99 lines
3.2 KiB
GLSL
99 lines
3.2 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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#ifdef DIRLIGHT
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varying vec2 vScreenPos;
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#else
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varying vec4 vScreenPos;
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#endif
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varying vec3 vFarRay;
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#ifdef ORTHO
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varying vec3 vNearRay;
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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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#ifdef DIRLIGHT
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vScreenPos = GetScreenPosPreDiv(gl_Position);
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vFarRay = GetFarRay(gl_Position);
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#ifdef ORTHO
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vNearRay = GetNearRay(gl_Position);
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#endif
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#else
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vScreenPos = GetScreenPos(gl_Position);
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vFarRay = GetFarRay(gl_Position) * gl_Position.w;
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#ifdef ORTHO
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vNearRay = GetNearRay(gl_Position) * gl_Position.w;
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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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// If rendering a directional light quad, optimize out the w divide
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#ifdef DIRLIGHT
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#ifdef HWDEPTH
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float depth = ReconstructDepth(texture2D(sDepthBuffer, vScreenPos).r);
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#else
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float depth = DecodeDepth(texture2D(sDepthBuffer, vScreenPos).rgb);
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#endif
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#ifdef ORTHO
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vec3 worldPos = mix(vNearRay, vFarRay, depth);
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#else
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vec3 worldPos = vFarRay * depth;
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#endif
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vec4 normalInput = texture2D(sNormalBuffer, vScreenPos);
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#else
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#ifdef HWDEPTH
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float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
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#else
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float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
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#endif
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#ifdef ORTHO
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vec3 worldPos = mix(vNearRay, vFarRay, depth) / vScreenPos.w;
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#else
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vec3 worldPos = vFarRay * depth / vScreenPos.w;
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#endif
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vec4 normalInput = texture2DProj(sNormalBuffer, vScreenPos);
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#endif
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// Position acquired via near/far ray is relative to camera. Bring position to world space
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vec3 eyeVec = -worldPos;
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worldPos += cCameraPosPS;
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vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
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vec4 projWorldPos = vec4(worldPos, 1.0);
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vec3 lightColor;
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vec3 lightDir;
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// Accumulate light at half intensity to allow 2x "overburn"
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float diff = 0.5 * GetDiffuse(normal, worldPos, lightDir);
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#ifdef SHADOW
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diff *= GetShadowDeferred(projWorldPos, normal, depth);
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#endif
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#if defined(SPOTLIGHT)
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vec4 spotPos = projWorldPos * cLightMatricesPS[0];
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lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0);
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#elif defined(CUBEMASK)
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mat3 lightVecRot = mat3(cLightMatricesPS[0][0].xyz, cLightMatricesPS[0][1].xyz, cLightMatricesPS[0][2].xyz);
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lightColor = textureCube(sLightCubeMap, (worldPos - cLightPosPS.xyz) * lightVecRot).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 = lightColor.g * GetSpecular(normal, eyeVec, lightDir, normalInput.a * 255.0);
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gl_FragColor = diff * vec4(lightColor, spec * cLightColor.a);
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#else
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gl_FragColor = diff * vec4(lightColor, 0.0);
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#endif
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}
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