forked from townforge/townforge
337 lines
11 KiB
GLSL
337 lines
11 KiB
GLSL
#include "Uniforms.glsl"
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#include "Samplers.glsl"
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#include "Transform.glsl"
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#include "ScreenPos.glsl"
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#include "Lighting.glsl"
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#include "Fog.glsl"
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varying vec2 vTexCoord;
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#ifndef GL_ES
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varying vec2 vDetailTexCoord;
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#else
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varying mediump vec2 vDetailTexCoord;
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#endif
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varying vec3 vNormal;
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varying vec4 vWorldPos;
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#ifdef PERPIXEL
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#ifdef SHADOW
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#ifndef GL_ES
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varying vec4 vShadowPos[NUMCASCADES];
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#else
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varying highp vec4 vShadowPos[NUMCASCADES];
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#endif
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#endif
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#ifdef SPOTLIGHT
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varying vec4 vSpotPos;
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#endif
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#ifdef POINTLIGHT
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varying vec3 vCubeMaskVec;
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#endif
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#else
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varying vec3 vVertexLight;
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varying vec4 vScreenPos;
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#ifdef ENVCUBEMAP
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varying vec3 vReflectionVec;
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#endif
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#if defined(LIGHTMAP) || defined(AO)
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varying vec2 vTexCoord2;
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#endif
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#endif
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uniform sampler2D sWeightMap0;
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uniform sampler2D sDetailMap1;
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uniform sampler2D sDetailMap2;
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uniform sampler2D sDetailMap3;
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uniform sampler2D sDetailMap4;
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uniform sampler2D sDetailMap5;
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uniform sampler2D sHighlightMap6;
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#ifdef SNOWTEXTURE
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uniform sampler2D sSnowMap7;
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#endif
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uniform sampler2D sSurfMap8;
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uniform sampler2D sNoiseMap9;
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#ifndef GL_ES
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uniform vec2 cDetailTiling;
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#else
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uniform mediump vec2 cDetailTiling;
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#endif
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#ifdef SNOWTEXTURE
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uniform float cTemperature;
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uniform float cSnowinessMinTemperature;
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uniform float cSnowinessMaxTemperature;
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uniform float cTemperatureAltitudeFloor;
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uniform float cTemperatureAltitudeDecrease;
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uniform float cMaxSnowDepth;
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const float min_snow_threshold = 0.25;
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const float max_snow_threshold = 0.95;
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const float snow_saturation = 0.15;
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uniform float cSnowDarkening;
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#ifndef SNOWTEXTURE
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const vec4 snowColor = vec4(184.0 / 255.0, 183.0 / 255.0, 209 / 255.0, 1.0);
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#endif
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#endif
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uniform vec4 cHighlightColor;
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uniform float cSandThreshold;
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const float sand_rgb_multiplier = 0.6;
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const float sand_tiling_multiplier = 4.0;
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#ifdef WATER
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uniform float cWaterLevel;
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varying float water_depth;
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#endif
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#ifdef SNOWTEXTURE
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varying float snowiness;
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varying float snow_depth;
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float GetSnowinessAtHeight(float height)
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{
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#ifdef WATER
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if (height < cWaterLevel)
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return 0.0;
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#endif
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height = max(height - cTemperatureAltitudeFloor, 0.0);
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float temperature = cTemperature - height * cTemperatureAltitudeDecrease;
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temperature = max(temperature, cSnowinessMinTemperature);
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temperature = min(temperature, cSnowinessMaxTemperature);
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return (cSnowinessMaxTemperature - temperature) / (cSnowinessMaxTemperature - cSnowinessMinTemperature);
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}
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#endif
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void VS()
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{
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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vNormal = GetWorldNormal(modelMatrix);
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vWorldPos = vec4(worldPos, GetDepth(gl_Position));
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vTexCoord = GetTexCoord(iTexCoord);
