diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/renderergl2/glsl/bokeh_vp.glsl | 4 | ||||
-rw-r--r-- | src/renderergl2/glsl/calclevels4x_vp.glsl | 4 | ||||
-rw-r--r-- | src/renderergl2/glsl/dlight_vp.glsl | 16 | ||||
-rw-r--r-- | src/renderergl2/glsl/down4x_vp.glsl | 4 | ||||
-rw-r--r-- | src/renderergl2/glsl/fogpass_fp.glsl | 2 | ||||
-rw-r--r-- | src/renderergl2/glsl/fogpass_vp.glsl | 50 | ||||
-rw-r--r-- | src/renderergl2/glsl/generic_fp.glsl | 2 | ||||
-rw-r--r-- | src/renderergl2/glsl/generic_vp.glsl | 38 | ||||
-rw-r--r-- | src/renderergl2/glsl/lightall_fp.glsl | 251 | ||||
-rw-r--r-- | src/renderergl2/glsl/lightall_vp.glsl | 85 | ||||
-rw-r--r-- | src/renderergl2/glsl/pshadow_vp.glsl | 10 | ||||
-rw-r--r-- | src/renderergl2/glsl/shadowfill_vp.glsl | 19 | ||||
-rw-r--r-- | src/renderergl2/glsl/texturecolor_fp.glsl | 2 | ||||
-rw-r--r-- | src/renderergl2/glsl/texturecolor_vp.glsl | 4 | ||||
-rw-r--r-- | src/renderergl2/glsl/tonemap_vp.glsl | 4 |
15 files changed, 253 insertions, 242 deletions
diff --git a/src/renderergl2/glsl/bokeh_vp.glsl b/src/renderergl2/glsl/bokeh_vp.glsl index 5ca41600..bdaa74af 100644 --- a/src/renderergl2/glsl/bokeh_vp.glsl +++ b/src/renderergl2/glsl/bokeh_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; @@ -8,6 +8,6 @@ varying vec2 var_TexCoords; void main() { - gl_Position = u_ModelViewProjectionMatrix * attr_Position; + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_TexCoords = attr_TexCoord0.st; } diff --git a/src/renderergl2/glsl/calclevels4x_vp.glsl b/src/renderergl2/glsl/calclevels4x_vp.glsl index 5ca41600..bdaa74af 100644 --- a/src/renderergl2/glsl/calclevels4x_vp.glsl +++ b/src/renderergl2/glsl/calclevels4x_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; @@ -8,6 +8,6 @@ varying vec2 var_TexCoords; void main() { - gl_Position = u_ModelViewProjectionMatrix * attr_Position; + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_TexCoords = attr_TexCoord0.st; } diff --git a/src/renderergl2/glsl/dlight_vp.glsl b/src/renderergl2/glsl/dlight_vp.glsl index 61531ad6..9566a04c 100644 --- a/src/renderergl2/glsl/dlight_vp.glsl +++ b/src/renderergl2/glsl/dlight_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; attribute vec3 attr_Normal; @@ -48,7 +48,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) } else if (u_DeformGen == DGEN_WAVE_SQUARE) { - func = sign(sin(value * 2.0 * M_PI)); + func = sign(0.5 - fract(value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { @@ -62,7 +62,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { func = (1.0 - fract(value)); } - else if (u_DeformGen == DGEN_BULGE) + else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } @@ -73,16 +73,16 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) void main() { - vec4 position = attr_Position; - vec3 normal = attr_Normal; + vec3 position = attr_Position; + vec3 normal = attr_Normal * 2.0 - vec3(1.0); #if defined(USE_DEFORM_VERTEXES) - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); + position = DeformPosition(position, normal, attr_TexCoord0.st); #endif - gl_Position = u_ModelViewProjectionMatrix * position; + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); - vec3 dist = u_DlightInfo.xyz - position.xyz; + vec3 dist = u_DlightInfo.xyz - position; var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5); float dlightmod = step(0.0, dot(dist, normal)); diff --git a/src/renderergl2/glsl/down4x_vp.glsl b/src/renderergl2/glsl/down4x_vp.glsl index 5ca41600..bdaa74af 100644 --- a/src/renderergl2/glsl/down4x_vp.glsl +++ b/src/renderergl2/glsl/down4x_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; @@ -8,6 +8,6 @@ varying vec2 var_TexCoords; void main() { - gl_Position = u_ModelViewProjectionMatrix * attr_Position; + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_TexCoords = attr_TexCoord0.st; } diff --git