Imported glslang library. Refactoring shader manager.
This commit is contained in:
@@ -1,3 +1,4 @@
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add_subdirectory(hrtf_kemar)
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add_subdirectory(shaders)
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add_standard_asset(font.tga)
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set(KRAKEN_STANDARD_ASSETS "${KRAKEN_STANDARD_ASSETS}" PARENT_SCOPE)
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3
standard_assets/shaders/CMakeLists.txt
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3
standard_assets/shaders/CMakeLists.txt
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@@ -0,0 +1,3 @@
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set(KRAKEN_STANDARD_ASSETS "${KRAKEN_STANDARD_ASSETS}" PARENT_SCOPE)
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add_standard_asset(simple_blit.frag)
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add_standard_asset(simple_blit.vert)
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425
standard_assets/shaders/ObjectShader_osx.fsh
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425
standard_assets/shaders/ObjectShader_osx.fsh
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@@ -0,0 +1,425 @@
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// Copyright 2012 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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//#extension GL_EXT_shadow_samplers : require
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out vec4 colorOut;
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#if ENABLE_RIM_COLOR == 1
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uniform lowp vec3 rim_color;
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uniform 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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uniform lowp vec3 fog_color;
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uniform mediump float fog_near;
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#if FOG_TYPE == 1
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uniform mediump float fog_far;
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uniform mediump float fog_scale;
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#endif
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#if FOG_TYPE > 1
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uniform mediump float fog_density;
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#endif
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#if FOG_TYPE == 2
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uniform mediump float fog_density_premultiplied_exponential;
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#endif
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#if FOG_TYPE == 3
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uniform 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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uniform mediump float material_shininess;
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#if HAS_NORMAL_MAP == 1
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uniform sampler2D normalTexture;
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#else
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in mediump vec3 normal;
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#endif
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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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in highp vec2 texCoord;
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#endif
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#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
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in highp vec2 normal_uv;
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#else
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#define normal_uv texCoord
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#endif
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#else
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#if HAS_DIFFUSE_MAP == 1
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in highp vec2 texCoord;
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#endif
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#endif
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#if GBUFFER_PASS == 3
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uniform sampler2D gbuffer_frame;
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uniform 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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in highp mat3 tangent_to_view_matrix;
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#else
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uniform 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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uniform sampler2D diffuseTexture;
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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in highp vec2 diffuse_uv;
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#else
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#define diffuse_uv texCoord
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#endif
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#endif
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#else
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uniform lowp vec3 material_ambient, material_diffuse, material_specular;
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uniform lowp float material_alpha;
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#if HAS_DIFFUSE_MAP == 1
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uniform sampler2D diffuseTexture;
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#endif
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#if HAS_SPEC_MAP == 1
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uniform sampler2D specularTexture;
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#endif
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#if HAS_REFLECTION_MAP == 1
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uniform 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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uniform lowp vec3 material_reflection;
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uniform samplerCube reflectionCubeTexture;
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#if HAS_NORMAL_MAP == 1
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in highp mat3 tangent_to_world_matrix;
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#define NEED_EYEVEC
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uniform highp mat4 model_matrix;
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#else
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in mediump vec3 reflectionVec;
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#endif
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#endif
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#ifdef NEED_EYEVEC
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in mediump vec3 eyeVec;
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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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uniform sampler2DShadow shadowTexture1;
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#else
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uniform sampler2D shadowTexture1;
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#endif
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in highp vec4 shadowMapCoord1;
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#endif
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#if HAS_LIGHT_MAP == 1
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uniform sampler2D lightmapTexture;
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in mediump vec2 lightmap_uv;
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#endif
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#if SHADOW_QUALITY >= 2
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uniform sampler2D shadowTexture2;
