endif
#if SHADOW_QUALITY >= 1
highp mat4 shadow_mvp1;
#endif
#if SHADOW_QUALITY >= 2
highp mat4 shadow_mvp2;
#endif
#if SHADOW_QUALITY >= 3
highp mat4 shadow_mvp3;
#endif
#endif // ENABLE_PER_PIXEL
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
highp mat4 model_inverse_transpose_matrix;
#else
highp mat4 model_matrix;
#endif
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
highp vec2 diffuseTexture_Scale;
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1
highp vec2 diffuseTexture_Offset;
#endif
#endif
#if ENABLE_RIM_COLOR == 1
lowp vec3 rim_color;
mediump float rim_power;
#endif
#if FOG_TYPE > 0
// FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential
// FOG_TYPE 3 - Exponential squared
lowp vec3 fog_color;
mediump float fog_near;
#if FOG_TYPE == 1
mediump float fog_far;
mediump float fog_scale;
#endif
#if FOG_TYPE > 1
mediump float fog_density;
#endif
#if FOG_TYPE == 2
mediump float fog_density_premultiplied_exponential;
#endif
#if FOG_TYPE == 3
mediump float fog_density_premultiplied_squared;
#endif
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
mediump float material_shininess;
#if HAS_NORMAL_MAP == 1
sampler2D normalTexture;
#endif
#endif
#if GBUFFER_PASS == 3
sampler2D gbuffer_frame;
sampler2D gbuffer_depth;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
#else
#define diffuse_uv texCoord
highp mat4 model_view_inverse_transpose_matrix;
#endif
#if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
sampler2D diffuseTexture;
#endif
#else
lowp vec3 material_ambient;
lowp vec3 material_diffuse;
lowp vec3 material_specular;
lowp float material_alpha;
#if HAS_DIFFUSE_MAP == 1
sampler2D diffuseTexture;
#endif
#if HAS_SPEC_MAP == 1
sampler2D specularTexture;
#endif
#if HAS_REFLECTION_MAP == 1
sampler2D reflectionTexture;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
lowp vec3 material_reflection;
samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
highp mat4 model_matrix;
#endif
#endif
#if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers
sampler2DShadow shadowTexture1;
#else
sampler2D shadowTexture1;
#endif
#endif
#if HAS_LIGHT_MAP == 1
sampler2D lightmapTexture;
#endif
#if SHADOW_QUALITY >= 2
ampler2D shadowTexture2;
#endif
#if SHADOW_QUALITY >= 3
sampler2D shadowTexture3;
#endif
#endif
#if GBUFFER_PASS == 1 || GBUFFER_PASS == 3
uniform mediump vec4 viewport;
mediump vec4 viewport;
#endif
} PushConstants;
void main()
{
#if ALPHA_TEST == 1 && HAS_DIFFUSE_MAP == 1

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@@ -0,0 +1,495 @@
//
// object.vert
// Kraken Engine
//
// Copyright 2024 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
#version 450
#extension GL_GOOGLE_include_directive : enable
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 vertex_normal;
#if HAS_NORMAL_MAP == 1
layout(location = 2) in vec3 vertex_tangent;
#endif
layout(location = 3) in lowp vec3 vertex_uv;
#if BONE_COUNT > 0
layout(location = 4) in lowp vec3 vertex_uv;
layout(location = 5) in highp vec4 bone_weights;
layout(location = 6) in highp vec4 bone_indexes;
#else
#define vertex_position_skinned vertex_position
#define vertex_normal_skinned vertex_normal
#define vertex_tangent_skinned vertex_tangent
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
highp mat3 tangent_to_view_matrix;
#endif
#else
#if HAS_LIGHT_MAP == 1
layout(loction = 7) in mediump vec2 vertex_lightmap_uv;
#endif //HAS_LIGHT_MAP
#endif // GBUFFER_PASS
layout( push_constant ) uniform constants
{
highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
highp mat4 bone_transforms[BONE_COUNT];
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_SCALE == 1
highp vec2 normalTexture_Scale;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1
highp vec2 normalTexture_Offset;
#endif
#endif
#else
mediump float material_shininess;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
highp mat4 model_view_inverse_transpose_matrix;
#endif
#else
highp vec3 light_direction_model_space; // Must be normalized before entering shader
highp vec3 camera_position_model_space;
#if ENABLE_PER_PIXEL == 1
#if HAS_SPEC_MAP_SCALE == 1
highp vec2 specularTexture_Scale;
#endif
#if HAS_SPEC_MAP_OFFSET == 1
highp vec2 specularTexture_Offset;
#endif
#if HAS_REFLECTION_MAP_SCALE == 1
highp vec2 reflectionTexture_Scale;
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1
highp vec2 reflectionTexture_Offset;
#endif
#if SHADOW_QUALITY >= 1
highp mat4 shadow_mvp1;
#endif
#if SHADOW_QUALITY >= 2
highp mat4 shadow_mvp2;
#endif
#if SHADOW_QUALITY >= 3
highp mat4 shadow_mvp3;
#endif
#endif // ENABLE_PER_PIXEL
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
highp mat4 model_inverse_transpose_matrix;
#else
highp mat4 model_matrix;
#endif
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
highp vec2 diffuseTexture_Scale;