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vDetailTexCoord = cDetailTiling * vTexCoord;
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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vec4 projWorldPos = vec4(worldPos, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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for (int i = 0; i < NUMCASCADES; i++)
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vShadowPos[i] = GetShadowPos(i, vNormal, projWorldPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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vSpotPos = projWorldPos * cLightMatrices[0];
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#endif
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#ifdef POINTLIGHT
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vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
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#endif
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#else
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// Ambient & per-vertex lighting
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#if defined(LIGHTMAP) || defined(AO)
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// If using lightmap, disregard zone ambient light
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// If using AO, calculate ambient in the PS
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vVertexLight = vec3(0.0, 0.0, 0.0);
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vTexCoord2 = iTexCoord1;
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#else
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vVertexLight = GetAmbient(GetZonePos(worldPos));
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#endif
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
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#endif
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vScreenPos = GetScreenPos(gl_Position);
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#ifdef ENVCUBEMAP
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vReflectionVec = worldPos - cCameraPos;
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#endif
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#endif
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#ifdef SNOWTEXTURE
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snowiness = GetSnowinessAtHeight(vWorldPos.y);
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float snow_threshold = min_snow_threshold * snowiness + max_snow_threshold * (1.0 - snowiness);
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float upness = min((max(2.0 * snowiness * dot(vNormal, vec3(0.0, 1.0, 0.0)), snow_threshold) - snow_threshold) / (1.0 + snow_saturation - snow_threshold), 1.0);
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snow_depth = snowiness * max((upness - 0.5), 0.0) * 2;
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#endif
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// gl_Position.y += snow_depth * cMaxSnowDepth;
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#ifdef WATER
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water_depth = vWorldPos.y - cWaterLevel;
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#endif
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}
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#ifdef TEXTURE_NOTILE
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// https://iquilezles.org/articles/texturerepetition/
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float sumv( vec4 v ) { return v.x+v.y+v.z; }
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vec4 textureNoTile( sampler2D s, in vec2 uv, in vec2 pos )
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{
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// sample variation pattern
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float k = texture2D( sNoiseMap9, 0.001*pos ).x; // cheap (cache friendly) lookup
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// compute index
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float index = k*8.0;
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float i = floor( index );
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float f = fract( index );
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// offsets for the different virtual patterns
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vec2 offa = sin(vec2(3.0,7.0)*(i+0.0)); // can replace with any other hash
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vec2 offb = sin(vec2(3.0,7.0)*(i+1.0)); // can replace with any other hash
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// sample the two closest virtual patterns
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vec4 cola = texture2D( s, uv + offa);
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vec4 colb = texture2D( s, uv + offb);
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// interpolate between the two virtual patterns
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return mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sumv(cola-colb)) );
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}
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#else
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vec4 textureNoTile( sampler2D s, in vec2 uv, in vec2 pos )
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{
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return texture2D(s, uv);
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}
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#endif
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void PS()
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{
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// Get material diffuse albedo
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vec4 diffColor;
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vec3 weights = texture2D(sWeightMap0, vTexCoord).rgb;
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float sumWeights = weights.r + weights.g + weights.b;
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if (sumWeights == 0.0)
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{
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diffColor = cMatDiffColor * (
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#ifndef SNOWTEXTURE
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textureNoTile(sDetailMap5, vDetailTexCoord * sand_tiling_multiplier, vWorldPos.xz) * sand_rgb_multiplier
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#else
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textureNoTile(sDetailMap5, vDetailTexCoord, vWorldPos.xz) * (1.0 - snowiness) +
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textureNoTile(sDetailMap4, vDetailTexCoord, vWorldPos.xz) * snowiness
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#endif
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);
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}
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else
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{
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weights /= sumWeights;
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diffColor = cMatDiffColor * (
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#ifndef SNOWTEXTURE
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weights.r * textureNoTile(sDetailMap1, vDetailTexCoord, vWorldPos.xz) +
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#else
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weights.r * textureNoTile(sDetailMap1, vDetailTexCoord, vWorldPos.xz) * (1.0 - snowiness) +
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weights.r * textureNoTile(sDetailMap4, vDetailTexCoord, vWorldPos.xz) * snowiness +