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in highp vec4 shadowMapCoord2;
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#endif
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#if SHADOW_QUALITY >= 3
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uniform sampler2D shadowTexture3;
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in highp vec4 shadowMapCoord3;
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#endif
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#if ENABLE_PER_PIXEL == 1
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in mediump vec3 lightVec;
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in mediump vec3 halfVec;
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#else
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in mediump float lamberFactor;
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in mediump float specularFactor;
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#endif
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#if (HAS_SPEC_MAP_OFFSET == 1|| HAS_SPEC_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
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in mediump vec2 spec_uv;
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#else
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#define spec_uv texCoord
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#endif
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#if (HAS_REFLECTION_MAP_OFFSET == 1|| HAS_REFLECTION_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
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in mediump vec2 reflection_uv;
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#else
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#define reflection_uv texCoord
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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in highp vec2 diffuse_uv;
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#else
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#define diffuse_uv texCoord
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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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uniform mediump vec4 viewport;
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#endif
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void main()
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{
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#if ALPHA_TEST == 1 && HAS_DIFFUSE_MAP == 1
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mediump vec4 diffuseMaterial = texture(diffuseTexture, diffuse_uv);
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if(diffuseMaterial.a < 0.5) discard;
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#endif
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#if GBUFFER_PASS == 1 && ALPHA_TEST == 1
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if(texture(diffuseTexture, diffuse_uv).a < 0.5) discard;
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#endif
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#if GBUFFER_PASS == 2 || GBUFFER_PASS == 3
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mediump vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
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#endif
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#if GBUFFER_PASS == 3
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lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
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mediump vec3 gbuffer_lamber_factor = gbuffer_sample.rgb * 5.0;
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lowp float gbuffer_specular_factor = gbuffer_sample.a;
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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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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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mediump vec3 normal = normalize(2.0 * texture(normalTexture,normal_uv).rgb - 1.0);
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mediump vec3 view_space_normal = tangent_to_view_matrix * normal;
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#else
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mediump vec3 view_space_normal = vec3(model_view_inverse_transpose_matrix * vec4(normal, 1.0));
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#endif
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colorOut = vec4(view_space_normal * 0.5 + 0.5, material_shininess / 100.0);
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#else
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#if HAS_DIFFUSE_MAP == 1
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#if ALPHA_TEST == 1
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diffuseMaterial.a = 1.0;
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#else
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mediump vec4 diffuseMaterial = texture(diffuseTexture, diffuse_uv);
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#endif
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#else
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mediump vec4 diffuseMaterial = vec4(1.0);
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#endif
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#if ENABLE_PER_PIXEL == 1
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#if HAS_NORMAL_MAP == 1
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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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mediump vec3 normal = normalize(2.0 * texture(normalTexture,normal_uv).rgb - 1.0);
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#endif
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#if GBUFFER_PASS == 3
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mediump vec3 lamberFactor = gbuffer_lamber_factor;
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#else
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mediump float lamberFactor = max(0.0,dot(lightVec, normal));
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#endif
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mediump float specularFactor = 0.0;
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if(material_shininess > 0.0) {
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#if GBUFFER_PASS == 3
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specularFactor = gbuffer_specular_factor;
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#else
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mediump float halfVecDot = dot(halfVec,normal);
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if(halfVecDot > 0.0) {
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specularFactor = max(0.0,pow(halfVecDot, material_shininess));
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}
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#endif
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}
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#ifdef GL_EXT_shadow_samplers
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#if SHADOW_QUALITY == 1
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lowp float shadow = shadow2DProjEXT(shadowTexture1, shadowMapCoord1);
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lamberFactor *= shadow;
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specularFactor *= shadow;
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#endif
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#else
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#if SHADOW_QUALITY == 1
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highp float shadowMapDepth = 1.0;
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highp float vertexShadowDepth = 1.0;
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highp vec2 shadowMapPos = (shadowMapCoord1 / shadowMapCoord1.w).st;
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if(shadowMapCoord1.x >= -1.0 && shadowMapCoord1.x <= 1.0 && shadowMapCoord1.y >= -1.0 && shadowMapCoord1.y <= 1.0 && shadowMapCoord1.z >= 0.0 && shadowMapCoord1.z <= 1.0) {
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#if DEBUG_PSSM == 1
