forked from townforge/townforge
200 lines
6.5 KiB
GLSL
200 lines
6.5 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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#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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uniform float cSnowiness;
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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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}
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void PS()
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{
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// Get material diffuse albedo
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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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weights /= sumWeights;
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vec4 diffColor = cMatDiffColor * (
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weights.r * texture2D(sDetailMap1, vDetailTexCoord) * (1.0 - cSnowiness) +
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weights.r * texture2D(sDetailMap4, vDetailTexCoord) * cSnowiness +
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weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
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weights.b * texture2D(sDetailMap3, vDetailTexCoord)
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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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vec3 normal = normalize(vNormal);
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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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}
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