Files
kraken/KREngine/kraken_standard_assets_ios/Shaders/ObjectShader.fsh
Kearwood Gilbert 79abdd98d0 Implemented rim_light and rim_power shader parameters, enabling outlining of objects on a per-model basis.
Will need to later refactor to allow for a more scalable means of adding per-model shader attributes.

--HG--
branch : nfb
2013-12-05 01:09:31 -08:00

421 lines
16 KiB
GLSL

// 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
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
#endif
#if FOG_TYPE > 0
// FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential
// FOG_TYPE 3 - Exponential squared
uniform lowp vec3 fog_color;
uniform mediump float fog_near;
#if FOG_TYPE == 1
uniform mediump float fog_far;
uniform mediump float fog_scale;
#endif
#if FOG_TYPE > 1
uniform mediump float fog_density;
#endif
#if FOG_TYPE == 2
uniform mediump float fog_density_premultiplied_exponential;
#endif
#if FOG_TYPE == 3
uniform mediump float fog_density_premultiplied_squared;
#endif
#endif
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
uniform mediump float material_shininess;
#if HAS_NORMAL_MAP == 1
uniform sampler2D normalTexture;
#else
varying mediump vec3 normal;
#endif
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
varying highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
varying highp vec2 normal_uv;
#else
#define normal_uv texCoord
#endif
#else
#if HAS_DIFFUSE_MAP == 1
varying highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 3
uniform sampler2D gbuffer_frame;
uniform sampler2D gbuffer_depth;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_view_matrix;
#else
uniform highp mat4 model_view_inverse_transpose_matrix;
#endif
#if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
uniform sampler2D diffuseTexture;
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
varying highp vec2 diffuse_uv;
#else
#define diffuse_uv texCoord
#endif
#endif
#else
uniform lowp vec3 material_ambient, material_diffuse, material_specular;
uniform lowp float material_alpha;
#if HAS_DIFFUSE_MAP == 1
uniform sampler2D diffuseTexture;
#endif
#if HAS_SPEC_MAP == 1
uniform sampler2D specularTexture;
#endif
#if HAS_REFLECTION_MAP == 1
uniform sampler2D reflectionTexture;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
uniform lowp vec3 material_reflection;
uniform samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_world_matrix;
#define NEED_EYEVEC
uniform highp mat4 model_matrix;
#else
varying mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
#endif
#if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers
uniform sampler2DShadow shadowTexture1;
#else
uniform sampler2D shadowTexture1;
#endif
varying highp vec4 shadowMapCoord1;
#endif
#if HAS_LIGHT_MAP == 1
uniform sampler2D lightmapTexture;
varying mediump vec2 lightmap_uv;
#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 ENABLE_PER_PIXEL == 1
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
#else
varying mediump float lamberFactor;
varying mediump float specularFactor;
#endif
#if (HAS_SPEC_MAP_OFFSET == 1|| HAS_SPEC_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
varying mediump vec2 spec_uv;
#else
#define spec_uv texCoord
#endif
#if (HAS_REFLECTION_MAP_OFFSET == 1|| HAS_REFLECTION_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
varying mediump vec2 reflection_uv;
#else
#define reflection_uv texCoord
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
varying highp vec2 diffuse_uv;
#else
#define diffuse_uv texCoord
#endif
#endif
#if GBUFFER_PASS == 1 || GBUFFER_PASS == 3
uniform mediump vec4 viewport;
#endif
void main()
{
#if ALPHA_TEST == 1 && HAS_DIFFUSE_MAP == 1
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, diffuse_uv);
if(diffuseMaterial.a < 0.5) discard;
#endif
#if GBUFFER_PASS == 1 && ALPHA_TEST == 1
if(texture2D(diffuseTexture, diffuse_uv).a < 0.5) discard;
#endif
#if GBUFFER_PASS == 2 || GBUFFER_PASS == 3
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?
#endif
#if GBUFFER_PASS == 3
lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
mediump vec3 gbuffer_lamber_factor = gbuffer_sample.rgb * 5.0;
lowp float gbuffer_specular_factor = gbuffer_sample.a;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,normal_uv).rgb - 1.0);
mediump vec3 view_space_normal = tangent_to_view_matrix * normal;
#else
mediump vec3 view_space_normal = vec3(model_view_inverse_transpose_matrix * vec4(normal, 1.0));
#endif
gl_FragColor = vec4(view_space_normal * 0.5 + 0.5, material_shininess / 100.0);
#else
#if HAS_DIFFUSE_MAP == 1
#if ALPHA_TEST == 1
diffuseMaterial.a = 1.0;
#else
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, diffuse_uv);
#endif
#else
mediump vec4 diffuseMaterial = vec4(1.0);
