diff options
author | Tim Angus <tim@ngus.net> | 2013-02-15 23:46:37 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-02-16 21:55:58 +0000 |
commit | 1fba10104e76e937eeac60bc207a74012ab936dc (patch) | |
tree | 7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/rend2/glsl | |
parent | c1ad10c57be23f89f658a13729e4349b400a8734 (diff) |
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/rend2/glsl')
28 files changed, 0 insertions, 1970 deletions
diff --git a/src/rend2/glsl/bokeh_fp.glsl b/src/rend2/glsl/bokeh_fp.glsl deleted file mode 100644 index d08816ae..00000000 --- a/src/rend2/glsl/bokeh_fp.glsl +++ /dev/null @@ -1,70 +0,0 @@ -uniform sampler2D u_TextureMap; - -uniform vec4 u_Color; - -uniform vec2 u_InvTexRes; -varying vec2 var_TexCoords; - -void main() -{ - vec4 color; - vec2 tc; - -#if 0 - float c[7] = float[7](1.0, 0.9659258263, 0.8660254038, 0.7071067812, 0.5, 0.2588190451, 0.0); - - tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[5], -c[1]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[6], -c[0]); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[6]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[5]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[4]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[4], c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[5], c[1]); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[5]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[4]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[4], -c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[5], -c[1]); color += texture2D(u_TextureMap, tc); - - gl_FragColor = color * 0.04166667 * u_Color; -#endif - - float c[5] = float[5](1.0, 0.9238795325, 0.7071067812, 0.3826834324, 0.0); - - tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[1]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[0]); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[1]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[0]); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[4]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[1]); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[3]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[2]); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[1]); color += texture2D(u_TextureMap, tc); - - gl_FragColor = color * 0.0625 * u_Color; -} diff --git a/src/rend2/glsl/bokeh_vp.glsl b/src/rend2/glsl/bokeh_vp.glsl deleted file mode 100644 index 5ca41600..00000000 --- a/src/rend2/glsl/bokeh_vp.glsl +++ /dev/null @@ -1,13 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -uniform mat4 u_ModelViewProjectionMatrix; - -varying vec2 var_TexCoords; - - -void main() -{ - gl_Position = u_ModelViewProjectionMatrix * attr_Position; - var_TexCoords = attr_TexCoord0.st; -} diff --git a/src/rend2/glsl/calclevels4x_fp.glsl b/src/rend2/glsl/calclevels4x_fp.glsl deleted file mode 100644 index c8cf06c7..00000000 --- a/src/rend2/glsl/calclevels4x_fp.glsl +++ /dev/null @@ -1,55 +0,0 @@ -uniform sampler2D u_TextureMap; - -uniform vec4 u_Color; - -uniform vec2 u_InvTexRes; -varying vec2 var_TexCoords; - -const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114); - -vec3 GetValues(vec2 offset, vec3 current) -{ - vec3 minAvgMax; - vec2 tc = var_TexCoords + u_InvTexRes * offset; minAvgMax = texture2D(u_TextureMap, tc).rgb; - -#ifdef FIRST_PASS - float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001); - float loglumi = clamp(log2(lumi), -10.0, 10.0); - minAvgMax = vec3(loglumi * 0.05 + 0.5); -#endif - - return vec3(min(current.x, minAvgMax.x), current.y + minAvgMax.y, max(current.z, minAvgMax.z)); -} - -void main() -{ - vec3 current = vec3(1.0, 0.0, 0.0); - -#ifdef FIRST_PASS - current = GetValues(vec2( 0.0, 0.0), current); -#else - current = GetValues(vec2(-1.5, -1.5), current); - current = GetValues(vec2(-0.5, -1.5), current); - current = GetValues(vec2( 0.5, -1.5), current); - current = GetValues(vec2( 1.5, -1.5), current); - - current = GetValues(vec2(-1.5, -0.5), current); - current = GetValues(vec2(-0.5, -0.5), current); - current = GetValues(vec2( 0.5, -0.5), current); - current = GetValues(vec2( 1.5, -0.5), current); - - current = GetValues(vec2(-1.5, 0.5), current); - current = GetValues(vec2(-0.5, 0.5), current); - current = GetValues(vec2( 0.5, 0.5), current); - current = GetValues(vec2( 1.5, 0.5), current); - - current = GetValues(vec2(-1.5, 1.5), current); - current = GetValues(vec2(-0.5, 1.5), current); - current = GetValues(vec2( 0.5, 1.5), current); - current = GetValues(vec2( 1.5, 1.5), current); - - current.y *= 0.0625; -#endif - - gl_FragColor = vec4(current, 1.0f); -} diff --git a/src/rend2/glsl/calclevels4x_vp.glsl b/src/rend2/glsl/calclevels4x_vp.glsl deleted file mode 100644 index 5ca41600..00000000 --- a/src/rend2/glsl/calclevels4x_vp.glsl +++ /dev/null @@ -1,13 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -uniform mat4 u_ModelViewProjectionMatrix; - -varying vec2 var_TexCoords; - - -void main() -{ - gl_Position = u_ModelViewProjectionMatrix * attr_Position; - var_TexCoords = attr_TexCoord0.st; -} diff --git a/src/rend2/glsl/depthblur_fp.glsl b/src/rend2/glsl/depthblur_fp.glsl deleted file mode 100644 index 93895b4e..00000000 --- a/src/rend2/glsl/depthblur_fp.glsl +++ /dev/null @@ -1,58 +0,0 @@ -uniform sampler2D u_ScreenImageMap; -uniform sampler2D u_ScreenDepthMap; - -uniform vec4 u_ViewInfo; // zfar / znear, zfar -varying vec2 var_ScreenTex; - -//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033); -float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044); -//float gauss[3] = float[3](0.60, 0.19, 0.0066); -#define GAUSS_SIZE 4 - -float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) -{ - float sampleZDivW = texture2D(depthMap, tex).r; - return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); -} - -vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar) -{ - float scale = 1.0 / 256.0; - -#if defined(USE_HORIZONTAL_BLUR) - vec2 direction = vec2(1.0, 0.0) * scale; -#else // if defined(USE_VERTICAL_BLUR) - vec2 direction = vec2(0.0, 1.0) * scale; -#endif - - float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear); - vec2 centerSlope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y)); - - vec4 result = texture2D(imageMap, tex) * gauss[0]; - float total = gauss[0]; - - int i, j; - for (i = 0; i < 2; i++) - { - for (j = 1; j < GAUSS_SIZE; j++) - { - vec2 offset = direction * j; - float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear); - float depthExpected = depthCenter + dot(centerSlope, offset); - if(abs(depthSample - depthExpected) < 5.0) - { - result += texture2D(imageMap, tex + offset) * gauss[j]; - total += gauss[j]; - } - } - - direction = -direction; - } - - return result / total; -} - -void main() -{ - gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y); -} diff --git a/src/rend2/glsl/depthblur_vp.glsl b/src/rend2/glsl/depthblur_vp.glsl deleted file mode 100644 index 9c46a79f..00000000 --- a/src/rend2/glsl/depthblur_vp.glsl +++ /dev/null @@ -1,12 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -varying vec2 var_ScreenTex; - -void main() -{ - gl_Position = attr_Position; - var_ScreenTex = attr_TexCoord0.xy; - //vec2 screenCoords = gl_Position.xy / gl_Position.w; - //var_ScreenTex = screenCoords * 0.5 + 0.5; -} diff --git a/src/rend2/glsl/dlight_fp.glsl b/src/rend2/glsl/dlight_fp.glsl deleted file mode 100644 index 8ffca5b9..00000000 --- a/src/rend2/glsl/dlight_fp.glsl +++ /dev/null @@ -1,12 +0,0 @@ -uniform sampler2D u_DiffuseMap; - -varying vec2 var_Tex1; -varying vec4 var_Color; - - -void main() -{ - vec4 color = texture2D(u_DiffuseMap, var_Tex1); - - gl_FragColor = color * var_Color; -} diff --git a/src/rend2/glsl/dlight_vp.glsl b/src/rend2/glsl/dlight_vp.glsl deleted file mode 100644 index d9fd71d0..00000000 --- a/src/rend2/glsl/dlight_vp.glsl +++ /dev/null @@ -1,92 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; -attribute vec3 attr_Normal; - -uniform vec4 u_DlightInfo; - -#if defined(USE_DEFORM_VERTEXES) -uniform int u_DeformGen; -uniform float u_DeformParams[5]; -uniform float u_Time; -#endif - -uniform vec4 u_Color; -uniform mat4 u_ModelViewProjectionMatrix; - -varying vec2 var_Tex1; -varying vec4 var_Color; - -#if defined(USE_DEFORM_VERTEXES) -vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) -{ - if (u_DeformGen == 0) - { - return pos; - } - - float base = u_DeformParams[0]; - float amplitude = u_DeformParams[1]; - float phase = u_DeformParams[2]; - float frequency = u_DeformParams[3]; - float spread = u_DeformParams[4]; - - if (u_DeformGen == DGEN_BULGE) - { - phase *= M_PI * 0.25 * st.x; - } - else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) - { - phase += dot(pos.xyz, vec3(spread)); - } - - float value = phase + (u_Time * frequency); - float func; - - if (u_DeformGen == DGEN_WAVE_SIN) - { - func = sin(value * 2.0 * M_PI); - } - else if (u_DeformGen == DGEN_WAVE_SQUARE) - { - func = sign(sin(value * 2.0 * M_PI)); - } - else if (u_DeformGen == DGEN_WAVE_TRIANGLE) - { - func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; - } - else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) - { - func = fract(value); - } - else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) - { - func = (1.0 - fract(value)); - } - else if (u_DeformGen == DGEN_BULGE) - { - func = sin(value); - } - - return pos + normal * (base + func * amplitude); -} -#endif - -void main() -{ - vec4 position = attr_Position; - vec3 normal = attr_Normal; - -#if defined(USE_DEFORM_VERTEXES) - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); -#endif - - gl_Position = u_ModelViewProjectionMatrix * position; - - vec3 dist = u_DlightInfo.xyz - position.xyz; - - var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5); - float dlightmod = step(0.0, dot(dist, normal)); - dlightmod *= clamp(2.0 * (1.0 - abs(dist.z) * u_DlightInfo.a), 0.0, 1.0); - - var_Color = u_Color * dlightmod; -} diff --git a/src/rend2/glsl/down4x_fp.glsl b/src/rend2/glsl/down4x_fp.glsl deleted file mode 100644 index 0f88fb2e..00000000 --- a/src/rend2/glsl/down4x_fp.glsl +++ /dev/null @@ -1,34 +0,0 @@ -uniform sampler2D u_TextureMap; - -uniform vec2 u_InvTexRes; -varying vec2 var_TexCoords; - -void main() -{ - vec4 color; - vec2 tc; - - tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -1.5); color = texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -1.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -1.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -1.5); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -0.