- Imported animations now have the auto_play and loop flags set to false by default - Implemented Pre-Rotation, Post-Rotation, Scale Offset, Rotate Offset, Scale Pivot, and Rotate Pivot transform attributes. - Reduced use of euler angles, replacing them with Quaternions where possible - Fixed bug with incorrect Y rotation in KRMat4::rotate - Material / GL Context changes have been optimized to reduce redundant glUniform calls - New KRMesh format implemented, with support for importing BindPose matrices - Fixed bug that caused a duplicate "default_camera" node to be added rather than picking up an existing "default_camera" node imported from FBX. This enables animations to drive the camera correctly. - Implemented KRVector3::Scale - Implemented KRVector3::KRVector3(double *v);
335 lines
12 KiB
GLSL
335 lines
12 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;
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#if HAS_NORMAL_MAP == 1
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attribute highp vec3 vertex_tangent;
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#endif
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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 highp 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 reflection_Scale;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1
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uniform highp vec2 reflection_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(0.0, 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 mat4 skin_matrix =
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bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
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bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
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bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
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bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
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//skin_matrix = bone_transforms[0];
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highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
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highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
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#if HAS_NORMAL_MAP == 1
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highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
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#endif
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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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