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diffuseMaterial = diffuseMaterial * vec4(0.75, 0.75, 0.5, 1.0) + vec4(0.0, 0.0, 0.5, 0.0);
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#endif
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shadowMapDepth = texture(shadowTexture1, shadowMapPos).z;
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vertexShadowDepth = (shadowMapCoord1 / shadowMapCoord1.w).z;
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}
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#endif
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#if SHADOW_QUALITY >= 2
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highp float shadowMapDepth = 1.0;
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highp float vertexShadowDepth = 1.0;
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if(shadowMapCoord1.x >= -1.0 && shadowMapCoord1.x <= 1.0 && shadowMapCoord1.y >= -1.0 && shadowMapCoord1.y <= 1.0 && shadowMapCoord1.z >= 0.0 && shadowMapCoord1.z <= 1.0) {
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#if DEBUG_PSSM == 1
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diffuseMaterial = diffuseMaterial * vec4(0.75, 0.75, 0.5, 1.0) + vec4(0.0, 0.0, 0.5 * diffuseMaterial.a, 0.0);
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#endif
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highp vec2 shadowMapPos = (shadowMapCoord1 / shadowMapCoord1.w).st;
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shadowMapDepth = texture(shadowTexture1, shadowMapPos).z;
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vertexShadowDepth = (shadowMapCoord1 / shadowMapCoord1.w).z;
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} else if(shadowMapCoord2.s >= -1.0 && shadowMapCoord2.s <= 1.0 && shadowMapCoord2.t >= -1.0 && shadowMapCoord2.t <= 1.0 && shadowMapCoord2.z >= 0.0 && shadowMapCoord2.z <= 1.0) {
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#if DEBUG_PSSM == 1
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diffuseMaterial = diffuseMaterial * vec4(0.75, 0.50, 0.75, 1.0) + vec4(0.0, 0.5 * diffuseMaterial.a, 0.0, 0.0);
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#endif
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highp vec2 shadowMapPos = (shadowMapCoord2 / shadowMapCoord2.w).st;
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shadowMapDepth = texture(shadowTexture2, shadowMapPos).z;
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vertexShadowDepth = (shadowMapCoord2 / shadowMapCoord2.w).z;
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}
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#if SHADOW_QUALITY >= 3
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else if(shadowMapCoord3.s >= -1.0 && shadowMapCoord3.s <= 1.0 && shadowMapCoord3.t >= -1.0 && shadowMapCoord3.t <= 1.0 && shadowMapCoord3.z >= 0.0 && shadowMapCoord3.z <= 1.0) {
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#if DEBUG_PSSM == 1
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diffuseMaterial = diffuseMaterial * vec4(0.50, 0.75, 0.75, 1.0) + vec4(0.5 * diffuseMaterial.a, 0.0, 0.0, 0.0);
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#endif
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highp vec2 shadowMapPos = (shadowMapCoord3 / shadowMapCoord3.w).st;
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shadowMapDepth = texture(shadowTexture3, shadowMapPos).z;
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vertexShadowDepth = (shadowMapCoord3 / shadowMapCoord3.w).z;
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}
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#endif
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#endif
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#if SHADOW_QUALITY >= 1
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if(vertexShadowDepth >= shadowMapDepth && shadowMapDepth < 1.0) {
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#if GBUFFER_PASS == 3
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lamberFactor = vec3(0.0);
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#else
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lamberFactor = 0.0;
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#endif
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specularFactor = 0.0;
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}
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#endif
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#endif
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#endif
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#if ENABLE_AMBIENT == 1
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// -------------------- Add ambient light and alpha component --------------------
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colorOut = vec4(vec3(diffuseMaterial) * material_ambient, 0.0);
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#else
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colorOut = vec4(0.0, 0.0, 0.0, 0.0);
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#endif
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#if ENABLE_DIFFUSE == 1
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// -------------------- Add diffuse light --------------------
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colorOut += diffuseMaterial * vec4(material_diffuse * lamberFactor, 1.0);
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#endif
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// -------------------- Apply material_alpha --------------------
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#if ALPHA_BLEND == 1
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colorOut.a = diffuseMaterial.a;
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colorOut *= material_alpha;
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#endif
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// -------------------- Add specular light --------------------
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// Additive, not masked against diffuse alpha
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#if ENABLE_SPECULAR == 1
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#if HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1
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colorOut.rgb += material_specular * vec3(texture(specularTexture, spec_uv)) * specularFactor;
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#else
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colorOut.rgb += material_specular * specularFactor;
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#endif
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#endif
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// -------------------- Multiply light map --------------------
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#if HAS_LIGHT_MAP == 1
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mediump vec3 lightMapColor = vec3(texture(lightmapTexture, lightmap_uv));
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//colorOut = vec4(colorOut.r * lightMapColor.r, colorOut.g * lightMapColor.g, colorOut.b * lightMapColor.b, colorOut.a);
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colorOut.rgb *= lightMapColor;
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||||
#endif
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||||
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||||
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||||
// -------------------- Add reflected light --------------------
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||||
#if HAS_REFLECTION_CUBE_MAP == 1
|
||||
// Reflected light is additive and not modulated by the light map
|
||||
#if HAS_NORMAL_MAP == 1
|
||||
// Calculate reflection vector as I - 2.0 * dot(N, I) * N
|
||||
mediump vec3 incidenceVec = -normalize(eyeVec);
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||||
highp vec3 world_space_normal = tangent_to_world_matrix * normal;
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||||
mediump vec3 reflectionVec = mat3(model_matrix) * (incidenceVec - 2.0 * dot(world_space_normal, incidenceVec) * world_space_normal);