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -0.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -0.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -0.5); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 0.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 0.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 0.5, 0.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 1.5, 0.5); color += texture2D(u_TextureMap, tc); - - tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 1.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 1.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 0.5, 1.5); color += texture2D(u_TextureMap, tc); - tc = var_TexCoords + u_InvTexRes * vec2( 1.5, 1.5); color += texture2D(u_TextureMap, tc); - - color *= 0.0625; - - gl_FragColor = color; -} diff --git a/src/rend2/glsl/down4x_vp.glsl b/src/rend2/glsl/down4x_vp.glsl deleted file mode 100644 index 5ca41600..00000000 --- a/src/rend2/glsl/down4x_vp.glsl +++ /dev/null @@ -1,13 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -uniform mat4 u_ModelViewProjectionMatrix; - -varying vec2 var_TexCoords; - - -void main() -{ - gl_Position = u_ModelViewProjectionMatrix * attr_Position; - var_TexCoords = attr_TexCoord0.st; -} diff --git a/src/rend2/glsl/fogpass_fp.glsl b/src/rend2/glsl/fogpass_fp.glsl deleted file mode 100644 index 91884304..00000000 --- a/src/rend2/glsl/fogpass_fp.glsl +++ /dev/null @@ -1,9 +0,0 @@ -uniform vec4 u_Color; - -varying float var_Scale; - -void main() -{ - gl_FragColor = u_Color; - gl_FragColor.a *= sqrt(clamp(var_Scale, 0.0, 1.0)); -} diff --git a/src/rend2/glsl/fogpass_vp.glsl b/src/rend2/glsl/fogpass_vp.glsl deleted file mode 100644 index f18bc707..00000000 --- a/src/rend2/glsl/fogpass_vp.glsl +++ /dev/null @@ -1,117 +0,0 @@ -attribute vec4 attr_Position; -attribute vec3 attr_Normal; -attribute vec4 attr_TexCoord0; - -//#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; -attribute vec3 attr_Normal2; -//#endif - -uniform vec4 u_FogDistance; -uniform vec4 u_FogDepth; -uniform float u_FogEyeT; - -//#if defined(USE_DEFORM_VERTEXES) -uniform int u_DeformGen; -uniform float u_DeformParams[5]; -//#endif - -uniform float u_Time; -uniform mat4 u_ModelViewProjectionMatrix; - -//#if defined(USE_VERTEX_ANIMATION) -uniform float u_VertexLerp; -//#endif - -varying float var_Scale; - -#if defined(USE_DEFORM_VERTEXES) -vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) -{ - if (u_DeformGen == 0) - { - return pos; - } - - float base = u_DeformParams[0]; - float amplitude = u_DeformParams[1]; - float phase = u_DeformParams[2]; - float frequency = u_DeformParams[3]; - float spread = u_DeformParams[4]; - - if (u_DeformGen == DGEN_BULGE) - { - phase *= M_PI * 0.25 * st.x; - } - else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) - { - phase += dot(pos.xyz, vec3(spread)); - } - - float value = phase + (u_Time * frequency); - float func; - - if (u_DeformGen == DGEN_WAVE_SIN) - { - func = sin(value * 2.0 * M_PI); - } - else if (u_DeformGen == DGEN_WAVE_SQUARE) - { - func = sign(sin(value * 2.0 * M_PI)); - } - else if (u_DeformGen == DGEN_WAVE_TRIANGLE) - { - func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; - } - else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) - { - func = fract(value); - } - else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) - { - func = (1.0 - fract(value)); - } - else if (u_DeformGen == DGEN_BULGE) - { - func = sin(value); - } - - return pos + normal * (base + func * amplitude); -} -#endif - -float CalcFog(vec4 position) -{ - float s = dot(position, u_FogDistance) * 8.0; - float t = dot(position, u_FogDepth); - - if (t < 1.0) - { - t = step(step(0.0, -u_FogEyeT), t); - } - else - { - t /= t - min(u_FogEyeT, 0.0); - } - - return s * t; -} - -void main() -{ -#if defined(USE_VERTEX_ANIMATION) - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); -#else - vec4 position = attr_Position; - vec3 normal = attr_Normal; -#endif - -#if defined(USE_DEFORM_VERTEXES) - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); -#endif - - gl_Position = u_ModelViewProjectionMatrix * position; - - var_Scale = CalcFog(position); -} diff --git a/src/rend2/glsl/generic_fp.glsl b/src/rend2/glsl/generic_fp.glsl deleted file mode 100644 index dea52e06..00000000 --- a/src/rend2/glsl/generic_fp.glsl +++ /dev/null @@ -1,43 +0,0 @@ -uniform sampler2D u_DiffuseMap; - -#if defined(USE_LIGHTMAP) -uniform sampler2D u_LightMap; - -uniform int u_Texture1Env; -#endif - -varying vec2 var_DiffuseTex; - -#if defined(USE_LIGHTMAP) -varying vec2 var_LightTex; -#endif - -varying vec4 var_Color; - - -void main() -{ - vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex); -#if defined(USE_LIGHTMAP) - vec4 color2 = texture2D(u_LightMap, var_LightTex); - #if defined(RGBE_LIGHTMAP) - color2.rgb *= exp2(color2.a * 255.0 - 128.0); - color2.a = 1.0; - #endif - - if (u_Texture1Env == TEXENV_MODULATE) - { - color *= color2; - } - else if (u_Texture1Env == TEXENV_ADD) - { - color += color2; - } - else if (u_Texture1Env == TEXENV_REPLACE) - { - color = color2; - } -#endif - - gl_FragColor = color * var_Color; -} diff --git a/src/rend2/glsl/generic_vp.glsl b/src/rend2/glsl/generic_vp.glsl