160 lines
4.7 KiB
GLSL
160 lines
4.7 KiB
GLSL
#include "Uniforms.glsl"
|
|
#include "Samplers.glsl"
|
|
#include "Transform.glsl"
|
|
#include "ScreenPos.glsl"
|
|
#include "Lighting.glsl"
|
|
#include "Fog.glsl"
|
|
|
|
varying vec2 vTexCoord;
|
|
varying vec4 vWorldPos;
|
|
#ifdef VERTEXCOLOR
|
|
varying vec4 vColor;
|
|
#endif
|
|
#ifdef SOFTPARTICLES
|
|
varying vec4 vScreenPos;
|
|
uniform float cSoftParticleFadeScale;
|
|
#endif
|
|
#ifdef PERPIXEL
|
|
#ifdef SHADOW
|
|
#ifndef GL_ES
|
|
varying vec4 vShadowPos[NUMCASCADES];
|
|
#else
|
|
varying highp vec4 vShadowPos[NUMCASCADES];
|
|
#endif
|
|
#endif
|
|
#ifdef SPOTLIGHT
|
|
varying vec4 vSpotPos;
|
|
#endif
|
|
#ifdef POINTLIGHT
|
|
varying vec3 vCubeMaskVec;
|
|
#endif
|
|
#else
|
|
varying vec3 vVertexLight;
|
|
#endif
|
|
|
|
void VS()
|
|
{
|
|
mat4 modelMatrix = iModelMatrix;
|
|
vec3 worldPos = GetWorldPos(modelMatrix);
|
|
gl_Position = GetClipPos(worldPos);
|
|
vTexCoord = GetTexCoord(iTexCoord);
|
|
vWorldPos = vec4(worldPos, GetDepth(gl_Position));
|
|
|
|
#ifdef SOFTPARTICLES
|
|
vScreenPos = GetScreenPos(gl_Position);
|
|
#endif
|
|
|
|
#ifdef VERTEXCOLOR
|
|
vColor = iColor;
|
|
#endif
|
|
|
|
#ifdef PERPIXEL
|
|
// Per-pixel forward lighting
|
|
vec4 projWorldPos = vec4(worldPos, 1.0);
|
|
|
|
#ifdef SHADOW
|
|
// Shadow projection: transform from world space to shadow space
|
|
for (int i = 0; i < NUMCASCADES; i++)
|
|
vShadowPos[i] = GetShadowPos(i, vec3(0, 0, 0), projWorldPos);
|
|
#endif
|
|
|
|
#ifdef SPOTLIGHT
|
|
// Spotlight projection: transform from world space to projector texture coordinates
|
|
vSpotPos = projWorldPos * cLightMatrices[0];
|
|
#endif
|
|
|
|
#ifdef POINTLIGHT
|
|
vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
|
|
#endif
|
|
#else
|
|
// Ambient & per-vertex lighting
|
|
vVertexLight = GetAmbient(GetZonePos(worldPos));
|
|
|
|
#ifdef NUMVERTEXLIGHTS
|
|
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
|
|
vVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void PS()
|
|
{
|
|
// Get material diffuse albedo
|
|
#ifdef DIFFMAP
|
|
vec4 diffInput = texture2D(sDiffMap, vTexCoord);
|
|
#ifdef ALPHAMASK
|
|
if (diffInput.a < 0.5)
|
|
discard;
|
|
#endif
|
|
vec4 diffColor = cMatDiffColor * diffInput;
|
|
#else
|
|
vec4 diffColor = cMatDiffColor;
|
|
#endif
|
|
|
|
#ifdef VERTEXCOLOR
|
|
diffColor *= vColor;
|
|
#endif
|
|
|
|
// Get fog factor
|
|
#ifdef HEIGHTFOG
|
|
float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
|
|
#else
|
|
float fogFactor = GetFogFactor(vWorldPos.w);
|
|
#endif
|
|
|
|
// Soft particle fade
|
|
// In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
|
|
#ifdef SOFTPARTICLES
|
|
#ifdef EXPAND
|
|
if (diffColor.a < 0.01)
|
|
discard;
|
|
#endif
|
|
|
|
float particleDepth = vWorldPos.w;
|
|
#ifdef HWDEPTH
|
|
float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
|
|
#else
|
|
float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
|
|
#endif
|
|
|
|
#ifdef EXPAND
|
|
float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
|
|
float fade = clamp(diffZ * cSoftParticleFadeScale, 0.0, 1.0);
|
|
#else
|
|
float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
|
|
float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0);
|
|
#endif
|
|
|
|
diffColor.a = max(diffColor.a - fade, 0.0);
|
|
#endif
|
|
|
|
#ifdef PERPIXEL
|
|
// Per-pixel forward lighting
|
|
vec3 lightColor;
|
|
vec3 lightDir;
|
|
vec3 finalColor;
|
|
|
|
float diff = GetDiffuseVolumetric(vWorldPos.xyz);
|
|
|
|
#ifdef SHADOW
|
|
diff *= GetShadow(vShadowPos, vWorldPos.w);
|
|
#endif
|
|
|
|
#if defined(SPOTLIGHT)
|
|
lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
|
|
#elif defined(CUBEMASK)
|
|
lightColor = textureCube(sLightCubeMap, vCubeMaskVec).rgb * cLightColor.rgb;
|
|
#else
|
|
lightColor = cLightColor.rgb;
|
|
#endif
|
|
|
|
finalColor = diff * lightColor * diffColor.rgb;
|
|
gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
|
|
#else
|
|
// Ambient & per-vertex lighting
|
|
vec3 finalColor = vVertexLight * diffColor.rgb;
|
|
|
|
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
|
|
#endif
|
|
}
|