diff options
Diffstat (limited to 'src/renderergl2/glsl')
28 files changed, 1970 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/bokeh_fp.glsl b/src/renderergl2/glsl/bokeh_fp.glsl new file mode 100644 index 00000000..d08816ae --- /dev/null +++ b/src/renderergl2/glsl/bokeh_fp.glsl @@ -0,0 +1,70 @@ +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/renderergl2/glsl/bokeh_vp.glsl b/src/renderergl2/glsl/bokeh_vp.glsl new file mode 100644 index 00000000..5ca41600 --- /dev/null +++ b/src/renderergl2/glsl/bokeh_vp.glsl @@ -0,0 +1,13 @@ +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/renderergl2/glsl/calclevels4x_fp.glsl b/src/renderergl2/glsl/calclevels4x_fp.glsl new file mode 100644 index 00000000..c8cf06c7 --- /dev/null +++ b/src/renderergl2/glsl/calclevels4x_fp.glsl @@ -0,0 +1,55 @@ +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/renderergl2/glsl/calclevels4x_vp.glsl b/src/renderergl2/glsl/calclevels4x_vp.glsl new file mode 100644 index 00000000..5ca41600 --- /dev/null +++ b/src/renderergl2/glsl/calclevels4x_vp.glsl @@ -0,0 +1,13 @@ +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/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl new file mode 100644 index 00000000..93895b4e --- /dev/null +++ b/src/renderergl2/glsl/depthblur_fp.glsl @@ -0,0 +1,58 @@ +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/renderergl2/glsl/depthblur_vp.glsl b/src/renderergl2/glsl/depthblur_vp.glsl new file mode 100644 index 00000000..9c46a79f --- /dev/null +++ b/src/renderergl2/glsl/depthblur_vp.glsl @@ -0,0 +1,12 @@ +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/renderergl2/glsl/dlight_fp.glsl b/src/renderergl2/glsl/dlight_fp.glsl new file mode 100644 index 00000000..8ffca5b9 --- /dev/null +++ b/src/renderergl2/glsl/dlight_fp.glsl @@ -0,0 +1,12 @@ +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/renderergl2/glsl/dlight_vp.glsl b/src/renderergl2/glsl/dlight_vp.glsl new file mode 100644 index 00000000..d9fd71d0 --- /dev/null +++ b/src/renderergl2/glsl/dlight_vp.glsl @@ -0,0 +1,92 @@ +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/renderergl2/glsl/down4x_fp.glsl b/src/renderergl2/glsl/down4x_fp.glsl new file mode 100644 index 00000000..0f88fb2e --- /dev/null +++ b/src/renderergl2/glsl/down4x_fp.glsl @@ -0,0 +1,34 @@ +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/renderergl2/glsl/down4x_vp.glsl b/src/renderergl2/glsl/down4x_vp.glsl new file mode 100644 index 00000000..5ca41600 --- /dev/null +++ b/src/renderergl2/glsl/down4x_vp.glsl @@ -0,0 +1,13 @@ +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/renderergl2/glsl/fogpass_fp.glsl b/src/renderergl2/glsl/fogpass_fp.glsl new file mode 100644 index 00000000..91884304 --- /dev/null +++ b/src/renderergl2/glsl/fogpass_fp.glsl @@ -0,0 +1,9 @@ +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/renderergl2/glsl/fogpass_vp.glsl b/src/renderergl2/glsl/fogpass_vp.glsl new file mode 100644 index 00000000..f18bc707 --- /dev/null +++ b/src/renderergl2/glsl/fogpass_vp.glsl @@ -0,0 +1,117 @@ +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/renderergl2/glsl/generic_fp.glsl b/src/renderergl2/glsl/generic_fp.glsl new file mode 100644 index 00000000..dea52e06 --- /dev/null +++ b/src/renderergl2/glsl/generic_fp.glsl @@ -0,0 +1,43 @@ +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/renderergl2/glsl/generic_vp.glsl b/src/renderergl2/glsl/generic_vp.glsl new file mode 100644 index 00000000..67360b1b --- /dev/null +++ b/src/renderergl2/glsl/generic_vp.glsl @@ -0,0 +1,251 @@ +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/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; +} 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 +} diff --git a/src/renderergl2/glsl/pshadow_fp.glsl b/src/renderergl2/glsl/pshadow_fp.glsl new file mode 100644 index 00000000..b152971a --- /dev/null +++ b/src/renderergl2/glsl/pshadow_fp.glsl @@ -0,0 +1,98 @@ +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/renderergl2/glsl/pshadow_vp.glsl b/src/renderergl2/glsl/pshadow_vp.glsl new file mode 100644 index 00000000..0e0e3b3d --- /dev/null +++ b/src/renderergl2/glsl/pshadow_vp.glsl @@ -0,0 +1,17 @@ +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/renderergl2/glsl/shadowfill_fp.glsl b/src/renderergl2/glsl/shadowfill_fp.glsl new file mode 100644 index 00000000..150f3d12 --- /dev/null +++ b/src/renderergl2/glsl/shadowfill_fp.glsl @@ -0,0 +1,41 @@ +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/renderergl2/glsl/shadowfill_vp.glsl b/src/renderergl2/glsl/shadowfill_vp.glsl new file mode 100644 index 00000000..10802eca --- /dev/null +++ b/src/renderergl2/glsl/shadowfill_vp.glsl @@ -0,0 +1,89 @@ +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/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl new file mode 100644 index 00000000..b3a698c8 --- /dev/null +++ b/src/renderergl2/glsl/shadowmask_fp.glsl @@ -0,0 +1,127 @@ +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/renderergl2/glsl/shadowmask_vp.glsl b/src/renderergl2/glsl/shadowmask_vp.glsl new file mode 100644 index 00000000..13166a24 --- /dev/null +++ b/src/renderergl2/glsl/shadowmask_vp.glsl @@ -0,0 +1,18 @@ +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/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl new file mode 100644 index 00000000..6263284c --- /dev/null +++ b/src/renderergl2/glsl/ssao_fp.glsl @@ -0,0 +1,86 @@ +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/renderergl2/glsl/ssao_vp.glsl b/src/renderergl2/glsl/ssao_vp.glsl new file mode 100644 index 00000000..9c46a79f --- /dev/null +++ b/src/renderergl2/glsl/ssao_vp.glsl @@ -0,0 +1,12 @@ +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/renderergl2/glsl/texturecolor_fp.glsl b/src/renderergl2/glsl/texturecolor_fp.glsl new file mode 100644 index 00000000..5646b511 --- /dev/null +++ b/src/renderergl2/glsl/texturecolor_fp.glsl @@ -0,0 +1,12 @@ +#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/renderergl2/glsl/texturecolor_vp.glsl b/src/renderergl2/glsl/texturecolor_vp.glsl new file mode 100644 index 00000000..ae26a18e --- /dev/null +++ b/src/renderergl2/glsl/texturecolor_vp.glsl @@ -0,0 +1,15 @@ +#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/renderergl2/glsl/tonemap_fp.glsl b/src/renderergl2/glsl/tonemap_fp.glsl new file mode 100644 index 00000000..9b18de8a --- /dev/null +++ b/src/renderergl2/glsl/tonemap_fp.glsl @@ -0,0 +1,48 @@ +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/renderergl2/glsl/tonemap_vp.glsl b/src/renderergl2/glsl/tonemap_vp.glsl new file mode 100644 index 00000000..5ca41600 --- /dev/null +++ b/src/renderergl2/glsl/tonemap_vp.glsl @@ -0,0 +1,13 @@ +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; +} |