Urho3D/bin/CoreData/Shaders/GLSL/PrepassLight.glsl

99 lines
3.2 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
#ifdef DIRLIGHT
varying vec2 vScreenPos;
#else
varying vec4 vScreenPos;
#endif
varying vec3 vFarRay;
#ifdef ORTHO
varying vec3 vNearRay;
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
#ifdef DIRLIGHT
vScreenPos = GetScreenPosPreDiv(gl_Position);
vFarRay = GetFarRay(gl_Position);
#ifdef ORTHO
vNearRay = GetNearRay(gl_Position);
#endif
#else
vScreenPos = GetScreenPos(gl_Position);
vFarRay = GetFarRay(gl_Position) * gl_Position.w;
#ifdef ORTHO
vNearRay = GetNearRay(gl_Position) * gl_Position.w;
#endif
#endif
}
void PS()
{
// If rendering a directional light quad, optimize out the w divide
#ifdef DIRLIGHT
#ifdef HWDEPTH
float depth = ReconstructDepth(texture2D(sDepthBuffer, vScreenPos).r);
#else
float depth = DecodeDepth(texture2D(sDepthBuffer, vScreenPos).rgb);
#endif
#ifdef ORTHO
vec3 worldPos = mix(vNearRay, vFarRay, depth);
#else
vec3 worldPos = vFarRay * depth;
#endif
vec4 normalInput = texture2D(sNormalBuffer, vScreenPos);
#else
#ifdef HWDEPTH
float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
#else
float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
#endif
#ifdef ORTHO
vec3 worldPos = mix(vNearRay, vFarRay, depth) / vScreenPos.w;
#else
vec3 worldPos = vFarRay * depth / vScreenPos.w;
#endif
vec4 normalInput = texture2DProj(sNormalBuffer, vScreenPos);
#endif
// Position acquired via near/far ray is relative to camera. Bring position to world space
vec3 eyeVec = -worldPos;
worldPos += cCameraPosPS;
vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
vec4 projWorldPos = vec4(worldPos, 1.0);
vec3 lightColor;
vec3 lightDir;
// Accumulate light at half intensity to allow 2x "overburn"
float diff = 0.5 * GetDiffuse(normal, worldPos, lightDir);
#ifdef SHADOW
diff *= GetShadowDeferred(projWorldPos, normal, depth);
#endif
#if defined(SPOTLIGHT)
vec4 spotPos = projWorldPos * cLightMatricesPS[0];
lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0);
#elif defined(CUBEMASK)
mat3 lightVecRot = mat3(cLightMatricesPS[0][0].xyz, cLightMatricesPS[0][1].xyz, cLightMatricesPS[0][2].xyz);
lightColor = textureCube(sLightCubeMap, (worldPos - cLightPosPS.xyz) * lightVecRot).rgb * cLightColor.rgb;
#else
lightColor = cLightColor.rgb;
#endif
#ifdef SPECULAR
float spec = lightColor.g * GetSpecular(normal, eyeVec, lightDir, normalInput.a * 255.0);
gl_FragColor = diff * vec4(lightColor, spec * cLightColor.a);
#else
gl_FragColor = diff * vec4(lightColor, 0.0);
#endif
}