Have integrated the position of the directional light in the scene graph (imported from fbx) with the forward renderer and deferred lighting renderer's directional light angle --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4048
265 lines
11 KiB
GLSL
265 lines
11 KiB
GLSL
// 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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#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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varying 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
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varying 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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varying 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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varying 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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varying highp mat3 tangent_to_view_matrix;
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#else
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uniform highp mat4 model_to_view_matrix;
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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 SHADOW_QUALITY >= 1
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uniform sampler2D shadowTexture1;
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varying highp vec4 shadowMapCoord1;
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#endif
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#if HAS_LIGHT_MAP == 1
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uniform sampler2D shadowTexture1;
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varying 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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varying 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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varying highp vec4 shadowMapCoord3;
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#endif
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#if ENABLE_PER_PIXEL == 1
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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#else
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varying mediump float lamberFactor;
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varying 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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varying 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_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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varying 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 GBUFFER_PASS == 2 || GBUFFER_PASS == 3
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mediump vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw);
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#endif
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#if GBUFFER_PASS == 2
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lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
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mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
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mediump float gbuffer_specular_exponent = gbuffer_sample.a;
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#endif
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#if GBUFFER_PASS == 3
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lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
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lowp vec3 gbuffer_lamber_factor = gbuffer_sample.rgb;
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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 * texture2D(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_to_view_matrix * vec4(normal, 1.0));
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#endif
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gl_FragColor = 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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mediump vec4 diffuseMaterial = vec4(vec3(texture2D(diffuseTexture, diffuse_uv)), material_alpha);
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#else
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mediump vec4 diffuseMaterial = vec4(vec3(1.0), material_alpha);
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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 * texture2D(normalTexture,normal_uv).rgb - 1.0);
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#endif
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#if GBUFFER_PASS == 3
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mediump float lamberFactor = gbuffer_lamber_factor.r;
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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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specularFactor = max(0.0,pow(dot(halfVec,normal), material_shininess));
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#endif
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}
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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 + 1.0) / 2.0).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 = texture2D(shadowTexture1, shadowMapPos).z;
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vertexShadowDepth = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).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, 0.0);
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#endif
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highp vec2 shadowMapPos = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).st;
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shadowMapDepth = texture2D(shadowTexture1, shadowMapPos).z;
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vertexShadowDepth = ((shadowMapCoord1 / shadowMapCoord1.w + 1.0) / 2.0).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, 0.0, 0.0);
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#endif
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highp vec2 shadowMapPos = ((shadowMapCoord2 / shadowMapCoord2.w + 1.0) / 2.0).st;
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shadowMapDepth = texture2D(shadowTexture2, shadowMapPos).z;
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vertexShadowDepth = ((shadowMapCoord2 / shadowMapCoord2.w + 1.0) / 2.0).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, 0.0, 0.0, 0.0);
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#endif
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highp vec2 shadowMapPos = ((shadowMapCoord3 / shadowMapCoord3.w + 1.0) / 2.0).st;
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shadowMapDepth = texture2D(shadowTexture3, shadowMapPos).z;
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vertexShadowDepth = ((shadowMapCoord3 / shadowMapCoord3.w + 1.0) / 2.0).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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lamberFactor = 0.0;
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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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#if ENABLE_AMBIENT
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// -------------------- Add ambient light and alpha component --------------------
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gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, material_alpha);
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#else
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gl_FragColor = vec4(0.0, 0.0, 0.0, material_alpha);
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#endif
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#if ENABLE_DIFFUSE
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// -------------------- Add diffuse light --------------------
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gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
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#endif
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#if ENABLE_SPECULAR
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// -------------------- Add specular light --------------------
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#if HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1
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gl_FragColor += vec4(material_specular * vec3(texture2D(specularTexture, spec_uv)) * specularFactor, 0.0);
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#else
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gl_FragColor += vec4(material_specular * specularFactor, 0.0);
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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
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mediump vec3 lightMapColor = vec3(texture2D(shadowTexture1, lightmap_uv));
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gl_FragColor = vec4(gl_FragColor.r * lightMapColor.r, gl_FragColor.g * lightMapColor.g, gl_FragColor.b * lightMapColor.b, 1.0);
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#endif
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//gl_FragColor = vec4(vec3(specularFactor), 1.0);
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#endif
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}
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