Fixed bug that caused the Reflection Map scale to be swapped with the Normal Map scale material parameter. Fixed bug that caused the Reflection Map offset to be swapped with the Normal Map offset material parameter. --HG-- extra : source : 76835810d2acad4b58299024c7d23a3d29c7ccbb
333 lines
13 KiB
GLSL
333 lines
13 KiB
GLSL
//
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// Shader.vsh
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// KREngine
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//
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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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attribute highp vec3 vertex_position, vertex_normal, vertex_tangent;
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attribute mediump vec2 vertex_uv;
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uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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#if BONE_COUNT > 0
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attribute highp vec4 bone_weights;
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attribute mediump vec4 bone_indexes;
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uniform highp mat4 bone_transforms[BONE_COUNT];
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#else
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#define vertex_position_skinned vertex_position
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#define vertex_normal_skinned vertex_normal
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#define vertex_tangent_skinned vertex_tangent
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#endif
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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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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varying highp vec2 texCoord;
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#endif
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#if HAS_NORMAL_MAP == 1
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#if HAS_NORMAL_MAP_SCALE == 1
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uniform highp vec2 normalTexture_Scale;
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#endif
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#if HAS_NORMAL_MAP_OFFSET == 1
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uniform highp vec2 normalTexture_Offset;
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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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#endif
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#else
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varying mediump vec3 normal;
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#endif
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#else
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uniform mediump float material_shininess;
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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 == 1
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#if HAS_NORMAL_MAP == 1
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uniform highp mat4 model_view_inverse_transpose_matrix;
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varying highp mat3 tangent_to_view_matrix;
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#endif
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#else
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uniform highp vec3 light_direction_model_space; // Must be normalized before entering shader
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uniform highp vec3 camera_position_model_space;
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#if HAS_LIGHT_MAP == 1
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attribute mediump vec2 vertex_lightmap_uv;
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varying mediump vec2 lightmap_uv;
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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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#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
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varying highp vec2 spec_uv;
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#endif
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#if HAS_SPEC_MAP_SCALE == 1
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uniform highp vec2 specularTexture_Scale;
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#endif
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#if HAS_SPEC_MAP_OFFSET == 1
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uniform highp vec2 specularTexture_Offset;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
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varying highp vec2 reflection_uv;
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#endif
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#if HAS_REFLECTION_MAP_SCALE == 1
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uniform highp vec2 reflectionTexture_Scale;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1
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uniform highp vec2 reflectionTexture_Offset;
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#endif
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#if SHADOW_QUALITY >= 1
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uniform highp mat4 shadow_mvp1;
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varying highp vec4 shadowMapCoord1;
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#endif
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#if SHADOW_QUALITY >= 2
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uniform highp mat4 shadow_mvp2;
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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 highp mat4 shadow_mvp3;
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varying highp vec4 shadowMapCoord3;
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#endif
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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_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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uniform highp mat4 model_inverse_transpose_matrix;
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varying mediump vec3 eyeVec;
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varying highp mat3 tangent_to_world_matrix;
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#else
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uniform highp mat4 model_matrix;
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varying mediump vec3 reflectionVec;
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#endif
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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uniform highp vec2 diffuseTexture_Scale;
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1
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uniform highp vec2 diffuseTexture_Offset;
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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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#endif
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#endif
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void main()
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{
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#if BONE_COUNT > 0
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mediump vec4 scaled_bone_indexes = bone_indexes;
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mediump vec4 scaled_bone_weights = bone_weights;
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// scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
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// scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp vec3 vertex_position_skinned =
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.w);
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highp vec3 vertex_normal_skinned = normalize(
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.w));
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highp vec3 vertex_tangent_skinned = normalize(
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.w));
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#endif
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// Transform position
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gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
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#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)
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// Pass UV co-ordinates
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texCoord = vertex_uv.st;
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#endif
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// Scaled and translated normal map UV's
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#if (HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
