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kraken/standard_assets/shaders/ObjectShader_osx.vsh

346 lines
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GLSL

//
// ObjectShader_osx.vsh
// Kraken Engine
//
// Copyright 2022 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
}