a/src/renderergl2/glsl/fogpass_fp.glsl b/src/renderergl2/glsl/fogpass_fp.glsl index 91884304..e2ad465b 100644 --- a/src/renderergl2/glsl/fogpass_fp.glsl +++ b/src/renderergl2/glsl/fogpass_fp.glsl @@ -5,5 +5,5 @@ varying float var_Scale; void main() { gl_FragColor = u_Color; - gl_FragColor.a *= sqrt(clamp(var_Scale, 0.0, 1.0)); + 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 index a07a5fdd..8f7bc728 100644 --- a/src/renderergl2/glsl/fogpass_vp.glsl +++ b/src/renderergl2/glsl/fogpass_vp.glsl @@ -1,27 +1,30 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec3 attr_Normal; + attribute vec4 attr_TexCoord0; -//#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; +#if defined(USE_VERTEX_ANIMATION) +attribute vec3 attr_Position2; attribute vec3 attr_Normal2; -//#endif +#endif uniform vec4 u_FogDistance; uniform vec4 u_FogDepth; uniform float u_FogEyeT; -//#if defined(USE_DEFORM_VERTEXES) +#if defined(USE_DEFORM_VERTEXES) uniform int u_DeformGen; uniform float u_DeformParams[5]; -//#endif +#endif uniform float u_Time; uniform mat4 u_ModelViewProjectionMatrix; -//#if defined(USE_VERTEX_ANIMATION) +#if defined(USE_VERTEX_ANIMATION) uniform float u_VertexLerp; -//#endif +#endif + +uniform vec4 u_Color; varying float var_Scale; @@ -57,7 +60,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) } else if (u_DeformGen == DGEN_WAVE_SQUARE) { - func = sign(sin(value * 2.0 * M_PI)); + func = sign(0.5 - fract(value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { @@ -71,7 +74,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { func = (1.0 - fract(value)); } - else if (u_DeformGen == DGEN_BULGE) + else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } @@ -80,15 +83,15 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) } #endif -float CalcFog(vec4 position) +float CalcFog(vec3 position) { - float s = dot(position, u_FogDistance) * 8.0; - float t = dot(position, u_FogDepth); + float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0; + float t = dot(vec4(position, 1.0), u_FogDepth); + + float eyeOutside = float(u_FogEyeT < 0.0); + float fogged = float(t >= eyeOutside); - float eyeOutside = step(0.0, -u_FogEyeT); - float fogged = step(eyeOutside, t); - - t = max(t, 1e-6); + t += 1e-6; t *= fogged / (t - u_FogEyeT * eyeOutside); return s * t; @@ -97,18 +100,19 @@ float CalcFog(vec4 position) 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)); + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); + normal = normalize(normal - vec3(0.5)); #else - vec4 position = attr_Position; - vec3 normal = attr_Normal; + vec3 position = attr_Position; + vec3 normal = attr_Normal * 2.0 - vec3(1.0); #endif #if defined(USE_DEFORM_VERTEXES) position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); #endif - gl_Position = u_ModelViewProjectionMatrix * position; + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); - var_Scale = CalcFog(position); + var_Scale = CalcFog(position) * u_Color.a * u_Color.a; } diff --git a/src/renderergl2/glsl/generic_fp.glsl b/src/renderergl2/glsl/generic_fp.glsl index 997d4daa..f485797f 100644 --- a/src/renderergl2/glsl/generic_fp.glsl +++ b/src/renderergl2/glsl/generic_fp.glsl @@ -37,6 +37,8 @@ void main() { color = color2; } + + //color = color * (u_Texture1Env.xxxx + color2 * u_Texture1Env.z) + color2 * u_Texture1Env.y; #endif gl_FragColor = color * var_Color; diff --git a/src/renderergl2/glsl/generic_vp.glsl b/src/renderergl2/glsl/generic_vp.glsl index b8cfff07..0e5b38b4 100644 --- a/src/renderergl2/glsl/generic_vp.glsl +++ b/src/renderergl2/glsl/generic_vp.glsl @@ -89,11 +89,11 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) } else if (u_DeformGen == DGEN_WAVE_SQUARE) { - func = sign(sin(value * 2.0 * M_PI)); + func = sign(fract(0.5 - value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { - func = 1.0 - abs(4.0 * fract(value + 0.25) - 