diff options
Diffstat (limited to 'src/renderergl2/glsl/lightall_vp.glsl')
-rw-r--r-- | src/renderergl2/glsl/lightall_vp.glsl | 163 |
1 files changed, 84 insertions, 79 deletions
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl index 03775caf..d2bfb395 100644 --- a/src/renderergl2/glsl/lightall_vp.glsl +++ b/src/renderergl2/glsl/lightall_vp.glsl @@ -4,21 +4,16 @@ attribute vec4 attr_TexCoord1; #endif attribute vec4 attr_Color; -attribute vec4 attr_Position; +attribute vec3 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_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) @@ -71,35 +66,28 @@ varying vec2 var_DiffuseTex; varying vec2 var_LightTex; #endif -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) -varying vec3 var_SampleToView; +#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) +varying vec3 var_ViewDir; #endif varying vec4 var_Color; -#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) -varying vec3 var_Position; -#endif - - -#if !defined(USE_FAST_LIGHT) +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) 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; +varying vec3 var_lightColor; #endif #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) -varying vec3 var_LightDirection; +varying vec4 var_LightDir; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) -varying vec3 var_PrimaryLightDirection; +varying vec3 var_PrimaryLightDir; #endif #if defined(USE_TCGEN) @@ -132,7 +120,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) float phase = offTurb.w; vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; - vec3 offsetPos = vec3(0); //position / 1024.0; + vec3 offsetPos = position * 0.0009765625; offsetPos.x += offsetPos.z; vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); @@ -145,83 +133,53 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) void main() { #if defined(USE_VERTEX_ANIMATION) - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 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 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 L = 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) - L = (u_ModelMatrix * vec4(L, 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)) - var_SampleToView = u_ViewOrigin - position.xyz; #endif #if defined(USE_TCGEN) - vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1); + vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else vec2 texCoords = attr_TexCoord0.st; #endif #if defined(USE_TCMOD) - var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); + var_DiffuseTex = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); #else var_DiffuseTex = texCoords; #endif -#if defined(USE_LIGHTMAP) - var_LightTex = attr_TexCoord1.st; + 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; + tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; + bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz; #endif -#if !defined(USE_FAST_LIGHT) - var_Normal = normal; - #if defined(USE_VERT_TANGENT_SPACE) - var_Tangent = tangent; - var_Bitangent = bitangent; +#if defined(USE_LIGHT_VECTOR) + vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); +#elif defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR) + vec3 L = attr_LightDirection; + #if defined(USE_MODELMATRIX) + L = (u_ModelMatrix * vec4(L, 0.0)).xyz; #endif #endif -#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) - #if defined(USE_LIGHT_VECTOR) - vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w); - #endif - #if !defined(USE_FAST_LIGHT) - var_LightDirection = L; - #endif +#if defined(USE_LIGHTMAP) + var_LightTex = attr_TexCoord1.st; #endif #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) - var_VertLight = u_VertColor.rgb * attr_Color.rgb; + var_lightColor = 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 @@ -229,17 +187,64 @@ void main() #endif #if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) - #if defined(USE_INVSQRLIGHT) - float intensity = 1.0 / dot(L, L); - #else - float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0); - #endif + // inverse square light + float attenuation = u_LightRadius * u_LightRadius / dot(L, L); + + // zero light at radius, approximating q3 style + attenuation = 0.5 * attenuation - 0.5; + //attenuation = 0.0697168 * attenuation; + //attenuation *= step(0.294117, attenuation); + + // clamp attenuation + #if defined(NO_LIGHT_CLAMP) + attenuation *= step(0.0, attenuation); + #else + attenuation = clamp(attenuation, 0.0, 1.0); + #endif + + // don't attenuate directional light + attenuation = (attenuation - 1.0) * u_LightOrigin.w + 1.0; + float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0); - var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight; + var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight; +#endif + +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) + var_Normal = normal; + var_Tangent = tangent; + var_Bitangent = bitangent; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) - var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w); -#endif + var_PrimaryLightDir = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w)); +#endif + +#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) + #if defined(USE_LIGHT_VECTOR) + var_LightDir = vec4(L, u_LightOrigin.w); + #else + var_LightDir = vec4(L, 0.0); + #endif +#endif + +#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) + var_ViewDir = (u_ViewOrigin - position); +#endif + +#if defined(USE_TANGENT_SPACE_LIGHT) + mat3 tangentToWorld = mat3(tangent, bitangent, normal); + + #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) + var_PrimaryLightDir = var_PrimaryLightDir * tangentToWorld; + #endif + + #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) + var_LightDir.xyz = var_LightDir.xyz * tangentToWorld; + #endif + + #if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) + var_ViewDir = var_ViewDir * tangentToWorld; + #endif +#endif } |