deleted file mode 100644 index 67360b1b..00000000 --- a/src/rend2/glsl/generic_vp.glsl +++ /dev/null @@ -1,251 +0,0 @@ -attribute vec4 attr_Position; -attribute vec3 attr_Normal; - -#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; -attribute vec3 attr_Normal2; -#endif - -attribute vec4 attr_Color; -attribute vec4 attr_TexCoord0; - -#if defined(USE_LIGHTMAP) || defined(USE_TCGEN) -attribute vec4 attr_TexCoord1; -#endif - -uniform vec4 u_DiffuseTexMatrix; -uniform vec4 u_DiffuseTexOffTurb; - -#if defined(USE_TCGEN) || defined(USE_RGBAGEN) -uniform vec3 u_ViewOrigin; -#endif - -#if defined(USE_TCGEN) -uniform int u_TCGen0; -uniform vec3 u_TCGen0Vector0; -uniform vec3 u_TCGen0Vector1; -#endif - -#if defined(USE_FOG) -uniform vec4 u_FogDistance; -uniform vec4 u_FogDepth; -uniform float u_FogEyeT; -uniform vec4 u_FogColorMask; -#endif - -#if defined(USE_DEFORM_VERTEXES) -uniform int u_DeformGen; -uniform float u_DeformParams[5]; -uniform float u_Time; -#endif - -uniform mat4 u_ModelViewProjectionMatrix; -uniform vec4 u_BaseColor; -uniform vec4 u_VertColor; - -#if defined(USE_RGBAGEN) -uniform int u_ColorGen; -uniform int u_AlphaGen; -uniform vec3 u_AmbientLight; -uniform vec3 u_DirectedLight; -uniform vec4 u_LightOrigin; -uniform float u_PortalRange; -#endif - -#if defined(USE_VERTEX_ANIMATION) -uniform float u_VertexLerp; -#endif - -varying vec2 var_DiffuseTex; -#if defined(USE_LIGHTMAP) -varying vec2 var_LightTex; -#endif -varying vec4 var_Color; - -#if defined(USE_DEFORM_VERTEXES) -vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) -{ - float base = u_DeformParams[0]; - float amplitude = u_DeformParams[1]; - float phase = u_DeformParams[2]; - float frequency = u_DeformParams[3]; - float spread = u_DeformParams[4]; - - if (u_DeformGen == DGEN_BULGE) - { - phase *= M_PI * 0.25 * st.x; - } - else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) - { - phase += dot(pos.xyz, vec3(spread)); - } - - float value = phase + (u_Time * frequency); - float func; - - if (u_DeformGen == DGEN_WAVE_SIN) - { - func = sin(value * 2.0 * M_PI); - } - else if (u_DeformGen == DGEN_WAVE_SQUARE) - { - func = sign(sin(value * 2.0 * M_PI)); - } - else if (u_DeformGen == DGEN_WAVE_TRIANGLE) - { - func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; - } - else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) - { - func = fract(value); - } - else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) - { - func = (1.0 - fract(value)); - } - else if (u_DeformGen == DGEN_BULGE) - { - func = sin(value); - } - - return pos + normal * (base + func * amplitude); -} -#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_ViewOrigin - position); - tex = -reflect(viewer, normal).yz * vec2(0.5, -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; - vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; - - vec3 offsetPos = position / 1024.0; - offsetPos.x += offsetPos.z; - - vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); - - return st2 + texOffset * amplitude; -} -#endif - -#if defined(USE_RGBAGEN) -vec4 CalcColor(vec3 position, vec3 normal) -{ - vec4 color = u_VertColor * attr_Color + u_BaseColor; - - if (u_ColorGen == CGEN_LIGHTING_DIFFUSE) - { - float incoming = clamp(dot(normal, u_LightOrigin.xyz), 0.0, 1.0); - - color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0); - } - - vec3 toView = u_ViewOrigin - position; - vec3 viewer = normalize(u_ViewOrigin - position); - - if (u_AlphaGen == AGEN_LIGHTING_SPECULAR) - { - vec3 lightDir = normalize(vec3(-960.0, -1980.0, 96.0) - position.xyz); - vec3 halfangle = normalize(lightDir + viewer); - - color.a = pow(max(dot(normal, halfangle), 0.0), 8.0); - } - else if (u_AlphaGen == AGEN_PORTAL) - { - float alpha = length(toView) / u_PortalRange; - - color.a = clamp(alpha, 0.0, 1.0); - } - else if (u_AlphaGen == AGEN_FRESNEL) - { - color.a = 0.10 + 0.90 * pow(1.0 - dot(normal, viewer), 5); - } - - return color; -} -#endif - -#if defined(USE_FOG) -float CalcFog(vec4 position) -{ - float s = dot(position, u_FogDistance) * 8.0; - float t = dot(position, u_FogDepth); - - if (t < 1.0) - { - t = step(step(0.0, -u_FogEyeT), t); - } - else - { - t /= t - min(u_FogEyeT, 0.0); - } - - return s * t; -} -#endif - -void main() -{ -#if defined(USE_VERTEX_ANIMATION) - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); -#else - vec4 position = attr_Position; - vec3 normal = attr_Normal; -#endif - -#if defined(USE_DEFORM_VERTEXES) - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); -#endif - - gl_Position = u_ModelViewProjectionMatrix * position; - -#if defined(USE_TCGEN) - vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1); -#else - vec2 tex = attr_TexCoord0.st; -#endif - -#if defined(USE_TCMOD) - var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); -#else - var_DiffuseTex = tex; -#endif - -#if defined(USE_LIGHTMAP) - var_LightTex = attr_TexCoord1.st; -#endif - -#if defined(USE_RGBAGEN) - var_Color = CalcColor(position.xyz, normal); -#else - var_Color = u_VertColor * attr_Color + u_BaseColor; -#endif - -#if defined(USE_FOG) - var_Color *= vec4(1.0) - u_FogColorMask * sqrt(clamp(CalcFog(position), 0.0, 1.0)); -#endif -} 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; -} diff --git