2.0); + func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; } else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) { @@ -103,7 +103,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { func = (1.0 - fract(value)); } - else if (u_DeformGen == DGEN_BULGE) + else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } @@ -124,7 +124,9 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 else if (TCGen == TCGEN_ENVIRONMENT_MAPPED) { vec3 viewer = normalize(u_LocalViewOrigin - position); - tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5; + vec2 ref = reflect(viewer, normal).yz; + tex.s = ref.x * -0.5 + 0.5; + tex.t = ref.y * 0.5 + 0.5; } else if (TCGen == TCGEN_VECTOR) { @@ -139,13 +141,14 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 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; + float phase = offTurb.w * 2.0 * M_PI; + vec2 st2; + st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x); + st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y); - vec3 offsetPos = position / 1024.0; - offsetPos.x += offsetPos.z; + vec2 offsetPos = vec2(position.x + position.z, position.y); - vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); + vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase)); return st2 + texOffset * amplitude; } @@ -186,13 +189,13 @@ vec4 CalcColor(vec3 position, vec3 normal) #if defined(USE_FOG) float CalcFog(vec3 position) { - float s = (dot(position, u_FogDistance.xyz) + u_FogDistance.w) * 8.0; - float t = dot(position, u_FogDepth.xyz) + u_FogDepth.w; + float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0; + float t = dot(vec4(position, 1.0), u_FogDepth); - float eyeOutside = step(0.0, -u_FogEyeT); - float fogged = step(eyeOutside, t); - - t = max(t, 1e-6); + float eyeOutside = float(u_FogEyeT < 0.0); + float fogged = float(t < eyeOutside); + + t += 1e-6; t *= fogged / (t - u_FogEyeT * eyeOutside); return s * t; @@ -202,8 +205,9 @@ float CalcFog(vec3 position) void main() { #if defined(USE_VERTEX_ANIMATION) - vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp) * 2.0 - vec3(1.0)); + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); + normal = normalize(normal - vec3(0.5)); #else vec3 position = attr_Position; vec3 normal = attr_Normal * 2.0 - vec3(1.0); diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl index b937483e..d134e409 100644 --- a/src/renderergl2/glsl/lightall_fp.glsl +++ b/src/renderergl2/glsl/lightall_fp.glsl @@ -166,22 +166,41 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular) float a1 = t.w; return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 ); #elif 0 - // from http://seblagarde.wordpress.com/2011/08/17/hello-world/ + // from http://seblagarde.wordpress.com/2011/08/17/hello-world/ return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE)); #else - // from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx + // from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss)); #endif } float CalcBlinn(float NH, float shininess) { +#if defined(USE_BLINN) || defined(USE_BLINN_FRESNEL) + // Normalized Blinn-Phong + float norm = shininess * 0.125 + 1.0; +#elif defined(USE_MCAULEY) + // Cook-Torrance as done by Stephen McAuley + // http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf + float norm = shininess * 0.25 + 0.125; +#elif defined(USE_GOTANDA) + // Neumann-Neumann as done by Yoshiharu Gotanda + // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf + float norm = shininess * 0.124858 + 0.269182; +#elif defined(USE_LAZAROV) + // Cook-Torrance as done by Dimitar Lazarov + // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf + float norm = shininess * 0.125 + 0.25; +#else + float norm = 1.0; +#endif + #if 0 - // from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/ + // from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/ float a = shininess + 