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-rw-r--r--src/renderergl2/glsl/bokeh_fp.glsl70
-rw-r--r--src/renderergl2/glsl/bokeh_vp.glsl13
-rw-r--r--src/renderergl2/glsl/calclevels4x_fp.glsl55
-rw-r--r--src/renderergl2/glsl/calclevels4x_vp.glsl13
-rw-r--r--src/renderergl2/glsl/depthblur_fp.glsl58
-rw-r--r--src/renderergl2/glsl/depthblur_vp.glsl12
-rw-r--r--src/renderergl2/glsl/dlight_fp.glsl12
-rw-r--r--src/renderergl2/glsl/dlight_vp.glsl92
-rw-r--r--src/renderergl2/glsl/down4x_fp.glsl34
-rw-r--r--src/renderergl2/glsl/down4x_vp.glsl13
-rw-r--r--src/renderergl2/glsl/fogpass_fp.glsl9
-rw-r--r--src/renderergl2/glsl/fogpass_vp.glsl117
-rw-r--r--src/renderergl2/glsl/generic_fp.glsl43
-rw-r--r--src/renderergl2/glsl/generic_vp.glsl251
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl383
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl219
-rw-r--r--src/renderergl2/glsl/pshadow_fp.glsl98
-rw-r--r--src/renderergl2/glsl/pshadow_vp.glsl17
-rw-r--r--src/renderergl2/glsl/shadowfill_fp.glsl41
-rw-r--r--src/renderergl2/glsl/shadowfill_vp.glsl89
-rw-r--r--src/renderergl2/glsl/shadowmask_fp.glsl127
-rw-r--r--src/renderergl2/glsl/shadowmask_vp.glsl18
-rw-r--r--src/renderergl2/glsl/ssao_fp.glsl86
-rw-r--r--src/renderergl2/glsl/ssao_vp.glsl12
-rw-r--r--src/renderergl2/glsl/texturecolor_fp.glsl12
-rw-r--r--src/renderergl2/glsl/texturecolor_vp.glsl15
-rw-r--r--src/renderergl2/glsl/tonemap_fp.glsl48
-rw-r--r--src/renderergl2/glsl/tonemap_vp.glsl13
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;
+}