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1
highp vec2 diffuseTexture_Offset;
#endif
#endif
#if ENABLE_RIM_COLOR == 1
lowp vec3 rim_color;
mediump float rim_power;
#endif
#if FOG_TYPE > 0
// FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential
// FOG_TYPE 3 - Exponential squared
lowp vec3 fog_color;
mediump float fog_near;
#if FOG_TYPE == 1
mediump float fog_far;
mediump float fog_scale;
#endif
#if FOG_TYPE > 1
mediump float fog_density;
#endif
#if FOG_TYPE == 2
mediump float fog_density_premultiplied_exponential;
#endif
#if FOG_TYPE == 3
mediump float fog_density_premultiplied_squared;
#endif
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
mediump float material_shininess;
#if HAS_NORMAL_MAP == 1
sampler2D normalTexture;
#endif
#endif
#if GBUFFER_PASS == 3
sampler2D gbuffer_frame;
sampler2D gbuffer_depth;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
#else
highp mat4 model_view_inverse_transpose_matrix;
#endif
#if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
sampler2D diffuseTexture;
#endif
#else
lowp vec3 material_ambient;
lowp vec3 material_diffuse;
lowp vec3 material_specular;
lowp float material_alpha;
#if HAS_DIFFUSE_MAP == 1
sampler2D diffuseTexture;
#endif
#if HAS_SPEC_MAP == 1
sampler2D specularTexture;
#endif
#if HAS_REFLECTION_MAP == 1
sampler2D reflectionTexture;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
lowp vec3 material_reflection;
samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
highp mat4 model_matrix;
#endif
#endif
#if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers
sampler2DShadow shadowTexture1;
#else
sampler2D shadowTexture1;
#endif
#endif
#if HAS_LIGHT_MAP == 1
sampler2D lightmapTexture;
#endif
#if SHADOW_QUALITY >= 2
ampler2D shadowTexture2;
#endif
#if SHADOW_QUALITY >= 3
sampler2D shadowTexture3;
#endif
#endif
#if GBUFFER_PASS == 1 || GBUFFER_PASS == 3
mediump vec4 viewport;
#endif
} PushConstants;
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
layout(location=0) out highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
layout(location=1) out highp vec2 normal_uv;
#endif
#else
layout(location=2) out mediump vec3 normal;
#endif
#else
#if HAS_DIFFUSE_MAP == 1
layout(location=3) out highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
layout(location=4) out highp mat3 tangent_to_view_matrix;
#endif
#else
#if HAS_LIGHT_MAP == 1
layout(location=5) out mediump vec2 lightmap_uv;
#endif
#if ENABLE_PER_PIXEL == 1
layout(location=6) out mediump vec3 lightVec;
layout(location=7) out out mediump vec3 halfVec;
#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
layout(location = 8) out highp vec2 spec_uv;
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
layout(location = 9) out highp vec2 reflection_uv;
#endif
#if SHADOW_QUALITY >= 1
layout(location = 10) out highp vec4 shadowMapCoord1;
#endif
#if SHADOW_QUALITY >= 2
layout(location = 11) out highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
layout(location = 12) out highp vec4 shadowMapCoord3;
#endif
#else
layout(location = 13) out mediump float lamberFactor;
layout(location = 14) out mediump float specularFactor;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
layout(location = 15) out highp mat3 tangent_to_world_matrix;
#else
layout(location = 16) out mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
layout(location = 17) out mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
layout(location = 18) out highp vec2 diffuse_uv;
#endif
#endif
void main()
{
#if BONE_COUNT > 0
mediump vec4 scaled_bone_indexes = bone_indexes;
mediump vec4 scaled_bone_weights = bone_weights;
//scaled_bone_indexes = vec4(0.0, 0.0, 0.0, 0.0);
//scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
highp mat4 skin_matrix =
bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
//skin_matrix = bone_transforms[0];
highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
#if HAS_NORMAL_MAP == 1
highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
#endif
#endif
// Transform position
gl_Position = PushConstants.mvp_matrix * vec4(vertex_position_skinned,1.0);
#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)
// Pass UV co-ordinates
texCoord = vertex_uv.st;
#endif
// Scaled and translated normal map UV's
#if (HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
normal_uv = texCoord;
#if HAS_NORMAL_MAP_OFFSET == 1
normal_uv += normalTexture_Offset;
#endif
#if HAS_NORMAL_MAP_SCALE == 1
normal_uv *= normalTexture_Scale;
#endif
#endif
#if GBUFFER_PASS != 1 || ALPHA_TEST == 1
// Scaled and translated diffuse map UV's
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
diffuse_uv = texCoord;
#if HAS_DIFFUSE_MAP_OFFSET == 1
diffuse_uv += PushConstants.diffuseTexture_Offset;
#endif
#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
}