a/src/rend2/glsl/lightall_vp.glsl b/src/rend2/glsl/lightall_vp.glsl deleted file mode 100644 index 05a41f4d..00000000 --- a/src/rend2/glsl/lightall_vp.glsl +++ /dev/null @@ -1,219 +0,0 @@ -attribute vec4 attr_TexCoord0; -#if defined(USE_LIGHTMAP) -attribute vec4 attr_TexCoord1; -#endif -attribute vec4 attr_Color; - -attribute vec4 attr_Position; -attribute vec3 attr_Normal; - -#if defined(USE_VERT_TANGENT_SPACE) -attribute vec3 attr_Tangent; -attribute vec3 attr_Bitangent; -#endif - -#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; -attribute vec3 attr_Normal2; - #if defined(USE_VERT_TANGENT_SPACE) -attribute vec3 attr_Tangent2; -attribute vec3 attr_Bitangent2; - #endif -#endif - -#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR) -attribute vec3 attr_LightDirection; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) -uniform vec3 u_ViewOrigin; -#endif - -#if defined(USE_TCGEN) -uniform int u_TCGen0; -#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; - #if defined(USE_FAST_LIGHT) -uniform vec3 u_DirectedLight; -uniform vec3 u_AmbientLight; -uniform float u_LightRadius; - #endif -#endif - -varying vec2 var_DiffuseTex; - -#if defined(USE_LIGHTMAP) -varying vec2 var_LightTex; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) -varying vec3 var_SampleToView; -#endif - -varying vec4 var_Color; - -#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) -varying vec3 var_Position; -#endif - - -#if !defined(USE_FAST_LIGHT) -varying vec3 var_Normal; - #if defined(USE_VERT_TANGENT_SPACE) -varying vec3 var_Tangent; -varying vec3 var_Bitangent; - #endif -#endif - -#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) -varying vec3 var_VertLight; -#endif - -#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) -varying vec3 var_WorldLight; -#endif - -#if defined(USE_TCMOD) -vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) -{ - float amplitude = offTurb.z; - float phase = offTurb.w; - vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; - - vec3 offsetPos = position / 1024.0; - offsetPos.x += offsetPos.z; - - vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); - - return st2 + texOffset * amplitude; -} -#endif - - -void main() -{ -#if defined(USE_VERTEX_ANIMATION) - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); - #if defined(USE_VERT_TANGENT_SPACE) - vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp)); - vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp)); - #endif -#else - vec4 position = attr_Position; - vec3 normal = attr_Normal; - #if defined(USE_VERT_TANGENT_SPACE) - vec3 tangent = attr_Tangent; - vec3 bitangent = attr_Bitangent; - #endif -#endif - - gl_Position = u_ModelViewProjectionMatrix * position; - -#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) - vec3 worldLight = attr_LightDirection; -#endif - -#if defined(USE_MODELMATRIX) - position = u_ModelMatrix * position; - normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; - #if defined(USE_VERT_TANGENT_SPACE) - tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; - bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz; - #endif - - #if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) - worldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz; - #endif -#endif - -#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) - var_Position = position.xyz; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 SampleToView = u_ViewOrigin - position.xyz; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) - var_SampleToView = SampleToView; -#endif - - vec2 tex; - -#if defined(USE_TCGEN) - if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED) - { - tex = -reflect(normalize(SampleToView), normal).yz * vec2(0.5, -0.5) + 0.5; - } - else -#endif - { - tex = attr_TexCoord0.st; - } - -#if defined(USE_TCMOD) - var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); -#else - var_DiffuseTex = tex; -#endif - -#if defined(USE_LIGHTMAP) - var_LightTex = attr_TexCoord1.st; -#endif - -#if !defined(USE_FAST_LIGHT) - var_Normal = normal; - #if defined(USE_VERT_TANGENT_SPACE) - var_Tangent = tangent; - var_Bitangent = bitangent; - #endif -#endif - -#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) - #if defined(USE_LIGHT_VECTOR) - vec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w); - #endif - #if !defined(USE_FAST_LIGHT) - var_WorldLight = worldLight; - #endif -#endif - -#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) - var_VertLight = u_VertColor.rgb * attr_Color.rgb; - var_Color.rgb = vec3(1.0); - var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a; -#else - var_Color = u_VertColor * attr_Color + u_BaseColor; -#endif - -#if 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 - float NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0); - - var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight; -#endif -} diff --git a/src/rend2/glsl/pshadow_fp.glsl b/src/rend2/glsl/pshadow_fp.glsl deleted file mode 100644 index b152971a..00000000 --- a/src/rend2/glsl/pshadow_fp.glsl +++ /dev/null @@ -1,98 +0,0 @@ -uniform sampler2D u_ShadowMap; - -uniform vec3 u_LightForward; -uniform vec3 u_LightUp; -uniform vec3 u_LightRight; -uniform vec4 u_LightOrigin; -uniform float u_LightRadius; -varying vec3 var_Position; -varying