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authorIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
committerIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
commit425decdf7e9284d15aa726e3ae96b9942fb0e3ea (patch)
tree6c0dd7edfefff1be7b9e75fe0b3a0a85fe1595f3 /src/renderergl2/glsl/lightall_vp.glsl
parentccb0b2e4d6674a7a00c9bf491f08fc73b6898c54 (diff)
create tremded branch
Diffstat (limited to 'src/renderergl2/glsl/lightall_vp.glsl')
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl246
1 files changed, 246 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl
new file mode 100644
index 0000000..e5b3c4f
--- /dev/null
+++ b/src/renderergl2/glsl/lightall_vp.glsl
@@ -0,0 +1,246 @@
+attribute vec4 attr_TexCoord0;
+#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)
+attribute vec4 attr_TexCoord1;
+#endif
+attribute vec4 attr_Color;
+
+attribute vec3 attr_Position;
+attribute vec3 attr_Normal;
+attribute vec4 attr_Tangent;
+
+#if defined(USE_VERTEX_ANIMATION)
+attribute vec3 attr_Position2;
+attribute vec3 attr_Normal2;
+attribute vec4 attr_Tangent2;
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
+attribute vec3 attr_LightDirection;
+#endif
+
+#if defined(USE_DELUXEMAP)
+uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+uniform vec3 u_ViewOrigin;
+#endif
+
+#if defined(USE_TCGEN)
+uniform int u_TCGen0;
+uniform vec3 u_TCGen0Vector0;
+uniform vec3 u_TCGen0Vector1;
+uniform vec3 u_LocalViewOrigin;
+#endif
+
+#if defined(USE_TCMOD)
+uniform vec4 u_DiffuseTexMatrix;
+uniform vec4 u_DiffuseTexOffTurb;
+#endif
+
+uniform mat4 u_ModelViewProjectionMatrix;
+uniform vec4 u_BaseColor;
+uniform vec4 u_VertColor;
+
+#if defined(USE_MODELMATRIX)
+uniform mat4 u_ModelMatrix;
+#endif
+
+#if defined(USE_VERTEX_ANIMATION)
+uniform float u_VertexLerp;
+#endif
+
+#if defined(USE_LIGHT_VECTOR)
+uniform vec4 u_LightOrigin;
+uniform float u_LightRadius;
+uniform vec3 u_DirectedLight;
+uniform vec3 u_AmbientLight;
+#endif
+
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+uniform vec4 u_PrimaryLightOrigin;
+uniform float u_PrimaryLightRadius;
+#endif
+
+varying vec4 var_TexCoords;
+
+varying vec4 var_Color;
+#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
+varying vec4 var_ColorAmbient;
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+varying vec4 var_Normal;
+varying vec4 var_Tangent;
+varying vec4 var_Bitangent;
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+varying vec4 var_LightDir;
+#endif
+
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+varying vec4 var_PrimaryLightDir;
+#endif
+
+#if defined(USE_TCGEN)
+vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)
+{
+ vec2 tex = attr_TexCoord0.st;
+
+ if (TCGen == TCGEN_LIGHTMAP)
+ {
+ tex = attr_TexCoord1.st;
+ }
+ else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
+ {
+ vec3 viewer = normalize(u_LocalViewOrigin - position);
+ vec2 ref = reflect(viewer, normal).yz;
+ tex.s = ref.x * -0.5 + 0.5;
+ tex.t = ref.y * 0.5 + 0.5;
+ }
+ else if (TCGen == TCGEN_VECTOR)
+ {
+ tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1));
+ }
+
+ return tex;
+}
+#endif
+
+#if defined(USE_TCMOD)
+vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
+{
+ float amplitude = offTurb.z;
+ float phase = offTurb.w * 2.0 * M_PI;
+ vec2 st2;
+ st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
+ st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
+
+ vec2 offsetPos = vec2(position.x + position.z, position.y);
+
+ vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
+
+ return st2 + texOffset * amplitude;
+}
+#endif
+
+
+float CalcLightAttenuation(float point, float normDist)
+{
+ // zero light at 1.0, approximating q3 style
+ // also don't attenuate directional light
+ float attenuation = (0.5 * normDist - 1.5) * point + 1.0;
+
+ // clamp attenuation
+ #if defined(NO_LIGHT_CLAMP)
+ attenuation = max(attenuation, 0.0);
+ #else
+ attenuation = clamp(attenuation, 0.0, 1.0);
+ #endif
+
+ return attenuation;
+}
+
+
+void main()
+{
+#if defined(USE_VERTEX_ANIMATION)
+ vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
+ vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
+ #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ vec3 tangent = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp);
+ #endif
+#else
+ vec3 position = attr_Position;
+ vec3 normal = attr_Normal;
+ #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ vec3 tangent = attr_Tangent.xyz;
+ #endif
+#endif
+
+#if defined(USE_TCGEN)
+ vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
+#else
+ vec2 texCoords = attr_TexCoord0.st;
+#endif
+
+#if defined(USE_TCMOD)
+ var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
+#else
+ var_TexCoords.xy = texCoords;
+#endif
+
+ gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
+
+#if defined(USE_MODELMATRIX)
+ position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
+ normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
+ #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
+ #endif
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ vec3 bitangent = cross(normal, tangent) * attr_Tangent.w;
+#endif
+
+#if defined(USE_LIGHT_VECTOR)
+ vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
+#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ vec3 L = attr_LightDirection;
+ #if defined(USE_MODELMATRIX)
+ L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
+ #endif
+#endif
+
+#if defined(USE_LIGHTMAP)
+ var_TexCoords.zw = attr_TexCoord1.st;
+#endif
+
+ var_Color = u_VertColor * attr_Color + u_BaseColor;
+
+#if defined(USE_LIGHT_VECTOR)
+ #if defined(USE_FAST_LIGHT)
+ float sqrLightDist = dot(L, L);
+ float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0);
+ float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
+
+ var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight;
+ #else
+ var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb;
+ var_Color.rgb *= u_DirectedLight;
+ #if defined(USE_PBR)
+ var_ColorAmbient.rgb *= var_ColorAmbient.rgb;
+ #endif
+ #endif
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR)
+ var_Color.rgb *= var_Color.rgb;
+#endif
+
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+ var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w);
+ var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ #if defined(USE_LIGHT_VECTOR)
+ var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
+ #else
+ var_LightDir = vec4(L, 0.0);
+ #endif
+ #if defined(USE_DELUXEMAP)
+ var_LightDir -= u_EnableTextures.y * var_LightDir;
+ #endif
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ vec3 viewDir = u_ViewOrigin - position;
+ // store view direction in tangent space to save on varyings
+ var_Normal = vec4(normal, viewDir.x);
+ var_Tangent = vec4(tangent, viewDir.y);
+ var_Bitangent = vec4(bitangent, viewDir.z);
+#endif
+}