388 lines
13 KiB
GLSL
388 lines
13 KiB
GLSL
#ifdef COMPILEVS
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vec3 GetAmbient(float zonePos)
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{
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return cAmbientStartColor + zonePos * cAmbientEndColor;
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}
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#ifdef NUMVERTEXLIGHTS
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float GetVertexLight(int index, vec3 worldPos, vec3 normal)
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{
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vec3 lightDir = cVertexLights[index * 3 + 1].xyz;
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vec3 lightPos = cVertexLights[index * 3 + 2].xyz;
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float invRange = cVertexLights[index * 3].w;
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float cutoff = cVertexLights[index * 3 + 1].w;
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float invCutoff = cVertexLights[index * 3 + 2].w;
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// Directional light
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if (invRange == 0.0)
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{
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#ifdef TRANSLUCENT
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float NdotL = abs(dot(normal, lightDir));
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#else
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float NdotL = max(dot(normal, lightDir), 0.0);
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#endif
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return NdotL;
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}
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// Point/spot light
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else
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{
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vec3 lightVec = (lightPos - worldPos) * invRange;
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float lightDist = length(lightVec);
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vec3 localDir = lightVec / lightDist;
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#ifdef TRANSLUCENT
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float NdotL = abs(dot(normal, localDir));
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#else
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float NdotL = max(dot(normal, localDir), 0.0);
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#endif
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float atten = clamp(1.0 - lightDist * lightDist, 0.0, 1.0);
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float spotEffect = dot(localDir, lightDir);
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float spotAtten = clamp((spotEffect - cutoff) * invCutoff, 0.0, 1.0);
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return NdotL * atten * spotAtten;
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}
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}
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float GetVertexLightVolumetric(int index, vec3 worldPos)
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{
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vec3 lightDir = cVertexLights[index * 3 + 1].xyz;
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vec3 lightPos = cVertexLights[index * 3 + 2].xyz;
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float invRange = cVertexLights[index * 3].w;
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float cutoff = cVertexLights[index * 3 + 1].w;
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float invCutoff = cVertexLights[index * 3 + 2].w;
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// Directional light
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if (invRange == 0.0)
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return 1.0;
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// Point/spot light
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else
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{
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vec3 lightVec = (lightPos - worldPos) * invRange;
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float lightDist = length(lightVec);
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vec3 localDir = lightVec / lightDist;
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float atten = clamp(1.0 - lightDist * lightDist, 0.0, 1.0);
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float spotEffect = dot(localDir, lightDir);
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float spotAtten = clamp((spotEffect - cutoff) * invCutoff, 0.0, 1.0);
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return atten * spotAtten;
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}
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}
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#endif
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#ifdef SHADOW
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#if defined(DIRLIGHT) && (!defined(GL_ES) || defined(WEBGL))
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#define NUMCASCADES 4
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#else
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#define NUMCASCADES 1
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#endif
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vec4 GetShadowPos(int index, vec3 normal, vec4 projWorldPos)
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{
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#ifdef NORMALOFFSET
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float normalOffsetScale[4];
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normalOffsetScale[0] = cNormalOffsetScale.x;
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normalOffsetScale[1] = cNormalOffsetScale.y;
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normalOffsetScale[2] = cNormalOffsetScale.z;
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normalOffsetScale[3] = cNormalOffsetScale.w;
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#ifdef DIRLIGHT
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float cosAngle = clamp(1.0 - dot(normal, cLightDir), 0.0, 1.0);
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#else
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float cosAngle = clamp(1.0 - dot(normal, normalize(cLightPos.xyz - projWorldPos.xyz)), 0.0, 1.0);
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#endif
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projWorldPos.xyz += cosAngle * normalOffsetScale[index] * normal;
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#endif
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#if defined(DIRLIGHT)
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return projWorldPos * cLightMatrices[index];
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#elif defined(SPOTLIGHT)
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return projWorldPos * cLightMatrices[1];
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#else
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return vec4(projWorldPos.xyz - cLightPos.xyz, 1.0);
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#endif
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}
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#endif
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#endif
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#ifdef COMPILEPS
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float GetDiffuse(vec3 normal, vec3 worldPos, out vec3 lightDir)
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{
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#ifdef DIRLIGHT
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lightDir = cLightDirPS;
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#ifdef TRANSLUCENT
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return abs(dot(normal, lightDir));
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#else
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return max(dot(normal, lightDir), 0.0);
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#endif
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#else
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vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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lightDir = lightVec / lightDist;
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#ifdef TRANSLUCENT
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return abs(dot(normal, lightDir)) * texture2D(sLightRampMap, vec2(lightDist, 0.0)).r;
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#else
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return max(dot(normal, lightDir), 0.0) * texture2D(sLightRampMap, vec2(lightDist, 0.0)).r;
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#endif
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#endif
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}
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float GetAtten(vec3 normal, vec3 worldPos, out vec3 lightDir)
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{
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lightDir = cLightDirPS;
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return clamp(dot(normal, lightDir), 0.0, 1.0);
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}
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float GetAttenPoint(vec3 normal, vec3 worldPos, out vec3 lightDir)