vec3 var_Normal; - -float sampleDistMap(sampler2D texMap, vec2 uv, float scale) -{ - vec3 distv = texture2D(texMap, uv).xyz; - return dot(distv, vec3(1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * scale; -} - -void main() -{ - vec3 lightToPos = var_Position - u_LightOrigin.xyz; - vec2 st = vec2(-dot(u_LightRight, lightToPos), dot(u_LightUp, lightToPos)); - - float fade = length(st); - -#if defined(USE_DISCARD) - if (fade >= 1.0) - { - discard; - } -#endif - - fade = clamp(8.0 - fade * 8.0, 0.0, 1.0); - - st = st * 0.5 + vec2(0.5); - -#if defined(USE_SOLID_PSHADOWS) - float intensity = max(sign(u_LightRadius - length(lightToPos)), 0.0); -#else - float intensity = clamp((1.0 - dot(lightToPos, lightToPos) / (u_LightRadius * u_LightRadius)) * 2.0, 0.0, 1.0); -#endif - - float lightDist = length(lightToPos); - float dist; - -#if defined(USE_DISCARD) - if (dot(u_LightForward, lightToPos) <= 0.0) - { - discard; - } - - if (dot(var_Normal, lightToPos) > 0.0) - { - discard; - } -#else - intensity *= max(sign(dot(u_LightForward, lightToPos)), 0.0); - intensity *= max(sign(-dot(var_Normal, lightToPos)), 0.0); -#endif - - intensity *= fade; -#if defined(USE_PCF) - float part; - - dist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, -1.0/512.0), u_LightRadius); - part = max(sign(lightDist - dist), 0.0); - - dist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, -1.0/512.0), u_LightRadius); - part += max(sign(lightDist - dist), 0.0); - - dist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, 1.0/512.0), u_LightRadius); - part += max(sign(lightDist - dist), 0.0); - - dist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, 1.0/512.0), u_LightRadius); - part += max(sign(lightDist - dist), 0.0); - - #if defined(USE_DISCARD) - if (part <= 0.0) - { - discard; - } - #endif - - intensity *= part * 0.25; -#else - dist = sampleDistMap(u_ShadowMap, st, u_LightRadius); - - #if defined(USE_DISCARD) - if (lightDist - dist <= 0.0) - { - discard; - } - #endif - - intensity *= max(sign(lightDist - dist), 0.0); -#endif - - gl_FragColor.rgb = vec3(0); - gl_FragColor.a = clamp(intensity, 0.0, 0.75); -} diff --git a/src/rend2/glsl/pshadow_vp.glsl b/src/rend2/glsl/pshadow_vp.glsl deleted file mode 100644 index 0e0e3b3d..00000000 --- a/src/rend2/glsl/pshadow_vp.glsl +++ /dev/null @@ -1,17 +0,0 @@ -attribute vec4 attr_Position; -attribute vec3 attr_Normal; - -uniform mat4 u_ModelViewProjectionMatrix; -varying vec3 var_Position; -varying vec3 var_Normal; - - -void main() -{ - vec4 position = attr_Position; - - gl_Position = u_ModelViewProjectionMatrix * position; - - var_Position = position.xyz; - var_Normal = attr_Normal; -} diff --git a/src/rend2/glsl/shadowfill_fp.glsl b/src/rend2/glsl/shadowfill_fp.glsl deleted file mode 100644 index 150f3d12..00000000 --- a/src/rend2/glsl/shadowfill_fp.glsl +++ /dev/null @@ -1,41 +0,0 @@ -uniform vec4 u_LightOrigin; -uniform float u_LightRadius; - -varying vec3 var_Position; - -void main() -{ -#if defined(USE_DEPTH) - float depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius; - #if 0 - // 32 bit precision - const vec4 bitSh = vec4( 256 * 256 * 256, 256 * 256, 256, 1); - const vec4 bitMsk = vec4( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - - vec4 comp; - comp = depth * bitSh; - comp.xyz = fract(comp.xyz); - comp -= comp.xxyz * bitMsk; - gl_FragColor = comp; - #endif - - #if 1 - // 24 bit precision - const vec3 bitSh = vec3( 256 * 256, 256, 1); - const vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 / 256.0); - - vec3 comp; - comp = depth * bitSh; - comp.xy = fract(comp.xy); - comp -= comp.xxy * bitMsk; - gl_FragColor = vec4(comp, 1.0); - #endif - - #if 0 - // 8 bit precision - gl_FragColor = vec4(depth, depth, depth, 1); - #endif -#else - gl_FragColor = vec4(0, 0, 0, 1); -#endif -} diff --git a/src/rend2/glsl/shadowfill_vp.glsl b/src/rend2/glsl/shadowfill_vp.glsl deleted file mode 100644 index 10802eca..00000000 --- a/src/rend2/glsl/shadowfill_vp.glsl +++ /dev/null @@ -1,89 +0,0 @@ -attribute vec4 attr_Position; -attribute vec3 attr_Normal; -attribute vec4 attr_TexCoord0; - -//#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; -attribute vec3 attr_Normal2; -//#endif - -//#if defined(USE_DEFORM_VERTEXES) -uniform int u_DeformGen; -uniform float u_DeformParams[5]; -//#endif - -uniform float u_Time; -uniform mat4 u_ModelViewProjectionMatrix; - -uniform mat4 u_ModelMatrix; - -//#if defined(USE_VERTEX_ANIMATION) -uniform float u_VertexLerp; -//#endif - -varying vec3 var_Position; - -vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) -{ - if (u_DeformGen == 0) - { - return pos; - } - - float base = u_DeformParams[0]; - float amplitude = u_DeformParams[1]; - float phase = u_DeformParams[2]; - float frequency = u_DeformParams[3]; - float spread = u_DeformParams[4]; - - if (u_DeformGen == DGEN_BULGE) - { - phase *= M_PI * 0.25 * st.x; - } - else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) - { - phase += dot(pos.xyz, vec3(spread)); - } - - float value = phase + (u_Time * frequency); - float func; - - if (u_DeformGen == DGEN_WAVE_SIN) - { - func = sin(value * 2.0 * M_PI); - } - else if (u_DeformGen == DGEN_WAVE_SQUARE) - { - func = sign(sin(value * 2.0 * M_PI)); - } - else if (u_DeformGen == DGEN_WAVE_TRIANGLE) - { - func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; - } - else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) - { - func = fract(value); - } - else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) - { - func = (1.0 - fract(value)); - } - else if (u_DeformGen == DGEN_BULGE) - { - func = sin(value); - } - - return pos + normal * (base + func * amplitude); -} - -void main() -{ - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); - - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); - - gl_Position = u_ModelViewProjectionMatrix * position; - - var_Position = (u_ModelMatrix * position).xyz; -} diff --git a/src/rend2/glsl/shadowmask_fp.glsl b/src/rend2/glsl/shadowmask_fp.glsl deleted file mode 100644 index b3a698c8..00000000 --- a/src/rend2/glsl/shadowmask_fp.glsl +++ /dev/null @@ -1,127 +0,0 @@ -uniform sampler2D u_ScreenDepthMap; - -uniform sampler2D u_ShadowMap; -#if defined(USE_SHADOW_CASCADE) -uniform sampler2D u_ShadowMap2; -uniform sampler2D u_ShadowMap3; -#endif - -uniform mat4 u_ShadowMvp; -#if defined(USE_SHADOW_CASCADE) -uniform mat4 u_ShadowMvp2; -uniform mat4 u_ShadowMvp3; -#endif - -uniform vec3 u_ViewOrigin; -uniform vec4 u_ViewInfo; // zfar / znear, zfar - -varying vec2 var_DepthTex; -varying vec3 var_ViewDir; - -// Input: It uses texture coords as the random number seed. -// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. -// Author: Michael Pohoreski -// Copyright: Copyleft 2012 :-) -// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader - -float random( const vec2 p ) -{ - // We need irrationals for pseudo randomness. - // Most (all?) known transcendental numbers will (generally) work. - const vec2 r = vec2( - 23.1406926327792690, // e^pi (Gelfond's constant) - 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant) - //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ); - return mod( 123456789., 1e-7 + 256. * dot(p,r) ); -} - -float PCF(const sampler2D shadowmap, const vec2 st, const float dist) -{ - float mult; - float scale = 2.0 / r_shadowMapSize; - -#if defined(USE_SHADOW_FILTER) - float r = random(var_DepthTex.xy); - float sinr = sin(r) * scale; - float cosr = cos(r) * scale; - mat2 rmat = mat2(cosr, sinr, -sinr, cosr); - - mult = step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r); - #if defined(USE_SHADOW_FILTER2) - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r); - mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r); - - mult *= 0.11111; - #else - mult *= 0.33333; - #endif -#else - mult = step(dist, texture2D(shadowmap, st).r); -#endif - - return mult; -} - -float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear) -{ - float sampleZDivW = texture2D(depthMap, tex).r; - return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); -} - -void main() -{ - float result; - - float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x); - float sampleZ = u_ViewInfo.y * depth; - - vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0); - - vec4 shadowpos = u_ShadowMvp * biasPos; - -#if defined(USE_SHADOW_CASCADE) - const float fadeTo = 0.5; - result = fadeTo; -#else - result = 0.0; -#endif - - if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w))))) - { - shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5; - result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z); - } -#if defined(USE_SHADOW_CASCADE) - else - { - shadowpos = u_ShadowMvp2 * biasPos; - - if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w))))) - { - shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5; - result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z); - } - else - { - shadowpos = u_ShadowMvp3 * biasPos; - - if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w))))) - { - shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5; - result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z); - - float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0); - result = mix(result, fadeTo, fade); - } - } - } -#endif - - gl_FragColor = vec4(vec3(result), 1.0); -} diff --git a/src/rend2/glsl/shadowmask_vp.glsl b/src/rend2/glsl/shadowmask_vp.glsl deleted file mode 100644 index 13166a24..00000000 --- a/src/rend2/glsl/shadowmask_vp.glsl +++ /dev/null @@ -1,18 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -uniform vec3 u_ViewForward; -uniform vec3 u_ViewLeft; -uniform vec3 u_ViewUp; -uniform vec4 u_ViewInfo; // zfar / znear - -varying vec2 var_DepthTex; -varying vec3 var_ViewDir; - -void main() -{ - gl_Position = attr_Position; - vec2 screenCoords = gl_Position.xy / gl_Position.w; - var_DepthTex = attr_TexCoord0.xy; - var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y; -} diff --git a/src/rend2/glsl/ssao_fp.glsl b/src/rend2/glsl/ssao_fp.glsl deleted file mode 100644 index 6263284c..00000000 --- a/src/rend2/glsl/ssao_fp.glsl +++ /dev/null @@ -1,86 +0,0 @@ -uniform sampler2D u_ScreenDepthMap; - -uniform vec4 u_ViewInfo; // zfar / znear, zfar - -varying vec2 var_ScreenTex; - -vec2 poissonDisc[9] = vec2[9]( -vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386), -vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417), -vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181), -vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854), -vec2(0.7320465, 