0.775; - return exp(a * NH - a); + return norm * exp(a * NH - a); #else - return pow(NH, shininess); + return norm * pow(NH, shininess); #endif } @@ -215,145 +234,122 @@ float CalcFresnel(float EH) float CalcVisibility(float NH, float NL, float NE, float EH, float gloss) { -#if 1 - // From http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf +#if defined(USE_GOTANDA) + // Neumann-Neumann as done by Yoshiharu Gotanda + // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf + return 1.0 / max(max(NL, NE), EPSILON); +#elif defined(USE_LAZAROV) + // Cook-Torrance as done by Dimitar Lazarov + // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf float k = min(1.0, gloss + 0.545); - return 1.0 / (k * EH * EH + (1.0 - k)); -#elif 0 + return 1.0 / (k * (EH * EH - 1.0) + 1.0); +#elif defined(USE_GGX) float roughness = exp2(gloss * -6.5); - #if defined(USE_GGX) - // From http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf - float k = roughness + 1.0; - k *= k * 0.125; - #else - float k = roughness; - #endif // Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf // NL, NE in numerator factored out from cook-torrance + float k = roughness + 1.0; + k *= k * 0.125; + float k2 = 1.0 - k; float invGeo1 = NL * k2 + k; float invGeo2 = NE * k2 + k; - + return 1.0 / (invGeo1 * invGeo2); #else - float geo = 2.0 * NH * min(NE, NL); - geo /= max(EH, geo); - - return geo; + return 1.0; #endif } vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float gloss, float shininess) { - float blinn = CalcBlinn(NH, shininess); +#if defined(USE_GGX) + float distrib = CalcGGX(NH, gloss); +#else + float distrib = CalcBlinn(NH, shininess); +#endif + +#if defined(USE_BLINN) + vec3 fSpecular = specular; +#else vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH)); +#endif + float vis = CalcVisibility(NH, NL, NE, EH, gloss); - #if defined(USE_BLINN) - // Normalized Blinn-Phong - return specular * blinn * (shininess * 0.125 + 1.0); - #elif defined(USE_BLINN_FRESNEL) - // Normalized Blinn-Phong with Fresnel - return fSpecular * blinn * (shininess * 0.125 + 1.0); - #elif defined(USE_MCAULEY) - // Cook-Torrance as done by Stephen McAuley - // http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf - return fSpecular * blinn * (shininess * 0.25 + 0.125); - #elif defined(USE_GOTANDA) - // Neumann-Neumann as done by Yoshiharu Gotanda - // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf - return fSpecular * blinn * (shininess * 0.124858 + 0.269182) / max(max(NL, NE), EPSILON); - #elif defined(USE_LAZAROV) - // Cook-Torrance as done by Dimitar Lazarov - // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf - return fSpecular * blinn * (shininess * 0.125 + 0.25) * vis; - #endif - - return vec3(0.0); + return fSpecular * (distrib * vis); } -float CalcLightAttenuation(vec3 dir, float sqrRadius) +float CalcLightAttenuation(float point, float normDist) { - // point light at >0 radius, directional otherwise - float point = float(sqrRadius > 0.0); - - // inverse square light - float attenuation = sqrRadius / dot(dir, dir); - - // zero light at radius, approximating q3 style + // zero light at 1.0, approximating q3 style // also don't attenuate directional light - attenuation = (0.5 * attenuation - 1.5) * point + 1.0; - + float attenuation = (0.5 * normDist - 1.5) * point + 1.0; + // clamp attenuation #if defined(NO_LIGHT_CLAMP) attenuation = max(attenuation, 0.0); #else attenuation = clamp(attenuation, 0.0, 1.0); #endif - + return attenuation; } // from http://www.thetenthplanet.de/archives/1180 mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv ) { - // get edge vectors of the pixel triangle - vec3 dp1 = dFdx( p ); - vec3 dp2 = dFdy( p ); - vec2 duv1 = dFdx( uv ); - vec2 duv2 = dFdy( uv ); - - // solve the linear system - vec3 dp2perp = cross( dp2, N ); - vec3 dp1perp = cross( N, dp1 ); - vec3 