diff options
Diffstat (limited to 'src/renderergl2/glsl/lightall_vp.glsl')
-rw-r--r-- | src/renderergl2/glsl/lightall_vp.glsl | 219 |
1 files changed, 219 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl new file mode 100644 index 00000000..05a41f4d --- /dev/null +++ b/src/renderergl2/glsl/lightall_vp.glsl @@ -0,0 +1,219 @@ +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 +} |