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normal_uv = texCoord;
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#if HAS_NORMAL_MAP_OFFSET == 1
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normal_uv += normalTexture_Offset;
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#endif
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#if HAS_NORMAL_MAP_SCALE == 1
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normal_uv *= normalTexture_Scale;
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#endif
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#endif
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#if GBUFFER_PASS != 1 || ALPHA_TEST == 1
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// Scaled and translated diffuse map UV's
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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diffuse_uv = texCoord;
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#if HAS_DIFFUSE_MAP_OFFSET == 1
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diffuse_uv += diffuseTexture_Offset;
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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diffuse_uv *= diffuseTexture_Scale;
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#endif
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#endif
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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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mediump vec3 a_bitangent = cross(vertex_normal_skinned, vertex_tangent_skinned);
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tangent_to_view_matrix[0] = vec3(model_view_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
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tangent_to_view_matrix[1] = vec3(model_view_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
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tangent_to_view_matrix[2] = vec3(model_view_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
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#else
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normal = vertex_normal_skinned;
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#endif
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#else
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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#else
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// Calculate reflection vector as I - 2.0 * dot(N, I) * N
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mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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mediump vec3 incidenceVec = -eyeVec;
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reflectionVec = mat3(model_matrix) * (incidenceVec - 2.0 * dot(vertex_normal_skinned, incidenceVec) * vertex_normal_skinned);
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#endif
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#endif
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#if HAS_LIGHT_MAP == 1
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// Pass shadow UV co-ordinates
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lightmap_uv = vertex_lightmap_uv.st;
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#endif
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#if ENABLE_PER_PIXEL == 1
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// Scaled and translated specular map UV's
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#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
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spec_uv = texCoord;
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#if HAS_SPEC_MAP_OFFSET == 1
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spec_uv += specularTexture_Offset;
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#endif
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#if HAS_SPEC_MAP_SCALE == 1
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spec_uv *= specularTexture_Scale;
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#endif
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#endif
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// Scaled and translated reflection map UV's
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#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
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reflection_uv = texCoord;
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#if HAS_REFLECTION_MAP_OFFSET == 1
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reflection_uv += reflectionTexture_Offset;
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#endif
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#if HAS_REFLECTION_MAP_SCALE == 1
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reflection_uv *= reflectionTexture_Scale;
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#endif
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#endif
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#if SHADOW_QUALITY >= 1
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shadowMapCoord1 = shadow_mvp1 * vec4(vertex_position_skinned,1.0);
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#endif
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#if SHADOW_QUALITY >= 2
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shadowMapCoord2 = shadow_mvp2 * vec4(vertex_position_skinned,1.0);
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#endif
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#if SHADOW_QUALITY >= 3
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shadowMapCoord3 = shadow_mvp3 * vec4(vertex_position_skinned,1.0);
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#endif
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// ----------- Directional Light (Sun) -----------
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#if HAS_NORMAL_MAP == 1
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// ----- Calculate per-pixel lighting in tangent space, for normal mapping ------
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mediump vec3 a_bitangent = cross(vertex_normal_skinned, vertex_tangent_skinned);
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#if HAS_REFLECTION_CUBE_MAP == 0
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// The cube map reflections also require an eyeVec as a varying attribute when normal mapping, so only re-calculate here when needed
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mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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#else
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tangent_to_world_matrix[0] = vec3(model_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
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tangent_to_world_matrix[1] = vec3(model_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
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tangent_to_world_matrix[2] = vec3(model_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
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#endif
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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)));
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halfVec = normalize(vec3(dot(eyeVec, vertex_tangent_skinned), dot(eyeVec, a_bitangent), dot(eyeVec, vertex_normal_skinned)));
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halfVec = normalize(halfVec + lightVec); // Normalizing anyways, no need to divide by 2
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#else
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// ------ Calculate per-pixel lighting without normal mapping ------
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normal = vertex_normal_skinned;
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lightVec = light_direction_model_space;
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halfVec = normalize((normalize(camera_position_model_space - vertex_position_skinned) + lightVec)); // Normalizing anyways, no need to divide by 2
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#endif
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#else
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// ------ Calculate per-vertex lighting ------
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mediump vec3 halfVec = normalize((normalize(camera_position_model_space - vertex_position_skinned) + light_direction_model_space)); // Normalizing anyways, no need to divide by 2
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lamberFactor = max(0.0,dot(light_direction_model_space, vertex_normal_skinned));
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specularFactor = max(0.0,pow(dot(halfVec,vertex_normal_skinned), material_shininess));
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#endif
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#endif
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}
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