T = dp2perp * duv1.x + dp1perp * duv2.x; - vec3 B = dp2perp * duv1.y + dp1perp * duv2.y; - - // construct a scale-invariant frame - float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) ); - return mat3( T * invmax, B * invmax, N ); + // get edge vectors of the pixel triangle + vec3 dp1 = dFdx( p ); + vec3 dp2 = dFdy( p ); + vec2 duv1 = dFdx( uv ); + vec2 duv2 = dFdy( uv ); + + // solve the linear system + vec3 dp2perp = cross( dp2, N ); + vec3 dp1perp = cross( N, dp1 ); + vec3 T = dp2perp * duv1.x + dp1perp * duv2.x; + vec3 B = dp2perp * duv1.y + dp1perp * duv2.y; + + // construct a scale-invariant frame + float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) ); + return mat3( T * invmax, B * invmax, N ); } void main() { vec3 L, N, E, H; float NL, NH, NE, EH; - -#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_VERT_TANGENT_SPACE) mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz); + E = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w); #else mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy); + E = var_ViewDir; #endif -#endif -#if defined(USE_DELUXEMAP) - L = texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5); - L = L * u_EnableTextures.y + var_LightDir.xyz; -#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - L = var_LightDir.xyz; -#endif + E = normalize(E); -#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) - #if defined(USE_VERT_TANGENT_SPACE) - E = normalize(vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w)); - #else - E = normalize(var_ViewDir); + L = var_LightDir.xyz; + #if defined(USE_DELUXEMAP) + L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y; #endif + float sqrLightDist = dot(L, L); #endif #if defined(USE_LIGHTMAP) - vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw).rgba; + vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw); + vec3 lightColor = lightSample.rgb; #if defined(RGBM_LIGHTMAP) - lightSample.rgb *= 32.0 * lightSample.a; + lightColor *= 32.0 * lightSample.a; #endif - vec3 lightColor = lightSample.rgb; #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) - vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, var_LightDir.w); + vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist); vec3 ambientColor = u_AmbientLight; #elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) vec3 lightColor = var_LightColor; @@ -383,21 +379,22 @@ void main() N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5); #endif N.xy *= u_EnableTextures.x; - N.z = sqrt(0.25 - dot(N.xy, N.xy)); - N = normalize(tangentToWorld * N); + N.z = sqrt((0.25 - N.x * N.x) - N.y * N.y); + N = tangentToWorld * N; #else - N = normalize(var_Normal.xyz); + N = var_Normal.xyz; #endif - - L = normalize(L); + + N = normalize(N); + L /= sqrt(sqrLightDist); #if defined(USE_SHADOWMAP) vec2 shadowTex = gl_FragCoord.xy * r_FBufScale; float shadowValue = texture2D(u_ShadowMap, shadowTex).r; // surfaces not facing the light are always shadowed - shadowValue *= step(0.0, dot(var_Normal.xyz, var_PrimaryLightDir.xyz)); - + shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0); + #if defined(SHADOWMAP_MODULATE) //vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor); vec3 shadowColor = u_PrimaryLightAmbient * lightColor; @@ -428,44 +425,41 @@ void main() NL = clamp(dot(N, L), 0.0, 1.0); NE = clamp(dot(N, E), 0.0, 1.0); + vec4 specular = vec4(1.0); #if defined(USE_SPECULARMAP) - vec4 specular = texture2D(u_SpecularMap, texCoords); - specular = (specular - vec4(1.0)) * u_EnableTextures.z + vec4(1.0); + specular += texture2D(u_SpecularMap, texCoords) * u_EnableTextures.z - u_EnableTextures.zzzz; #if defined(USE_GAMMA2_TEXTURES) specular.rgb *= specular.rgb; #endif - #else - vec4 specular = vec4(1.0); #endif specular *= u_MaterialInfo.xxxy; - + float gloss = specular.a; float shininess = exp2(gloss * 13.0); #if