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path: root/src/renderergl2/glsl/lightall_vp.glsl
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Diffstat (limited to 'src/renderergl2/glsl/lightall_vp.glsl')
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl163
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
}