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{
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vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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float falloff = pow(clamp(1.0 - pow(lightDist / 1.0, 4.0), 0.0, 1.0), 2.0) * 3.14159265358979323846 / (4.0 * 3.14159265358979323846)*(pow(lightDist, 2.0) + 1.0);
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lightDir = lightVec / lightDist;
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return clamp(dot(normal, lightDir), 0.0, 1.0) * falloff;
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}
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float GetAttenSpot(vec3 normal, vec3 worldPos, out vec3 lightDir)
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{
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vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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float falloff = pow(clamp(1.0 - pow(lightDist / 1.0, 4.0), 0.0, 1.0), 2.0) / (pow(lightDist, 2.0) + 1.0);
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lightDir = lightVec / lightDist;
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return clamp(dot(normal, lightDir), 0.0, 1.0) * falloff;
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}
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float GetDiffuseVolumetric(vec3 worldPos)
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{
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#ifdef DIRLIGHT
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return 1.0;
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#else
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vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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return texture2D(sLightRampMap, vec2(lightDist, 0.0)).r;
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#endif
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}
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float GetSpecular(vec3 normal, vec3 eyeVec, vec3 lightDir, float specularPower)
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{
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vec3 halfVec = normalize(normalize(eyeVec) + lightDir);
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return pow(max(dot(normal, halfVec), 0.0), specularPower);
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}
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float GetIntensity(vec3 color)
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{
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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#ifdef SHADOW
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#if defined(DIRLIGHT) && (!defined(GL_ES) || defined(WEBGL))
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#define NUMCASCADES 4
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#else
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#define NUMCASCADES 1
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#endif
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#ifdef VSM_SHADOW
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float ReduceLightBleeding(float min, float p_max)
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{
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return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);
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}
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float Chebyshev(vec2 Moments, float depth)
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{
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//One-tailed inequality valid if depth > Moments.x
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float p = float(depth <= Moments.x);
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//Compute variance.
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float Variance = Moments.y - (Moments.x * Moments.x);
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float minVariance = cVSMShadowParams.x;
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Variance = max(Variance, minVariance);
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//Compute probabilistic upper bound.
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float d = depth - Moments.x;
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float p_max = Variance / (Variance + d*d);
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// Prevent light bleeding
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p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
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return max(p, p_max);
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}
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#endif
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#ifndef GL_ES
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float GetShadow(vec4 shadowPos)
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{
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#if defined(SIMPLE_SHADOW)
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// Take one sample
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#ifndef GL3
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float inLight = shadow2DProj(sShadowMap, shadowPos).r;
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#else
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float inLight = textureProj(sShadowMap, shadowPos);
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#endif
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return cShadowIntensity.y + cShadowIntensity.x * inLight;
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#elif defined(PCF_SHADOW)
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// Take four samples and average them
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// Note: in case of sampling a point light cube shadow, we optimize out the w divide as it has already been performed
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#ifndef POINTLIGHT
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vec2 offsets = cShadowMapInvSize * shadowPos.w;
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#else
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vec2 offsets = cShadowMapInvSize;
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#endif
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#ifndef GL3
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return cShadowIntensity.y + cShadowIntensity.x * (shadow2DProj(sShadowMap, shadowPos).r +
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shadow2DProj(sShadowMap, vec4(shadowPos.x + offsets.x, shadowPos.yzw)).r +
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shadow2DProj(sShadowMap, vec4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)).r +
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shadow2DProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)).r);
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#else
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return cShadowIntensity.y + cShadowIntensity.x * (textureProj(sShadowMap, shadowPos) +
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textureProj(sShadowMap, vec4(shadowPos.x + offsets.x, shadowPos.yzw)) +
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textureProj(sShadowMap, vec4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)) +
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textureProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)));
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#endif
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#elif defined(VSM_SHADOW)
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vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg;
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return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
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#endif
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}
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#else
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float GetShadow(highp vec4 shadowPos)
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{
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#if defined(SIMPLE_SHADOW)
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// Take one sample
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return cShadowIntensity.y + (texture2DProj(sShadowMap, shadowPos).r * shadowPos.w > shadowPos.z ? cShadowIntensity.x : 0.0);
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#elif defined(PCF_SHADOW)
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// Take four samples and average them
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vec2 offsets = cShadowMapInvSize * shadowPos.w;
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vec4 inLight = vec4(
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texture2DProj(sShadowMap, shadowPos).r * shadowPos.w > shadowPos.z,
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texture2DProj(sShadowMap, vec4(shadowPos.x + offsets.x, shadowPos.yzw)).r * shadowPos.w > shadowPos.z,
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texture2DProj(sShadowMap, vec4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)).r * shadowPos.w > shadowPos.z,
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texture2DProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)).r * shadowPos.w > shadowPos.z
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);
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return cShadowIntensity.y + dot(inLight, vec4(cShadowIntensity.x));