|
||||
#endif
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||||
#if HAS_REFLECTION_MAP == 1
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||||
colorOut += vec4(material_reflection, 0.0) * texture(reflectionTexture, reflection_uv) * vec4(texture(reflectionCubeTexture, reflectionVec).rgb, 1.0);
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||||
#else
|
||||
colorOut += vec4(material_reflection, 0.0) * vec4(texture(reflectionCubeTexture, reflectionVec).rgb, 1.0);
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||||
#endif
|
||||
#endif
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||||
|
||||
// -------------------- Apply Fog --------------------
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||||
#if FOG_TYPE == 1 || FOG_TYPE == 2 || FOG_TYPE == 3
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||||
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||||
#if FOG_TYPE == 1
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||||
// Linear fog
|
||||
lowp float fog_alpha = clamp((fog_far - gl_FragCoord.z / gl_FragCoord.w) * fog_scale, 0.0, 1.0);
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||||
#endif
|
||||
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||||
#if FOG_TYPE == 2
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||||
// Exponential fog
|
||||
mediump float fog_z = gl_FragCoord.z / gl_FragCoord.w - fog_near;
|
||||
lowp float fog_alpha = clamp(exp2(fog_density_premultiplied_exponential * fog_z), 0.0, 1.0);
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||||
#endif
|
||||
|
||||
#if FOG_TYPE == 3
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||||
// Exponential squared fog
|
||||
mediump float fog_z = max(gl_FragCoord.z / gl_FragCoord.w - fog_near, 0.0);
|
||||
lowp float fog_alpha = clamp(exp2(fog_density_premultiplied_squared * fog_z * fog_z), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#if ALPHA_BLEND == 1
|
||||
colorOut.rgb = mix(fog_color.rgb * colorOut.a, colorOut.rgb, fog_alpha);
|
||||
#else
|
||||
colorOut.rgb = mix(fog_color.rgb, colorOut.rgb, fog_alpha);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#if ENABLE_RIM_COLOR == 1
|
||||
lowp float rim = 1.0 - clamp(dot(normalize(eyeVec), normal), 0.0, 1.0);
|
||||
|
||||
colorOut += vec4(rim_color, 1.0) * pow(rim, rim_power);
|
||||
#endif
|
||||
|
||||
#if BONE_COUNT > 0
|
||||
colorOut.b = 1.0;
|
||||
#endif
|
||||
}
|
||||
344
standard_assets/shaders/ObjectShader_osx.vsh
Normal file
344
standard_assets/shaders/ObjectShader_osx.vsh
Normal file
@@ -0,0 +1,344 @@
|
||||
//
|
||||
// Shader.vsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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
|
||||
}
|
||||
35
standard_assets/shaders/ShadowShader_osx.fsh
Normal file
35
standard_assets/shaders/ShadowShader_osx.fsh
Normal file
@@ -0,0 +1,35 @@
|
||||
// Copyright 2012 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 mediump vec2 texCoord;
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
void main()
|
||||
{
|
||||
colorOut = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
47
standard_assets/shaders/ShadowShader_osx.vsh
Normal file
47
standard_assets/shaders/ShadowShader_osx.vsh
Normal file
@@ -0,0 +1,47 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
#define SHADOW_BIAS 0.01
|
||||
|
||||
|
||||
in highp vec4 vertex_position;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
|
||||
void main()
|
||||
{
|
||||
// Transform position
|
||||
/*
|
||||
position = shadow_mvp1 * vec4(vertex_position,1.0);
|
||||
*/
|
||||
gl_Position = mvp_matrix * vertex_position;
|
||||
gl_Position.z += SHADOW_BIAS;
|
||||
/*
|
||||
// Pass UV co-ordinates
|
||||
texCoord = vertex_uv.st;
|
||||
*/
|
||||
|
||||
}
|
||||
38
standard_assets/shaders/debug_font_osx.fsh
Normal file
38
standard_assets/shaders/debug_font_osx.fsh
Normal file
@@ -0,0 +1,38 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
in mediump vec2 textureCoordinate;
|
||||
|
||||
uniform sampler2D diffuseTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 font_color = texture(diffuseTexture, textureCoordinate);
|
||||
colorOut = vec4(font_color.r, font_color.g, font_color.b, font_color.r + 0.50);
|
||||
}
|
||||
38
standard_assets/shaders/debug_font_osx.vsh
Normal file
38
standard_assets/shaders/debug_font_osx.vsh
Normal file
@@ -0,0 +1,38 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out mediump vec2 textureCoordinate;
|
||||
|
||||
in vec4 vertex_position;
|
||||
in lowp vec2 vertex_uv;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = /*mvp_matrix * */vertex_position;
|
||||
textureCoordinate = vertex_uv;
|
||||
}
|
||||
45
standard_assets/shaders/dust_particle_osx.fsh
Normal file
45
standard_assets/shaders/dust_particle_osx.fsh
Normal file
@@ -0,0 +1,45 @@
|
||||
//
|
||||
// dust_particle.fsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
//#extension GL_EXT_shadow_samplers : require
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
in mediump vec2 texCoord;
|
||||
|
||||
in mediump vec4 shadowMapCoord1;
|
||||
uniform sampler2DShadow shadowTexture1;
|
||||
uniform mediump vec3 light_color;
|
||||
in lowp float intensity_modulate;
|
||||
|
||||
void main() {
|
||||
colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
|
||||
}
|
||||
57
standard_assets/shaders/dust_particle_osx.vsh
Normal file
57
standard_assets/shaders/dust_particle_osx.vsh
Normal file
@@ -0,0 +1,57 @@
|
||||
//
|
||||
// dust_particle.vsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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 mediump vec2 vertex_uv;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
uniform mediump vec4 viewport;
|
||||
uniform mediump float flare_size;
|
||||
in vec4 vertex_position;
|
||||
uniform highp vec3 particle_origin;
|
||||
|
||||
uniform highp mat4 shadow_mvp1;
|
||||
out mediump vec4 shadowMapCoord1;
|
||||
|
||||
out mediump vec2 texCoord;
|
||||
uniform highp float time_absolute;
|
||||
out lowp float intensity_modulate;
|
||||
|
||||
void main() {
|
||||
highp vec4 offset_center = vertex_position + vec4(particle_origin, 0.0);
|
||||
offset_center.xyz += vec3(sin((time_absolute + vertex_position.x * 100.0) * 0.05), sin((time_absolute + vertex_position.y * 100.0) * 0.07), sin((time_absolute + vertex_position.z * 100.0) * 0.03)) * 0.05;
|
||||
offset_center = vec4(mod(offset_center.x + 1.0, 2.0) - 1.0, mod(offset_center.y + 1.0, 2.0) - 1.0, mod(offset_center.z + 1.0, 2.0) - 1.0, 1.0);
|
||||
highp vec4 particle_center = mvp_matrix * offset_center;
|
||||
texCoord = vertex_uv * 3.46410161513775; // 3.46410161513775 = 2 * sqrt(3); 1 / (2 * sqrt(3)) is the radius of a circle encompased by a equilateral triangle with a side length of 1.
|
||||
gl_Position = particle_center + vec4(vertex_uv.x * viewport.w / viewport.z * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
|
||||
|
||||
shadowMapCoord1 = shadow_mvp1 * offset_center;
|
||||
|
||||
intensity_modulate = sin(time_absolute + mod(vertex_position.x * 100.0, 6.28318530717959)) * 0.5 + 0.5;
|
||||
}
|
||||
40
standard_assets/shaders/flare_osx.fsh
Normal file
40
standard_assets/shaders/flare_osx.fsh
Normal file
@@ -0,0 +1,40 @@
|
||||
//
|
||||
// flare.fsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
in vec2 texCoord;
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform float material_alpha;
|
||||
|
||||
void main() {
|
||||
colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material_alpha;
|
||||
}
|
||||
42
standard_assets/shaders/flare_osx.vsh
Normal file
42
standard_assets/shaders/flare_osx.vsh
Normal file
@@ -0,0 +1,42 @@
|
||||
//
|
||||
// flare.vsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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 vec2 vertex_uv;
|
||||
uniform mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
uniform vec4 viewport;
|
||||
uniform float flare_size;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
texCoord = vertex_uv;
|
||||
gl_Position = mvp_matrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(vertex_uv.x * viewport.w / viewport.z * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
|
||||
}
|
||||
BIN
standard_assets/shaders/frag.spv
Normal file
BIN
standard_assets/shaders/frag.spv
Normal file
Binary file not shown.