defined(SPECULAR_IS_METALLIC) - // diffuse is actually base color, and red of specular is metallicness + // diffuse is actually base color, and red of specular is metallicness float metallic = specular.r; - - specular.rgb = vec3(0.04) + 0.96 * diffuse.rgb * metallic; + + specular.rgb = (0.96 * metallic) * diffuse.rgb + vec3(0.04); diffuse.rgb *= 1.0 - metallic; #else // adjust diffuse by specular reflectance, to maintain energy conservation diffuse.rgb *= vec3(1.0) - specular.rgb; #endif - - + reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess); #if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR) float adjGloss = gloss; float adjShininess = shininess; - - #if !defined(USE_LIGHT_VECTOR) + + #if !defined(USE_LIGHT_VECTOR) adjGloss *= r_deluxeSpecular; adjShininess = exp2(adjGloss * 13.0); - #endif - + #endif + H = normalize(L + E); EH = clamp(dot(E, H), 0.0, 1.0); @@ -477,16 +471,16 @@ void main() reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess); #endif #endif - - gl_FragColor.rgb = lightColor * reflectance * NL; + + gl_FragColor.rgb = lightColor * reflectance * NL; gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb); - + #if defined(USE_CUBEMAP) reflectance = EnvironmentBRDF(gloss, NE, specular.rgb); vec3 R = reflect(E, N); - vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w; + vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w; #if defined(USE_LIGHTMAP) cubeLightColor *= lightSample.rgb; @@ -495,29 +489,40 @@ void main() #else cubeLightColor *= lightColor * NL + ambientColor; #endif - + //gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w; gl_FragColor.rgb += cubeLightColor * reflectance; #endif #if defined(USE_PRIMARY_LIGHT) - L = var_PrimaryLightDir.xyz; //normalize(var_PrimaryLightDir.xyz); - NL = clamp(dot(N, L), 0.0, 1.0); + vec3 L2, H2; + float NL2, EH2, NH2; - H = normalize(L + E); - EH = clamp(dot(E, H), 0.0, 1.0); - NH = clamp(dot(N, H), 0.0, 1.0); + L2 = var_PrimaryLightDir.xyz; - reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess); - reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, gloss, shininess); + // enable when point lights are supported as primary lights + //sqrLightDist = dot(L2, L2); + //L2 /= sqrt(sqrLightDist); + + NL2 = clamp(dot(N, L2), 0.0, 1.0); + + H2 = normalize(L2 + E); + EH2 = clamp(dot(E, H2), 0.0, 1.0); + NH2 = clamp(dot(N, H2), 0.0, 1.0); + + reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess); + reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess); + + lightColor = u_PrimaryLightColor; + + // enable when point lights are supported as primary lights + //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist); - lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightDir.w); - #if defined(USE_SHADOWMAP) lightColor *= shadowValue; #endif - gl_FragColor.rgb += lightColor * reflectance * NL; + gl_FragColor.rgb += lightColor * reflectance * NL2; #endif gl_FragColor.a = diffuse.a; diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl index 67628c7f..2e1c899c 100644 --- a/src/renderergl2/glsl/lightall_vp.glsl +++ b/src/renderergl2/glsl/lightall_vp.glsl @@ -14,8 +14,7 @@ attribute vec4 attr_Tangent; attribute vec3 attr_Position2; attribute vec3 attr_Normal2; #if defined(USE_VERT_TANGENT_SPACE) -attribute vec3 attr_Tangent2; -attribute vec3 attr_Bitangent2; +attribute vec4 attr_Tangent2; #endif #endif @@ -108,13 +107,15 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 else if (TCGen == TCGEN_ENVIRONMENT_MAPPED) { vec3 viewer = normalize(u_LocalViewOrigin - position); - tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5; + vec2 ref = reflect(viewer, normal).yz; + tex.s = ref.x * -0.5 + 0.5; + tex.t = ref.y * 0.5 + 0.5; } else if (TCGen == TCGEN_VECTOR) { tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1)); } - + return tex; } #endif @@ -123,38 +124,33 