Initial import of KREngine

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%404
This commit is contained in:
kearwood
2011-10-25 05:03:10 +00:00
parent 5937288f78
commit cece608881
86 changed files with 12190 additions and 0 deletions

View File

@@ -0,0 +1,154 @@
uniform lowp vec3 material_ambient, material_diffuse, material_specular;
uniform lowp float material_alpha;
#if ENABLE_PER_PIXEL == 1
uniform mediump float material_shininess;
#endif
#if HAS_DIFFUSE_MAP == 1
uniform sampler2D diffuseTexture;
#endif
#if HAS_SPEC_MAP == 1
uniform sampler2D specularTexture;
#endif
#if HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1
uniform sampler2D normalTexture;
#endif
#if SHADOW_QUALITY >= 1
uniform sampler2D shadowTexture1;
varying highp vec4 shadowMapCoord1;
#endif
#if SHADOW_QUALITY >= 2
uniform sampler2D shadowTexture2;
varying highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
uniform sampler2D shadowTexture3;
varying highp vec4 shadowMapCoord3;
#endif
#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || HAS_SPEC_MAP == 1
varying mediump vec2 texCoord;
#endif
#if HAS_NORMAL_MAP == 0 && ENABLE_PER_PIXEL == 1
varying mediump vec3 normal;
#endif
#if ENABLE_PER_PIXEL == 1
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
#else
varying mediump float lamberFactor;
varying mediump float specularFactor;
#endif
void main()
{
#if HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,texCoord).rgb - 1.0);
#endif
#if ENABLE_PER_PIXEL == 1
mediump float lamberFactor = max(0.0,dot(lightVec, normal));
mediump float specularFactor = 0.0;
if(material_shininess > 0.0) {
specularFactor = max(0.0,pow(dot(halfVec,normal), material_shininess));
}
#endif
#if HAS_DIFFUSE_MAP == 1
mediump vec4 diffuseMaterial = vec4(vec3(texture2D(diffuseTexture, texCoord)), material_alpha);
#else
mediump vec4 diffuseMaterial = vec4(vec3(1.0), material_alpha);
#endif
#if SHADOW_QUALITY == 1
highp float shadowMapDepth = 1.0;
highp float vertexShadowDepth = 1.0;
highp vec2 shadowMapPos = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).st;
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) {
#if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4(0.75, 0.75, 0.5, 1.0) + vec4(0.0, 0.0, 0.5, 0.0);
#endif
shadowMapDepth = texture2D(shadowTexture1, shadowMapPos).z; // unpack(texture2D(shadowTexture1, shadowMapPos));
vertexShadowDepth = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).z;
}
#endif
#if SHADOW_QUALITY >= 2
highp float shadowMapDepth = 1.0;
highp float vertexShadowDepth = 1.0;
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) {
#if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4(0.75, 0.75, 0.5, 1.0) + vec4(0.0, 0.0, 0.5, 0.0);
#endif
highp vec2 shadowMapPos = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).st;
shadowMapDepth = texture2D(shadowTexture1, shadowMapPos).z;
vertexShadowDepth = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).z;
}
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) {
#if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4(0.75, 0.50, 0.75, 1.0) + vec4(0.0, 0.5, 0.0, 0.0);
#endif
highp vec2 shadowMapPos = ((shadowMapCoord2 / shadowMapCoord2.w + 1.0) / 2.0).st;
shadowMapDepth = texture2D(shadowTexture2, shadowMapPos).z;
vertexShadowDepth = ((shadowMapCoord2 / shadowMapCoord2.w + 1.0) / 2.0).z;
}
#if SHADOW_QUALITY >= 3
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) {
#if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4(0.50, 0.75, 0.75, 1.0) + vec4(0.5, 0.0, 0.0, 0.0);
#endif
highp vec2 shadowMapPos = ((shadowMapCoord3 / shadowMapCoord3.w + 1.0) / 2.0).st;
shadowMapDepth = texture2D(shadowTexture3, shadowMapPos).z;
vertexShadowDepth = ((shadowMapCoord3 / shadowMapCoord3.w + 1.0) / 2.0).z;
}
#endif
#endif
#if SHADOW_QUALITY >= 1
if(vertexShadowDepth >= shadowMapDepth && shadowMapDepth < 1.0) {
lamberFactor = 0.0;
specularFactor = 0.0;
}
#endif
#if ENABLE_AMBIENT
// -------------------- Add ambient light and alpha component --------------------
gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, material_alpha);
#else
gl_FragColor = vec4(0.0, 0.0, 0.0, material_alpha);
#endif
#if ENABLE_DIFFUSE
// -------------------- Add diffuse light --------------------
gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
#endif
#if ENABLE_SPECULAR
// -------------------- Add specular light --------------------
#if HAS_SPEC_MAP == 1
gl_FragColor += vec4(material_specular * vec3(texture2D(specularTexture, texCoord)) * specularFactor, 0.0);
#else
gl_FragColor += vec4(material_specular * specularFactor, 0.0);
#endif
#endif
}