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#elif defined(VSM_SHADOW)
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vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg;
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return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
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#endif
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}
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#endif
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#ifdef POINTLIGHT
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float GetPointShadow(vec3 lightVec)
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{
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vec3 axis = textureCube(sFaceSelectCubeMap, lightVec).rgb;
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float depth = abs(dot(lightVec, axis));
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// Expand the maximum component of the light vector to get full 0.0 - 1.0 UV range from the cube map,
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// and to avoid sampling across faces. Some GPU's filter across faces, while others do not, and in this
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// case filtering across faces is wrong
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const vec3 factor = vec3(1.0 / 256.0);
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lightVec += factor * axis * lightVec;
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// Read the 2D UV coordinates, adjust according to shadow map size and add face offset
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vec4 indirectPos = textureCube(sIndirectionCubeMap, lightVec);
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indirectPos.xy *= cShadowCubeAdjust.xy;
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indirectPos.xy += vec2(cShadowCubeAdjust.z + indirectPos.z * 0.5, cShadowCubeAdjust.w + indirectPos.w);
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vec4 shadowPos = vec4(indirectPos.xy, cShadowDepthFade.x + cShadowDepthFade.y / depth, 1.0);
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return GetShadow(shadowPos);
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}
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#endif
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#ifdef DIRLIGHT
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float GetDirShadowFade(float inLight, float depth)
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{
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return min(inLight + max((depth - cShadowDepthFade.z) * cShadowDepthFade.w, 0.0), 1.0);
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}
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#if !defined(GL_ES) || defined(WEBGL)
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float GetDirShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
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{
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vec4 shadowPos;
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if (depth < cShadowSplits.x)
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shadowPos = iShadowPos[0];
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else if (depth < cShadowSplits.y)
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shadowPos = iShadowPos[1];
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else if (depth < cShadowSplits.z)
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shadowPos = iShadowPos[2];
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else
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shadowPos = iShadowPos[3];
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return GetDirShadowFade(GetShadow(shadowPos), depth);
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}
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#else
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float GetDirShadow(const highp vec4 iShadowPos[NUMCASCADES], float depth)
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{
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return GetDirShadowFade(GetShadow(iShadowPos[0]), depth);
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}
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#endif
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#ifndef GL_ES
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float GetDirShadowDeferred(vec4 projWorldPos, vec3 normal, float depth)
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{
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vec4 shadowPos;
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#ifdef NORMALOFFSET
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float cosAngle = clamp(1.0 - dot(normal, cLightDirPS), 0.0, 1.0);
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if (depth < cShadowSplits.x)
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shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.x * normal, 1.0) * cLightMatricesPS[0];
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else if (depth < cShadowSplits.y)
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shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.y * normal, 1.0) * cLightMatricesPS[1];
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else if (depth < cShadowSplits.z)
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shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.z * normal, 1.0) * cLightMatricesPS[2];
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else
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shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.w * normal, 1.0) * cLightMatricesPS[3];
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#else
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if (depth < cShadowSplits.x)
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shadowPos = projWorldPos * cLightMatricesPS[0];
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else if (depth < cShadowSplits.y)
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shadowPos = projWorldPos * cLightMatricesPS[1];
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else if (depth < cShadowSplits.z)
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shadowPos = projWorldPos * cLightMatricesPS[2];
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else
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shadowPos = projWorldPos * cLightMatricesPS[3];
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#endif
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return GetDirShadowFade(GetShadow(shadowPos), depth);
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}
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#endif
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#endif
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#ifndef GL_ES
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float GetShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
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#else
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float GetShadow(const highp vec4 iShadowPos[NUMCASCADES], float depth)
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#endif
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{
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#if defined(DIRLIGHT)
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return GetDirShadow(iShadowPos, depth);
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#elif defined(SPOTLIGHT)
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return GetShadow(iShadowPos[0]);
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#else
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return GetPointShadow(iShadowPos[0].xyz);
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#endif
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}
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#ifndef GL_ES
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float GetShadowDeferred(vec4 projWorldPos, vec3 normal, float depth)
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{
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#ifdef DIRLIGHT
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return GetDirShadowDeferred(projWorldPos, normal, depth);
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#else
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#ifdef NORMALOFFSET
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float cosAngle = clamp(1.0 - dot(normal, normalize(cLightPosPS.xyz - projWorldPos.xyz)), 0.0, 1.0);
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projWorldPos.xyz += cosAngle * cNormalOffsetScalePS.x * normal;
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#endif
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#ifdef SPOTLIGHT
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vec4 shadowPos = projWorldPos * cLightMatricesPS[1];
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return GetShadow(shadowPos);
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#else
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vec3 shadowPos = projWorldPos.xyz - cLightPosPS.xyz;
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return GetPointShadow(shadowPos);
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#endif
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#endif
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}
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#endif
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#endif
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#endif
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