0.6317794) -); - -// Input: It uses texture coords as the random number seed. -// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. -// Author: Michael Pohoreski -// Copyright: Copyleft 2012 :-) -// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader - -float random( const vec2 p ) -{ - // We need irrationals for pseudo randomness. - // Most (all?) known transcendental numbers will (generally) work. - const vec2 r = vec2( - 23.1406926327792690, // e^pi (Gelfond's constant) - 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant) - //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ); - return mod( 123456789., 1e-7 + 256. * dot(p,r) ); -} - -mat2 randomRotation( const vec2 p ) -{ - float r = random(p); - float sinr = sin(r); - float cosr = cos(r); - return mat2(cosr, sinr, -sinr, cosr); -} - -float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) -{ - float sampleZDivW = texture2D(depthMap, tex).r; - return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); -} - -float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar) -{ - float result = 0; - - float sampleZ = zFar * getLinearDepth(depthMap, tex, zFarDivZNear); - - vec2 expectedSlope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y)); - - if (length(expectedSlope) > 5000.0) - return 1.0; - - vec2 offsetScale = vec2(3.0 / sampleZ); - - mat2 rmat = randomRotation(tex); - - int i; - for (i = 0; i < 3; i++) - { - vec2 offset = rmat * poissonDisc[i] * offsetScale; - float sampleZ2 = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear); - - if (abs(sampleZ - sampleZ2) > 20.0) - result += 1.0; - else - { - float expectedZ = sampleZ + dot(expectedSlope, offset); - result += step(expectedZ - 1.0, sampleZ2); - } - } - - result *= 0.33333; - - return result; -} - -void main() -{ - float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y); - - gl_FragColor = vec4(vec3(result), 1.0); -} diff --git a/src/rend2/glsl/ssao_vp.glsl b/src/rend2/glsl/ssao_vp.glsl deleted file mode 100644 index 9c46a79f..00000000 --- a/src/rend2/glsl/ssao_vp.glsl +++ /dev/null @@ -1,12 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -varying vec2 var_ScreenTex; - -void main() -{ - gl_Position = attr_Position; - var_ScreenTex = attr_TexCoord0.xy; - //vec2 screenCoords = gl_Position.xy / gl_Position.w; - //var_ScreenTex = screenCoords * 0.5 + 0.5; -} diff --git a/src/rend2/glsl/texturecolor_fp.glsl b/src/rend2/glsl/texturecolor_fp.glsl deleted file mode 100644 index 5646b511..00000000 --- a/src/rend2/glsl/texturecolor_fp.glsl +++ /dev/null @@ -1,12 +0,0 @@ -#version 120 - -uniform sampler2D u_DiffuseMap; -uniform vec4 u_Color; - -varying vec2 var_Tex1; - - -void main() -{ - gl_FragColor = texture2D(u_DiffuseMap, var_Tex1) * u_Color; -} diff --git a/src/rend2/glsl/texturecolor_vp.glsl b/src/rend2/glsl/texturecolor_vp.glsl deleted file mode 100644 index ae26a18e..00000000 --- a/src/rend2/glsl/texturecolor_vp.glsl +++ /dev/null @@ -1,15 +0,0 @@ -#version 120 - -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -uniform mat4 u_ModelViewProjectionMatrix; - -varying vec2 var_Tex1; - - -void main() -{ - gl_Position = u_ModelViewProjectionMatrix * attr_Position; - var_Tex1 = attr_TexCoord0.st; -} diff --git a/src/rend2/glsl/tonemap_fp.glsl b/src/rend2/glsl/tonemap_fp.glsl deleted file mode 100644 index 9b18de8a..00000000 --- a/src/rend2/glsl/tonemap_fp.glsl +++ /dev/null @@ -1,48 +0,0 @@ -uniform sampler2D u_TextureMap; -uniform sampler2D u_LevelsMap; - -uniform vec4 u_Color; - -uniform vec2 u_AutoExposureMinMax; -uniform vec3 u_ToneMinAvgMaxLinear; - -varying vec2 var_TexCoords; - -const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114); - -vec3 FilmicTonemap(vec3 x) -{ - const float SS = 0.22; // Shoulder Strength - const float LS = 0.30; // Linear Strength - const float LA = 0.10; // Linear Angle - const float TS = 0.20; // Toe Strength - const float TAN = 0.01; // Toe Angle Numerator - const float TAD = 0.30; // Toe Angle Denominator - - vec3 SSxx = SS * x * x; - vec3 LSx = LS * x; - vec3 LALSx = LSx * LA; - - return ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TAD; - - //return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD; - -} - -void main() -{ - vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color; - vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb; - vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x); - - float avgLum = exp2(logMinAvgMaxLum.y); - //float maxLum = exp2(logMinAvgMaxLum.z); - - color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum; - color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x)); - - vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x)); - color.rgb = FilmicTonemap(color.rgb) * fWhite; - - gl_FragColor = clamp(color, 0.0, 1.0); -} diff --git a/src/rend2/glsl/tonemap_vp.glsl b/src/rend2/glsl/tonemap_vp.glsl deleted file mode 100644 index 5ca41600..00000000 --- a/src/rend2/glsl/tonemap_vp.glsl +++ /dev/null @@ -1,13 +0,0 @@ -attribute vec4 attr_Position; -attribute vec4 attr_TexCoord0; - -uniform mat4 u_ModelViewProjectionMatrix; - -varying vec2 var_TexCoords; - - -void main() -{ - gl_Position = u_ModelViewProjectionMatrix * attr_Position; - var_TexCoords = attr_TexCoord0.st; -} |