#endif
#if ENABLE_PER_PIXEL == 1
#if HAS_NORMAL_MAP == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,normal_uv).rgb - 1.0);
#endif
#if GBUFFER_PASS == 3
mediump vec3 lamberFactor = gbuffer_lamber_factor;
#else
mediump float lamberFactor = max(0.0,dot(lightVec, normal));
#endif
mediump float specularFactor = 0.0;
if(material_shininess > 0.0) {
#if GBUFFER_PASS == 3
specularFactor = gbuffer_specular_factor;
#else
specularFactor = max(0.0,pow(dot(halfVec,normal), material_shininess));
#endif
}
#ifdef GL_EXT_shadow_samplers
#if SHADOW_QUALITY == 1
lowp float shadow = shadow2DProjEXT(shadowTexture1, shadowMapCoord1);
lamberFactor *= shadow;
specularFactor *= shadow;
#endif
#else
#if SHADOW_QUALITY == 1
highp float shadowMapDepth = 1.0;
highp float vertexShadowDepth = 1.0;
highp vec2 shadowMapPos = (shadowMapCoord1 / shadowMapCoord1.w).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;
vertexShadowDepth = (shadowMapCoord1 / shadowMapCoord1.w).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 * diffuseMaterial.a, 0.0);
#endif
highp vec2 shadowMapPos = (shadowMapCoord1 / shadowMapCoord1.w).st;
shadowMapDepth = texture2D(shadowTexture1, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord1 / shadowMapCoord1.w).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 * diffuseMaterial.a, 0.0, 0.0);
#endif
highp vec2 shadowMapPos = (shadowMapCoord2 / shadowMapCoord2.w).st;
shadowMapDepth = texture2D(shadowTexture2, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord2 / shadowMapCoord2.w).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 * diffuseMaterial.a, 0.0, 0.0, 0.0);
#endif
highp vec2 shadowMapPos = (shadowMapCoord3 / shadowMapCoord3.w).st;
shadowMapDepth = texture2D(shadowTexture3, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord3 / shadowMapCoord3.w).z;
}
#endif
#endif
#if SHADOW_QUALITY >= 1
if(vertexShadowDepth >= shadowMapDepth && shadowMapDepth < 1.0) {
#if GBUFFER_PASS == 3
lamberFactor = vec3(0.0);
#else
lamberFactor = 0.0;
#endif
specularFactor = 0.0;
}
#endif
#endif
#endif
#if ENABLE_AMBIENT == 1
// -------------------- Add ambient light and alpha component --------------------
gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, 0.0);
#else
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
#endif
#if ENABLE_DIFFUSE == 1
// -------------------- Add diffuse light --------------------
gl_FragColor += diffuseMaterial * vec4(material_diffuse * lamberFactor, 1.0);
#endif
// -------------------- Apply material_alpha --------------------
#if ALPHA_BLEND == 1
gl_FragColor.a = diffuseMaterial.a;
gl_FragColor *= material_alpha;
#endif
// -------------------- Add specular light --------------------
// Additive, not masked against diffuse alpha
#if ENABLE_SPECULAR == 1
#if HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1
gl_FragColor.rgb += material_specular * vec3(texture2D(specularTexture, spec_uv)) * specularFactor;
#else
gl_FragColor.rgb += material_specular * specularFactor;
#endif
#endif
// -------------------- Multiply light map --------------------
#if HAS_LIGHT_MAP == 1
mediump vec3 lightMapColor = vec3(texture2D(lightmapTexture, lightmap_uv));
//gl_FragColor = vec4(gl_FragColor.r * lightMapColor.r, gl_FragColor.g * lightMapColor.g, gl_FragColor.b * lightMapColor.b, gl_FragColor.a);
gl_FragColor.rgb *= lightMapColor;
#endif
// -------------------- Add reflected light --------------------
#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);
highp vec3 world_space_normal = tangent_to_world_matrix * normal;
mediump vec3 reflectionVec = mat3(model_matrix) * (incidenceVec - 2.0 * dot(world_space_normal, incidenceVec) * world_space_normal);
#endif
#if HAS_REFLECTION_MAP == 1
gl_FragColor += vec4(material_reflection, 0.0) * texture2D(reflectionTexture, reflection_uv) * textureCube(reflectionCubeTexture, reflectionVec);
#else
gl_FragColor += vec4(material_reflection, 0.0) * textureCube(reflectionCubeTexture, reflectionVec);
#endif
#endif
// -------------------- Apply Fog --------------------
#if FOG_TYPE == 1 || FOG_TYPE == 2 || FOG_TYPE == 3
#if FOG_TYPE == 1
// Linear fog
lowp float fog_alpha = clamp((fog_far - gl_FragCoord.z / gl_FragCoord.w) * fog_scale, 0.0, 1.0);
#endif
#if FOG_TYPE == 2
// 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);
#endif
#if FOG_TYPE == 3
// 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
gl_FragColor.rgb = mix(fog_color.rgb * gl_FragColor.a, gl_FragColor.rgb, fog_alpha);
#else
gl_FragColor.rgb = mix(fog_color.rgb, gl_FragColor.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);
gl_FragColor += vec4(rim_color, 1.0) * pow(rim, rim_power));
#endif
#if BONE_COUNT > 0
gl_FragColor.b = 1.0;
#endif
}