61
standard_assets/shaders/light_directional_osx.fsh
Normal file
61
standard_assets/shaders/light_directional_osx.fsh
Normal file
@@ -0,0 +1,61 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
uniform sampler2D gbuffer_frame;
|
||||
uniform sampler2D gbuffer_depth;
|
||||
|
||||
uniform mediump vec3 light_direction_view_space; // Must be normalized and converted to view space before entering shader
|
||||
uniform lowp vec3 light_color;
|
||||
uniform highp float light_intensity;
|
||||
uniform mediump vec4 viewport;
|
||||
|
||||
void main()
|
||||
{
|
||||
lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
|
||||
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
|
||||
|
||||
mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
|
||||
mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
|
||||
|
||||
mediump vec3 view_space_vertex_position = vec3(
|
||||
((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1.0,
|
||||
(2.0 * -texture(gbuffer_depth, gbuffer_uv).r - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near)
|
||||
);
|
||||
|
||||
//mediump float lamberFactor = max(0.0,dot(light_direction_view_space, gbuffer_normal)) * 0.2;
|
||||
mediump float lamberFactor = dot(light_direction_view_space, gbuffer_normal) * 0.2;
|
||||
|
||||
mediump float specularFactor = 0.0;
|
||||
|
||||
mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position) + light_direction_view_space)); // Normalizing anyways, no need to divide by 2
|
||||
specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
|
||||
|
||||
|
||||
colorOut = vec4(light_color * lamberFactor, specularFactor) * light_intensity;
|
||||
}
|
||||
33
standard_assets/shaders/light_directional_osx.vsh
Normal file
33
standard_assets/shaders/light_directional_osx.vsh
Normal file
@@ -0,0 +1,33 @@
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vertex_position;
|
||||
}
|
||||
74
standard_assets/shaders/light_point_inside_osx.fsh
Normal file
74
standard_assets/shaders/light_point_inside_osx.fsh
Normal file
@@ -0,0 +1,74 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
uniform sampler2D gbuffer_frame;
|
||||
uniform sampler2D gbuffer_depth;
|
||||
|
||||
uniform lowp vec3 light_color;
|
||||
uniform highp float light_intensity;
|
||||
uniform highp float light_decay_start;
|
||||
uniform highp float light_cutoff;
|
||||
uniform mediump vec4 viewport;
|
||||
|
||||
uniform highp mat4 inv_projection_matrix;
|
||||
|
||||
uniform highp vec3 view_space_model_origin;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
|
||||
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
|
||||
|
||||
mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
|
||||
mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
|
||||
|
||||
mediump vec4 clip_space_vertex_position = vec4(
|
||||
gl_FragCoord.xy / viewport.zw * 2.0 - 1.0,
|
||||
texture(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
|
||||
1.0
|
||||
);
|
||||
|
||||
|
||||
mediump vec4 view_space_vertex_position = inv_projection_matrix * clip_space_vertex_position;
|
||||
view_space_vertex_position.xyz /= view_space_vertex_position.w;
|
||||
|
||||
mediump float light_distance = max(0.0, distance(view_space_model_origin.xyz, view_space_vertex_position.xyz) - light_decay_start);
|
||||
mediump float light_attenuation = (light_intensity / ((light_distance + 1.0) * (light_distance + 1.0)) - light_cutoff) / (1.0 - light_cutoff);
|
||||
mediump vec3 light_vec = normalize(view_space_model_origin.xyz - view_space_vertex_position.xyz);
|
||||
mediump float lamberFactor = dot(light_vec, gbuffer_normal) * 0.2;
|
||||
|
||||
mediump float specularFactor = 0.0;
|
||||
//if(gbuffer_specular_exponent > 0.0) {
|
||||
mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position.xyz) + light_vec));
|
||||
specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
|
||||
//}
|
||||
|
||||
colorOut = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
|
||||
}
|
||||
33
standard_assets/shaders/light_point_inside_osx.vsh
Normal file
33
standard_assets/shaders/light_point_inside_osx.vsh
Normal file
@@ -0,0 +1,33 @@
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vertex_position;
|
||||
}
|
||||
74
standard_assets/shaders/light_point_osx.fsh
Normal file
74
standard_assets/shaders/light_point_osx.fsh
Normal file
@@ -0,0 +1,74 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
uniform sampler2D gbuffer_frame;
|
||||
uniform sampler2D gbuffer_depth;
|
||||
|
||||
uniform lowp vec3 light_color;
|
||||
uniform highp float light_intensity;
|
||||
uniform highp float light_decay_start;
|
||||
uniform highp float light_cutoff;
|
||||
uniform mediump vec4 viewport;
|
||||
|
||||
uniform highp mat4 inv_projection_matrix;
|
||||
|
||||
uniform highp vec3 view_space_model_origin; // For point lights, this is the position of the light
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
|
||||
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
|
||||
|
||||
mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
|
||||
mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
|
||||
|
||||
mediump vec4 clip_space_vertex_position = vec4(
|
||||
gl_FragCoord.xy / viewport.zw * 2.0 - 1.0,
|
||||
texture(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
|
||||
1.0
|
||||
);
|
||||
|
||||
|
||||
mediump vec4 view_space_vertex_position = inv_projection_matrix * clip_space_vertex_position;
|
||||
view_space_vertex_position.xyz /= view_space_vertex_position.w;
|
||||
|
||||
mediump float light_distance = max(0.0, distance(view_space_model_origin.xyz, view_space_vertex_position.xyz) - light_decay_start);
|
||||
mediump float light_attenuation = (light_intensity / ((light_distance + 1.0) * (light_distance + 1.0)) - light_cutoff) / (1.0 - light_cutoff);
|
||||
mediump vec3 light_vec = normalize(view_space_model_origin.xyz - view_space_vertex_position.xyz);
|
||||
mediump float lamberFactor = dot(light_vec, gbuffer_normal) * 0.2;
|
||||
|
||||
mediump float specularFactor = 0.0;
|
||||
//if(gbuffer_specular_exponent > 0.0) {
|
||||
mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position.xyz) + light_vec));
|
||||
specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
|
||||
//}
|
||||
|
||||
colorOut = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
|
||||
}
|
||||
35
standard_assets/shaders/light_point_osx.vsh
Normal file
35
standard_assets/shaders/light_point_osx.vsh
Normal file
@@ -0,0 +1,35 @@
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mvp_matrix * vertex_position;
|
||||
gl_Position.z = max(gl_Position.z / gl_Position.w, 0.00) * gl_Position.w;
|
||||
}
|
||||
37
standard_assets/shaders/occlusion_test_osx.fsh
Normal file
37
standard_assets/shaders/occlusion_test_osx.fsh
Normal file
@@ -0,0 +1,37 @@
|
||||
//
|
||||
// flare.fsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
void main() {
|
||||
//colorOut = vec4(0.00, 0.00, 0.00, 0.00);
|
||||
colorOut = vec4(0.00, 0.00, 0.00, 0.00);
|
||||
}
|
||||
34
standard_assets/shaders/occlusion_test_osx.vsh
Normal file
34
standard_assets/shaders/occlusion_test_osx.vsh
Normal file
@@ -0,0 +1,34 @@
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mvp_matrix * vertex_position;
|
||||
}
|
||||
190
standard_assets/shaders/post_fx.frag
Normal file
190
standard_assets/shaders/post_fx.frag
Normal file
@@ -0,0 +1,190 @@
|
||||
// Copyright 2019 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.