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 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); - + float phase = offTurb.w * 2.0 * M_PI; + vec2 st2; + st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x); + st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y); + + vec2 offsetPos = vec2(position.x + position.z, position.y); + + vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase)); + return st2 + texOffset * amplitude; } #endif -float CalcLightAttenuation(vec3 dir, float sqrRadius) +float CalcLightAttenuation(float point, float normDist) { - // point light at >0 radius, directional otherwise - float point = float(sqrRadius > 0.0); - - // inverse square light - float attenuation = sqrRadius / dot(dir, dir); - - // zero light at radius, approximating q3 style + // zero light at 1.0, approximating q3 style // also don't attenuate directional light - attenuation = (0.5 * attenuation - 1.5) * point + 1.0; - + float attenuation = (0.5 * normDist - 1.5) * point + 1.0; + // clamp attenuation #if defined(NO_LIGHT_CLAMP) attenuation = max(attenuation, 0.0); #else attenuation = clamp(attenuation, 0.0, 1.0); #endif - + return attenuation; } @@ -162,22 +158,22 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius) void main() { #if defined(USE_VERTEX_ANIMATION) - vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp) * 2.0 - vec3(1.0)); + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 tangent = normalize(mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp) * 2.0 - vec3(1.0)); + vec3 tangent = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp); #endif #else vec3 position = attr_Position; - vec3 normal = attr_Normal * 2.0 - vec3(1.0); + vec3 normal = attr_Normal; #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 tangent = attr_Tangent.xyz * 2.0 - vec3(1.0); + vec3 tangent = attr_Tangent.xyz; #endif #endif + normal = normal * 2.0 - vec3(1.0); #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 bitangent = cross(normal, tangent); - bitangent *= attr_Tangent.w * 2.0 - 1.0; + tangent = tangent * 2.0 - vec3(1.0); #endif #if defined(USE_TCGEN) @@ -195,17 +191,20 @@ void main() gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); #if defined(USE_MODELMATRIX) - position = (u_ModelMatrix * vec4(position, 1.0)).xyz; - normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; - #if defined(USE_VERT_TANGENT_SPACE) - tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; - bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz; + position = (u_ModelMatrix * vec4(position, 1.0)).xyz; + normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; + #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; #endif #endif +#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0); +#endif + #if defined(USE_LIGHT_VECTOR) vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); -#elif defined(USE_LIGHT) +#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 L = attr_LightDirection * 2.0 - vec3(1.0); #if defined(USE_MODELMATRIX) L = (u_ModelMatrix * vec4(L, 0.0)).xyz; @@ -215,7 +214,7 @@ void main() #if defined(USE_LIGHTMAP) var_TexCoords.zw = attr_TexCoord1.st; #endif - + var_Color = u_VertColor * attr_Color + u_BaseColor; #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) var_LightColor = var_Color.rgb; @@ -223,10 +222,11 @@ void main() #endif #if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) - float attenuation = CalcLightAttenuation(L, u_LightRadius * u_LightRadius); - float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0); + float sqrLightDist = dot(L, L); + float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist); + float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0); - var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight; + var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) @@ -241,15 +241,12 @@ void main() var_LightDir = vec4(L, 0.0); #endif #if defined(USE_DELUXEMAP) - var_LightDir *= 1.0 - u_EnableTextures.y; + var_LightDir -= u_EnableTextures.y * var_LightDir; #endif #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 viewDir = u_ViewOrigin - position; -#endif - -#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_VERT_TANGENT_SPACE) // store view direction in tangent space to save on varyings var_Normal = vec4(normal, viewDir.x); diff --git a/src/renderergl2/glsl/pshadow_vp.glsl b/src/renderergl2/glsl/pshadow_vp.glsl index 0e0e3b3d..0f9940cd 100644 --- a/src/renderergl2/glsl/pshadow_vp.glsl +++ b/src/renderergl2/glsl/pshadow_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec3 attr_Normal; uniform mat4 u_ModelViewProjectionMatrix; @@ -8,10 +8,8 @@ varying vec3 var_Normal; void main() { - vec4 position = attr_Position; + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); - gl_Position = u_ModelViewProjectionMatrix * position; - - var_Position = position.xyz; - var_Normal = attr_Normal; + var_Position = attr_Position; + var_Normal = attr_Normal * 2.0 - vec3(1.0); } diff --git a/src/renderergl2/glsl/shadowfill_vp.glsl b/src/renderergl2/glsl/shadowfill_vp.glsl index af5a14ff..7a5cc571 100644 --- a/src/renderergl2/glsl/shadowfill_vp.glsl +++ b/src/renderergl2/glsl/shadowfill_vp.glsl @@ -1,9 +1,9 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec3 attr_Normal; attribute vec4 attr_TexCoord0; //#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; +attribute vec3 attr_Position2; attribute vec3 attr_Normal2; //#endif @@ -54,7 +54,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) } else if (u_DeformGen == DGEN_WAVE_SQUARE) { - func = sign(sin(value * 2.0 * M_PI)); + func = sign(0.5 - fract(value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { @@ -68,7 +68,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { func = (1.0 - fract(value)); } - else if (u_DeformGen == DGEN_BULGE) + else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } @@ -78,12 +78,13 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) void main() { - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); + normal = normalize(normal - vec3(0.5)); - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); + position = DeformPosition(position, normal, attr_TexCoord0.st); - gl_Position = u_ModelViewProjectionMatrix * position; + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); - var_Position = (u_ModelMatrix * position).xyz; + var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz; } diff --git a/src/renderergl2/glsl/texturecolor_fp.glsl b/src/renderergl2/glsl/texturecolor_fp.glsl index 5646b511..e077e7da 100644 --- a/src/renderergl2/glsl/texturecolor_fp.glsl +++ b/src/renderergl2/glsl/texturecolor_fp.glsl @@ -3,7 +3,7 @@ uniform sampler2D u_DiffuseMap; uniform vec4 u_Color; -varying vec2 var_Tex1; +varying vec2 var_Tex1; void main() diff --git a/src/renderergl2/glsl/texturecolor_vp.glsl b/src/renderergl2/glsl/texturecolor_vp.glsl index ae26a18e..7a5750a5 100644 --- a/src/renderergl2/glsl/texturecolor_vp.glsl +++ b/src/renderergl2/glsl/texturecolor_vp.glsl @@ -1,6 +1,6 @@ #version 120 -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; @@ -10,6 +10,6 @@ varying vec2 var_Tex1; void main() { - gl_Position = u_ModelViewProjectionMatrix * attr_Position; + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_Tex1 = attr_TexCoord0.st; } diff --git a/src/renderergl2/glsl/tonemap_vp.glsl b/src/renderergl2/glsl/tonemap_vp.glsl index 5ca41600..bdaa74af 100644 --- a/src/renderergl2/glsl/tonemap_vp.glsl +++ b/src/renderergl2/glsl/tonemap_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; @@ -8,6 +8,6 @@ varying vec2 var_TexCoords; void main() { - gl_Position = u_ModelViewProjectionMatrix * attr_Position; + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_TexCoords = attr_TexCoord0.st; } |