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#endif
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weights.g * textureNoTile(sDetailMap2, vDetailTexCoord, vWorldPos.xz) +
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weights.b * textureNoTile(sDetailMap3, vDetailTexCoord, vWorldPos.xz)
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);
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}
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// Get material specular albedo
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vec3 specColor = cMatSpecColor.rgb;
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// Get normal
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#ifdef APPROXIMATENORMAL
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vec3 normal = vNormal;
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#else
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vec3 normal = normalize(vNormal);
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#endif
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#ifdef SNOWTEXTURE
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vec4 snowColor = textureNoTile(sSnowMap7, vTexCoord * 2, vWorldPos.xz) * cSnowDarkening;
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diffColor = diffColor * (1.0 - snow_depth) + snowColor * snow_depth * cSnowDarkening;
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#endif
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// Get fog factor
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#ifdef HEIGHTFOG
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float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
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#else
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float fogFactor = GetFogFactor(vWorldPos.w);
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#endif
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#if defined(PERPIXEL)
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// Per-pixel forward lighting
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vec3 lightColor;
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vec3 lightDir;
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vec3 finalColor;
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float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir);
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#ifdef SHADOW
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diff *= GetShadow(vShadowPos, vWorldPos.w);
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#endif
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#if defined(SPOTLIGHT)
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lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
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#elif defined(CUBEMASK)
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lightColor = textureCube(sLightCubeMap, vCubeMaskVec).rgb * cLightColor.rgb;
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#else
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lightColor = cLightColor.rgb;
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#endif
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#ifdef SPECULAR
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float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
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finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
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#else
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finalColor = diff * lightColor * diffColor.rgb;
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#endif
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#ifdef AMBIENT
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finalColor += cAmbientColor.rgb * diffColor.rgb;
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finalColor += cMatEmissiveColor;
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gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
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#else
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gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
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#endif
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#elif defined(PREPASS)
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// Fill light pre-pass G-Buffer
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float specPower = cMatSpecColor.a / 255.0;
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gl_FragData[0] = vec4(normal * 0.5 + 0.5, specPower);
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gl_FragData[1] = vec4(EncodeDepth(vWorldPos.w), 0.0);
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#elif defined(DEFERRED)
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// Fill deferred G-buffer
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float specIntensity = specColor.g;
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float specPower = cMatSpecColor.a / 255.0;
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gl_FragData[0] = vec4(GetFog(vVertexLight * diffColor.rgb, fogFactor), 1.0);
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gl_FragData[1] = fogFactor * vec4(diffColor.rgb, specIntensity);
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gl_FragData[2] = vec4(normal * 0.5 + 0.5, specPower);
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gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0);
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#else
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// Ambient & per-vertex lighting
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vec3 finalColor = vVertexLight * diffColor.rgb;
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#ifdef MATERIAL
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// Add light pre-pass accumulation result
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// Lights are accumulated at half intensity. Bring back to full intensity now
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vec4 lightInput = 2.0 * texture2DProj(sLightBuffer, vScreenPos);
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vec3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
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finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
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#endif
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gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
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#endif
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float selected = texture2D(sHighlightMap6, vTexCoord).r;
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gl_FragColor = gl_FragColor * (1.0 - selected / 2.0) + cHighlightColor * selected / 2.0;
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#ifdef WATER
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if (water_depth < 0.0)
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{
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float t_green = max(1.0 + water_depth * 0.2, 0.0) * 0.35;
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gl_FragColor = mix(gl_FragColor, vec4(0.2, 1.0, 0.7, 1.0), t_green);
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float t_white = max(1.0 + water_depth * 2.0, 0.0);
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vec4 surf_dest = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor = mix(gl_FragColor, surf_dest, t_white);
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}
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#endif
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}
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