|
||||
//
|
||||
|
||||
#define ENABLE_VIDEO_BG 0
|
||||
#define PIXEL_SHIFT_1 0.001
|
||||
#define PIXEL_SHIFT_2 0.002
|
||||
#define PIXEL_SHIFT_3 0.003
|
||||
#define PIXEL_SHIFT_4 0.004
|
||||
|
||||
in vec2 textureCoordinate;
|
||||
|
||||
#if ENABLE_VIDEO_BG == 1
|
||||
uniform sampler2D videoFrame;
|
||||
#endif
|
||||
|
||||
#if ENABLE_FADE_COLOR == 1
|
||||
uniform vec4 fade_color;
|
||||
#endif
|
||||
|
||||
uniform sampler2D renderFrame;
|
||||
uniform sampler2D depthFrame;
|
||||
|
||||
#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
|
||||
uniform sampler2D volumetricEnvironmentFrame;
|
||||
#endif
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec4 renderColor = texture(renderFrame, textureCoordinate);
|
||||
#if DOF_QUALITY > 0 || ENABLE_FLASH == 1
|
||||
float depth = texture(depthFrame, textureCoordinate).r;
|
||||
#endif
|
||||
vec4 pixelColor = renderColor;
|
||||
|
||||
|
||||
#if DOF_QUALITY == 2
|
||||
|
||||
// Render high quality circle of confusion
|
||||
// __XXX__
|
||||
// _XXXXX_
|
||||
// _XXXXX_
|
||||
// _XXXXX_
|
||||
// __XXX__
|
||||
float cf1 = PIXEL_SHIFT_1;
|
||||
float cf2 = PIXEL_SHIFT_2;
|
||||
|
||||
float bx1 = textureCoordinate.s + cf1;
|
||||
float bx2 = textureCoordinate.s + cf2;
|
||||
float bxm1 = textureCoordinate.s - cf1;
|
||||
float bxm2 = textureCoordinate.s - cf2;
|
||||
|
||||
float by1 = textureCoordinate.t + cf1;
|
||||
float by2 = textureCoordinate.t + cf2;
|
||||
float bym1 = textureCoordinate.t - cf1;
|
||||
float bym2 = textureCoordinate.t - cf2;
|
||||
|
||||
pixelColor += texture(renderFrame, vec2(bx1, textureCoordinate.t));
|
||||
pixelColor += texture(renderFrame, vec2(bxm1, textureCoordinate.t));
|
||||
pixelColor += texture(renderFrame, vec2(bx2, textureCoordinate.t));
|
||||
pixelColor += texture(renderFrame, vec2(bxm2, textureCoordinate.t));
|
||||
|
||||
pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by1));
|
||||
pixelColor += texture(renderFrame, vec2(bx1, by1));
|
||||
pixelColor += texture(renderFrame, vec2(bxm1, by1));
|
||||
pixelColor += texture(renderFrame, vec2(bx2, by1));
|
||||
pixelColor += texture(renderFrame, vec2(bxm2, by1));
|
||||
|
||||
pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by2));
|
||||
pixelColor += texture(renderFrame, vec2(bx1, by2));
|
||||
pixelColor += texture(renderFrame, vec2(bxm1, by2));
|
||||
|
||||
pixelColor += texture(renderFrame, vec2(textureCoordinate.s,bym1));
|
||||
pixelColor += texture(renderFrame, vec2(bx1,bym1));
|
||||
pixelColor += texture(renderFrame, vec2(bxm1,bym1));
|
||||
pixelColor += texture(renderFrame, vec2(bx2,bym1));
|
||||
pixelColor += texture(renderFrame, vec2(bxm2,bym1));
|
||||
|
||||
pixelColor += texture(renderFrame, vec2(bx1, bym2));
|
||||
pixelColor += texture(renderFrame, vec2(bx1, bym2));
|
||||
pixelColor += texture(renderFrame, vec2(bxm1, bym2));
|
||||
pixelColor /= 21.0;
|
||||
|
||||
#endif
|
||||
// DOF_QUALITY == 2
|
||||
|
||||
#if DOF_QUALITY == 1
|
||||
|
||||
// Render low quality circle of confusion
|
||||
// ___X___
|
||||
// __XXX__
|
||||
// _XXXXX_
|
||||
// __XXX__
|
||||
// ___X___
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
|
||||
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
|
||||
pixelColor /= 13.0;
|
||||
|
||||
#endif
|
||||
// DOF_QUALITY == 1
|
||||
|
||||
#if DOF_QUALITY > 0
|
||||
float focusDepth = texture(depthFrame, vec2(0.5, 0.5)).r;
|
||||
float blurAmount = clamp((depth - DOF_DEPTH - focusDepth) / DOF_FALLOFF, 0.0, 1.0);
|
||||
pixelColor = pixelColor * blurAmount + renderColor * (1.0 - blurAmount);
|
||||
#endif
|
||||
|
||||
// ---- DEPTH_OF_FIELD END ----
|
||||
|
||||
|
||||
|
||||
|
||||
// ---- NIGHT_TIME START ----
|
||||
#if ENABLE_FLASH == 1
|
||||
// Un-comment to enable night time / flash effect
|
||||
pixelColor *= vec4(vec3(1.0 - clamp((depth - FLASH_DEPTH) / FLASH_FALLOFF, 0.0, 1.0)) * FLASH_INTENSITY, 1.0);
|
||||
//pixelColor *= vec4(vec3(clamp(1.0 / (depth - FLASH_DEPTH) * FLASH_FALLOFF, 0.0, 1.0) * FLASH_INTENSITY), 1.0);
|
||||
|
||||
#endif
|
||||
// ---- NIGHT_TIME END ----
|
||||
|
||||
// ---- VIDEO_BG START ----
|
||||
|
||||
|
||||
// ---- VIDEO_BG END ----
|
||||
|
||||
#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
|
||||
pixelColor += texture(volumetricEnvironmentFrame, textureCoordinate);
|
||||
#endif
|
||||
|
||||
|
||||
