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authorTim Angus <tim@ngus.net>2013-02-15 23:46:37 +0000
committerTim Angus <tim@ngus.net>2013-02-16 21:55:58 +0000
commit1fba10104e76e937eeac60bc207a74012ab936dc (patch)
tree7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/rend2/glsl/lightall_fp.glsl
parentc1ad10c57be23f89f658a13729e4349b400a8734 (diff)
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/rend2/glsl/lightall_fp.glsl')
-rw-r--r--src/rend2/glsl/lightall_fp.glsl383
1 files changed, 0 insertions, 383 deletions
diff --git a/src/rend2/glsl/lightall_fp.glsl b/src/rend2/glsl/lightall_fp.glsl
deleted file mode 100644
index ec9bb2dc..00000000
--- a/src/rend2/glsl/lightall_fp.glsl
+++ /dev/null
@@ -1,383 +0,0 @@
-uniform sampler2D u_DiffuseMap;
-
-#if defined(USE_LIGHTMAP)
-uniform sampler2D u_LightMap;
-#endif
-
-#if defined(USE_NORMALMAP)
-uniform sampler2D u_NormalMap;
-#endif
-
-#if defined(USE_DELUXEMAP)
-uniform sampler2D u_DeluxeMap;
-#endif
-
-#if defined(USE_SPECULARMAP)
-uniform sampler2D u_SpecularMap;
-#endif
-
-#if defined(USE_SHADOWMAP)
-uniform sampler2D u_ShadowMap;
-#endif
-
-uniform vec3 u_ViewOrigin;
-
-#if defined(USE_TCGEN)
-uniform int u_TCGen0;
-#endif
-
-#if defined(USE_LIGHT_VECTOR)
-uniform vec3 u_DirectedLight;
-uniform vec3 u_AmbientLight;
-uniform float u_LightRadius;
-#endif
-
-#if defined(USE_LIGHT)
-uniform vec2 u_MaterialInfo;
-#endif
-
-varying vec2 var_DiffuseTex;
-#if defined(USE_LIGHTMAP)
-varying vec2 var_LightTex;
-#endif
-varying vec4 var_Color;
-
-#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
-varying vec3 var_Position;
-#endif
-
-#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
-varying vec3 var_SampleToView;
-#endif
-
-#if !defined(USE_FAST_LIGHT)
-varying vec3 var_Normal;
-#endif
-
-#if defined(USE_VERT_TANGENT_SPACE)
-varying vec3 var_Tangent;
-varying vec3 var_Bitangent;
-#endif
-
-varying vec3 var_VertLight;
-
-#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
-varying vec3 var_WorldLight;
-#endif
-
-#define EPSILON 0.00000001
-
-#if defined(USE_PARALLAXMAP)
-float SampleHeight(sampler2D normalMap, vec2 t)
-{
- #if defined(SWIZZLE_NORMALMAP)
- return texture2D(normalMap, t).r;
- #else
- return texture2D(normalMap, t).a;
- #endif
-}
-
-float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
-{
- const int linearSearchSteps = 16;
- const int binarySearchSteps = 6;
-
- float depthStep = 1.0 / float(linearSearchSteps);
-
- // current size of search window
- float size = depthStep;
-
- // current depth position
- float depth = 0.0;
-
- // best match found (starts with last position 1.0)
- float bestDepth = 1.0;
-
- // search front to back for first point inside object
- for(int i = 0; i < linearSearchSteps - 1; ++i)
- {
- depth += size;
-
- float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
-
- if(bestDepth > 0.996) // if no depth found yet
- if(depth >= t)
- bestDepth = depth; // store best depth
- }
-
- depth = bestDepth;
-
- // recurse around first point (depth) for closest match
- for(int i = 0; i < binarySearchSteps; ++i)
- {
- size *= 0.5;
-
- float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
-
- if(depth >= t)
- {
- bestDepth = depth;
- depth -= 2.0 * size;
- }
-
- depth += size;
- }
-
- return bestDepth;
-}
-#endif
-
-float CalcDiffuse(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, float shininess)
-{
- #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)
- float gamma = dot(E, L) - NE * NL;
- float B = 2.22222 + 0.1 * shininess;
-
- #if defined(USE_OREN_NAYAR)
- float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess);
- gamma = clamp(gamma, 0.0, 1.0);
- #endif
