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-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl383
1 files changed, 383 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
new file mode 100644
index 00000000..ec9bb2dc
--- /dev/null
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -0,0 +1,383 @@
+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;
+}