// ---- VIGNETTE START ----
|
||||
|
||||
// Render vignette effect
|
||||
|
||||
#if ENABLE_VIGNETTE == 1
|
||||
pixelColor *= vec4(vec3(clamp(1.0 - (distance(textureCoordinate, vec2(0.5, 0.5)) - VIGNETTE_RADIUS) / VIGNETTE_FALLOFF, 0.0, 1.0)), 1.0);
|
||||
#endif
|
||||
// ---- VIGNETTE END ----
|
||||
|
||||
#if ENABLE_FADE_COLOR == 1
|
||||
pixelColor.rgb = mix(pixelColor.rgb, fade_color.rgb, fade_color.a);
|
||||
#endif
|
||||
|
||||
colorOut = pixelColor;
|
||||
|
||||
//PASSTHROUGH STATEMENT
|
||||
// colorOut = texture(depthFrame, textureCoordinate);
|
||||
|
||||
//colorOut = vec4(vec3(blurAmount), 1.0);
|
||||
|
||||
colorOut = vec4(0.0, 0.0, 1.0, 1.0); // FINDME, KIP!!, HACK!!
|
||||
}
|
||||
|
||||
7
standard_assets/shaders/post_fx.options
Normal file
7
standard_assets/shaders/post_fx.options
Normal file
@@ -0,0 +1,7 @@
|
||||
ENABLE_VIDEO_BG 0 1
|
||||
ENABLE_FADE_COLOR 0 1
|
||||
VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED 0 1
|
||||
DOF_QUALITY 0 1 2
|
||||
ENABLE_FLASH 0 1
|
||||
ENABLE_VIGNETTE 0 1
|
||||
ENABLE_FADE_COLOR 0 1
|
||||
38
standard_assets/shaders/post_fx.vert
Normal file
38
standard_assets/shaders/post_fx.vert
Normal file
@@ -0,0 +1,38 @@
|
||||
// Copyright 2019 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.
|
||||
//
|
||||
|
||||
uniform vec2 viewport_downsample;
|
||||
in vec4 vertex_position;
|
||||
in vec4 vertex_uv;
|
||||
|
||||
out vec2 textureCoordinate;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vertex_position;
|
||||
textureCoordinate = vertex_uv.xy * viewport_downsample.xy;
|
||||
}
|
||||
38
standard_assets/shaders/simple_blit.frag
Normal file
38
standard_assets/shaders/simple_blit.frag
Normal file
@@ -0,0 +1,38 @@
|
||||
// Copyright 2019 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 400
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D diffuseTexture;
|
||||
layout (location = 0) in vec2 textureCoordinate;
|
||||
layout (location = 0) out vec4 colorOut;
|
||||
|
||||
void main() {
|
||||
colorOut = textureLod(diffuseTexture, textureCoordinate, 0.0);
|
||||
}
|
||||
42
standard_assets/shaders/simple_blit.vert
Normal file
42
standard_assets/shaders/simple_blit.vert
Normal file
@@ -0,0 +1,42 @@
|
||||
// Copyright 2019 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 400
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (std140, binding = 0) uniform buf {
|
||||
mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
} ubuf;
|
||||
layout (location = 0) in vec4 vertex_position;
|
||||
layout (location = 1) in vec2 vertex_uv;
|
||||
layout (location = 0) out vec2 textureCoordinate;
|
||||
|
||||
void main() {
|
||||
textureCoordinate = vertex_uv;
|
||||
gl_Position = ubuf.mvp_matrix * vertex_position;
|
||||
}
|
||||
40
standard_assets/shaders/sky_box_osx.fsh
Normal file
40
standard_assets/shaders/sky_box_osx.fsh
Normal file
@@ -0,0 +1,40 @@
|
||||
//
|
||||
// sky_box.fsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
uniform samplerCube diffuseTexture;
|
||||
|
||||
in mediump vec3 texCoord;
|
||||
|
||||
void main() {
|
||||
colorOut = textureCube(diffuseTexture, normalize(texCoord));
|
||||
}
|
||||
46
standard_assets/shaders/sky_box_osx.vsh
Normal file
46
standard_assets/shaders/sky_box_osx.vsh
Normal file
@@ -0,0 +1,46 @@
|
||||
//
|
||||
// sky_box.vsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
|
||||
out mediump vec3 texCoord;
|
||||
uniform highp mat4 inv_mvp_matrix_no_translate; // Inverse of the model-view-projection matrix, without view translation component
|
||||
uniform mediump vec4 viewport;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vertex_position.xy, 1.0, 1.0);
|
||||
|
||||
vec4 t = inv_mvp_matrix_no_translate * vec4(vertex_position.xy, 1.0, 1.0);
|
||||
t *= 1.0 / t.w;
|
||||
texCoord = vec3(t);
|
||||
}
|
||||
40
standard_assets/shaders/sprite_osx.fsh
Normal file
40
standard_assets/shaders/sprite_osx.fsh
Normal file
@@ -0,0 +1,40 @@
|
||||
//
|
||||
// sprite.fsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
in mediump vec2 texCoord;
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform lowp float material_alpha;
|
||||
|
||||
void main() {
|
||||
colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material_alpha;
|
||||
}
|
||||
41
standard_assets/shaders/sprite_osx.vsh
Normal file
41
standard_assets/shaders/sprite_osx.vsh
Normal file
@@ -0,0 +1,41 @@