-
- #if defined(USE_TRIACE_OREN_NAYAR)
- float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
-
- if (gamma >= 0.0)
- #endif
- {
- B *= max(max(NL, NE), EPSILON);
- }
-
- return (A + gamma / B) * (1.0 - fzero);
- #else
- return 1.0 - fzero;
- #endif
-}
-
-#if defined(USE_SPECULARMAP)
-float CalcSpecular(float NH, float NL, float NE, float EH, float fzero, float shininess)
-{
- #if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
- float blinn = pow(NH, shininess);
- #endif
-
- #if defined(USE_BLINN)
- return blinn;
- #endif
-
- #if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
- float fresnel = fzero + (1.0 - fzero) * pow(1.0 - EH, 5);
- #endif
-
- #if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)
- float geo = 2.0 * NH * min(NE, NL);
- geo /= max(EH, geo);
- #endif
-
- #if defined(USE_COOK_TORRANCE)
- float m_sq = 2.0 / max(shininess, EPSILON);
- float NH_sq = NH * NH;
- float m_NH_sq = m_sq * NH_sq;
- float beckmann = exp((NH_sq - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON);
-
- return fresnel * geo * beckmann / max(NE, EPSILON);
- #endif
-
- #if defined(USE_TRIACE)
- float scale = 0.1248582 * shininess + 0.2691817;
-
- return fresnel * scale * blinn / max(max(NL, NE), EPSILON);
- #endif
-
- #if defined(USE_TORRANCE_SPARROW)
- float scale = 0.125 * shininess + 1.0;
-
- return fresnel * geo * scale * blinn / max(NE, EPSILON);
- #endif
-}
-#endif
-
-void main()
-{
-#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
- vec3 surfNormal = normalize(var_Normal);
-#endif
-
-#if defined(USE_DELUXEMAP)
- vec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
- //worldLight += var_WorldLight * 0.0001;
-#elif defined(USE_LIGHT)
- vec3 worldLight = var_WorldLight;
-#endif
-
-#if defined(USE_LIGHTMAP)
- vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
- #if defined(RGBE_LIGHTMAP)
- lightSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);
- #endif
- vec3 directedLight = lightSample.rgb;
-#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
- #if defined(USE_INVSQRLIGHT)
- float intensity = 1.0 / dot(worldLight, worldLight);
- #else
- float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
- #endif
-
- vec3 directedLight = u_DirectedLight * intensity;
- vec3 ambientLight = u_AmbientLight;
-
- #if defined(USE_SHADOWMAP)
- vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
- directedLight *= texture2D(u_ShadowMap, shadowTex).r;
- #endif
-#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
- vec3 directedLight = var_VertLight;
-#endif
-
-#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
- vec3 SampleToView = normalize(var_SampleToView);
-#endif
- vec2 tex = var_DiffuseTex;
-
- float ambientDiff = 1.0;
-
-#if defined(USE_NORMALMAP)
- #if defined(USE_VERT_TANGENT_SPACE)
- vec3 tangent = var_Tangent;
- vec3 bitangent = var_Bitangent;
- #else
- vec3 q0 = dFdx(var_Position);
- vec3 q1 = dFdy(var_Position);
- vec2 st0 = dFdx(tex);
- vec2 st1 = dFdy(tex);
- float dir = sign(st1.t * st0.s - st0.t * st1.s);
-
- vec3 tangent = normalize( q0 * st1.t - q1 * st0.t) * dir;
- vec3 bitangent = -normalize( q0 * st1.s - q1 * st0.s) * dir;
- #endif
-
- mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
-
- #if defined(USE_PARALLAXMAP)
- vec3 offsetDir = normalize(SampleToView * tangentToWorld);
- #if 0
- float height = SampleHeight(u_NormalMap, tex);
- float pdist = 0.05 * height - (0.05 / 2.0);
- #else
- offsetDir.xy *= -0.05 / offsetDir.z;
- float pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);
- #endif
- tex += offsetDir.xy * pdist;
- #endif
- #if defined(SWIZZLE_NORMALMAP)
- vec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;
