Added transpose() method to KRMat4 --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4043
235 lines
7.0 KiB
GLSL
235 lines
7.0 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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#define GBUFFER_PASS 0
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attribute highp vec3 myVertex, myNormal;
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attribute highp vec3 myTangent;
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attribute mediump vec2 myUV;
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attribute mediump vec2 shadowuv;
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uniform highp mat4 myMVPMatrix, myShadowMVPMatrix1,myShadowMVPMatrix2,myShadowMVPMatrix3; // mvpmatrix is the result of multiplying the model, view, and projection matrices
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#if GBUFFER_PASS == 1 && HAS_NORMAL_MAP == 1
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uniform highp mat4 model_to_view;
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varying highp mat3 tangent_to_view;
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#endif
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// uniform lowp vec3 material_ambient, material_diffuse, material_specular;
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uniform highp vec3 lightDirection; // Must be normalized before entering shader
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uniform highp vec3 cameraPosition;
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#if ENABLE_PER_PIXEL == 0
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uniform mediump float material_shininess;
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#endif
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || HAS_SPEC_MAP == 1
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varying highp vec2 texCoord;
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#endif
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#if HAS_LIGHT_MAP == 1
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varying mediump vec2 shadowCoord;
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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_DIFFUSE_MAP_SCALE == 1
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uniform highp vec2 diffuseTexture_Scale;
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#endif
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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_SPEC_MAP_SCALE == 1
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uniform highp vec2 specularTexture_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_SPEC_MAP_OFFSET == 1
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uniform highp vec2 specularTexture_Offset;
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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_NORMAL_MAP == 0 && ENABLE_PER_PIXEL == 1
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varying mediump vec3 normal;
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#endif
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#if SHADOW_QUALITY >= 1
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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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varying highp vec4 shadowMapCoord2;
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#endif
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#if SHADOW_QUALITY >= 3
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varying highp vec4 shadowMapCoord3;
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#endif
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#if (HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
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varying highp vec2 normal_uv;
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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 highp vec2 spec_uv;
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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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void main()
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{
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// Transform position
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gl_Position = myMVPMatrix * vec4(myVertex,1.0);
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || HAS_SPEC_MAP == 1
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// Pass UV co-ordinates
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texCoord = myUV.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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// 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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// Scaled and translated specular map UV's
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#if (HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 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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#if HAS_LIGHT_MAP == 1
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// Pass shadow UV co-ordinates
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shadowCoord = shadowuv.st;
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#endif
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#if SHADOW_QUALITY >= 1
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shadowMapCoord1 = myShadowMVPMatrix1 * vec4(myVertex,1.0);
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#endif
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#if SHADOW_QUALITY >= 2
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shadowMapCoord2 = myShadowMVPMatrix2 * vec4(myVertex,1.0);
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#endif
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#if SHADOW_QUALITY >= 3
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shadowMapCoord3 = myShadowMVPMatrix3 * vec4(myVertex,1.0);
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#endif
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#if (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || GBUFFER_PASS == 1
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mediump vec3 a_bitangent = cross(myNormal, myTangent);
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#endif
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// ----------- Directional Light (Sun) -----------
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#if HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1
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// ----- Calculate per-pixel lighting in tangent space, for normal mapping ------
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mediump vec3 eyeVec = normalize(cameraPosition - myVertex);
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lightVec = normalize(vec3(dot(lightDirection, myTangent), dot(lightDirection, a_bitangent), dot(lightDirection, myNormal)));
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halfVec = normalize(vec3(dot(eyeVec, myTangent), dot(eyeVec, a_bitangent), dot(eyeVec, myNormal)));
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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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#if ENABLE_PER_PIXEL == 1
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// ------ Calculate per-pixel lighting without normal mapping ------
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normal = myNormal;
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lightVec = lightDirection;
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halfVec = normalize((normalize(cameraPosition - myVertex) + lightVec)); // Normalizing anyways, no need to divide by 2
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#else
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// ------ Calculate per-vertex lighting ------
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mediump vec3 halfVec = normalize((normalize(cameraPosition - myVertex) + lightDirection)); // Normalizing anyways, no need to divide by 2
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lamberFactor = max(0.0,dot(lightDirection, myNormal));
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specularFactor = max(0.0,pow(dot(halfVec,myNormal), material_shininess));
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#endif
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#endif
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#if GBUFFER_PASS == 1 && HAS_NORMAL_MAP == 1
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tangent_to_view[0] = vec3(model_to_view * vec4(myTangent, 1.0));
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tangent_to_view[1] = vec3(model_to_view * vec4(a_bitangent, 1.0));
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tangent_to_view[2] = vec3(model_to_view * vec4(myNormal, 1.0));
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#endif
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}
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