|
||||
//
|
||||
// sprite.vsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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 mediump vec2 vertex_uv;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
uniform mediump vec4 viewport;
|
||||
|
||||
out mediump vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
texCoord = vertex_uv;
|
||||
gl_Position = mvp_matrix * vec4(vertex_uv.x * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
37
standard_assets/shaders/visualize_overlay_osx.fsh
Normal file
37
standard_assets/shaders/visualize_overlay_osx.fsh
Normal file
@@ -0,0 +1,37 @@
|
||||
//
|
||||
// visualize_overlay.fsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
void main() {
|
||||
colorOut = vec4(0.0, 0.05, 0.05, 0.0);
|
||||
}
|
||||
|
||||
38
standard_assets/shaders/visualize_overlay_osx.vsh
Normal file
38
standard_assets/shaders/visualize_overlay_osx.vsh
Normal file
@@ -0,0 +1,38 @@
|
||||
//
|
||||
// visualize_overlay.vsh
|
||||
// KREngine
|
||||
//
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mvp_matrix * vertex_position;
|
||||
}
|
||||
41
standard_assets/shaders/volumetric_fog_downsampled_osx.fsh
Normal file
41
standard_assets/shaders/volumetric_fog_downsampled_osx.fsh
Normal file
@@ -0,0 +1,41 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
in mediump vec4 shadowMapCoord1;
|
||||
uniform sampler2DShadow shadowTexture1;
|
||||
uniform lowp sampler2D depthFrame;
|
||||
uniform mediump vec4 viewport;
|
||||
uniform mediump vec3 light_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
if(gl_FragCoord.z > texture(depthFrame, vec2(gl_FragCoord.xy / viewport.zw)).r) discard;
|
||||
|
||||
colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
|
||||
}
|
||||
50
standard_assets/shaders/volumetric_fog_downsampled_osx.vsh
Normal file
50
standard_assets/shaders/volumetric_fog_downsampled_osx.vsh
Normal file
@@ -0,0 +1,50 @@
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
uniform highp mat4 inv_mvp_matrix;
|
||||
|
||||
uniform highp vec2 slice_depth_scale; // First component is the depth for the nearest plane, in view space. Second component is the distance between planes, in view space
|
||||
|
||||
uniform highp mat4 shadow_mvp1;
|
||||
out mediump vec4 shadowMapCoord1;
|
||||
|
||||
uniform highp mat4 projection_matrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec4 d = projection_matrix * vec4(0.0, 0.0, slice_depth_scale.x + vertex_position.z * slice_depth_scale.y, 1.0);
|
||||
d /= d.w;
|
||||
gl_Position = vec4(vertex_position.x, vertex_position.y, d.z, 1.0);
|
||||
|
||||
|
||||
shadowMapCoord1 = inv_mvp_matrix * gl_Position;
|
||||
shadowMapCoord1 /= shadowMapCoord1.w;
|
||||
shadowMapCoord1.w = 1.0;
|
||||
shadowMapCoord1 = shadow_mvp1 * shadowMapCoord1;
|
||||
|
||||
}
|
||||
37
standard_assets/shaders/volumetric_fog_osx.fsh
Normal file
37
standard_assets/shaders/volumetric_fog_osx.fsh
Normal file
@@ -0,0 +1,37 @@
|
||||
// Copyright 2012 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.
|
||||
//
|
||||
|
||||
out vec4 colorOut;
|
||||
|
||||
in mediump vec4 shadowMapCoord1;
|
||||
uniform sampler2DShadow shadowTexture1;
|
||||
uniform mediump vec3 light_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
|
||||
}
|
||||
51
standard_assets/shaders/volumetric_fog_osx.vsh
Normal file
51
standard_assets/shaders/volumetric_fog_osx.vsh
Normal file
@@ -0,0 +1,51 @@
|
||||
// Copyright 2012 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 vec4 vertex_position;
|
||||
uniform highp mat4 inv_mvp_matrix;
|
||||
|
||||
uniform highp vec2 slice_depth_scale; // First component is the depth for the nearest plane, in view space. Second component is the distance between planes, in view space
|
||||
|
||||
uniform highp mat4 shadow_mvp1;
|
||||
out mediump vec4 shadowMapCoord1;
|
||||
|
||||
uniform highp mat4 projection_matrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec4 d = projection_matrix * vec4(0.0, 0.0, slice_depth_scale.x + vertex_position.z * slice_depth_scale.y, 1.0);
|
||||
d /= d.w;
|
||||
gl_Position = vec4(vertex_position.x, vertex_position.y, d.z, 1.0);
|
||||
|
||||
|
||||
shadowMapCoord1 = inv_mvp_matrix * gl_Position;
|
||||
shadowMapCoord1 /= shadowMapCoord1.w;
|
||||
shadowMapCoord1.w = 1.0;
|
||||
shadowMapCoord1 = shadow_mvp1 * shadowMapCoord1;
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user