- #else
- vec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;
- #endif
- normal.z = sqrt(clamp(1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));
- vec3 worldNormal = tangentToWorld * normal;
- #if defined(r_normalAmbient)
- ambientDiff = 0.781341 * normal.z + 0.218659;
- #endif
-#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- vec3 worldNormal = surfNormal;
-#endif
-
-#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
- worldNormal = normalize(worldNormal);
-#endif
-
-#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
- if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
- {
- tex = -reflect(normalize(SampleToView), worldNormal).yz * vec2(0.5, -0.5) + 0.5;
- }
-#endif
-
- vec4 diffuse = texture2D(u_DiffuseMap, tex);
-
-#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
- #if defined(USE_LIGHTMAP)
- diffuse.rgb *= directedLight;
- #endif
-#elif defined(USE_LIGHT)
- worldLight = normalize(worldLight);
-
- float surfNL = clamp(dot(surfNormal, worldLight), 0.0, 1.0);
-
- #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
- #if defined(USE_STANDARD_DELUXEMAP)
- // Standard deluxe mapping treats the light sample as fully directed
- // and doesn't compensate for light angle attenuation.
- vec3 ambientLight = vec3(0.0);
- #else
- // Separate the light sample into directed and ambient parts.
- //
- // ambientMax - if the cosine of the angle between the surface
- // normal and the light is below this value, the light
- // is fully ambient.
- // directedMax - if the cosine of the angle between the surface
- // normal and the light is above this value, the light
- // is fully directed.
- const float ambientMax = 0.25;
- const float directedMax = 0.5;
-
- float directedScale = clamp((surfNL - ambientMax) / (directedMax - ambientMax), 0.0, 1.0);
-
- // Scale the directed portion to compensate for the baked-in
- // light angle attenuation.
- directedScale /= max(surfNL, ambientMax);
-
- #if defined(r_normalAmbient)
- directedScale *= 1.0 - r_normalAmbient;
- #endif
-
- // Recover any unused light as ambient
- vec3 ambientLight = directedLight;
- directedLight *= directedScale;
- ambientLight -= directedLight * surfNL;
- #endif
- #endif
-
- float NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);
- float NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);
-
- float fzero = u_MaterialInfo.x;
- float shininess = u_MaterialInfo.y;
-
- #if defined(USE_SPECULARMAP)
- vec4 specular = texture2D(u_SpecularMap, tex);
- //specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);
- shininess *= specular.a;
- #endif
-
- float directedDiff = NL * CalcDiffuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, shininess);
- diffuse.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;
-
- #if defined(USE_SPECULARMAP)
- vec3 halfAngle = normalize(worldLight + SampleToView);
-
- float EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);
- float NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);
-
- float directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
-
- #if defined(r_normalAmbient)
- vec3 ambientHalf = normalize(surfNormal + SampleToView);
- float ambientSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);
- ambientSpec *= ambientSpec * 0.44;
- ambientSpec = pow(ambientSpec, shininess) * fzero;
- specular.rgb *= directedSpec * directedLight + ambientSpec * ambientLight;
- #else
- specular.rgb *= directedSpec * directedLight;
- #endif
- #endif
-#endif
-
- gl_FragColor = diffuse;
-
-#if defined(USE_SPECULARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- gl_FragColor.rgb += specular.rgb;
-#endif
-
- gl_FragColor *= var_Color;
-}