Urho3D/bin/CoreData/Shaders/GLSL/TerrainBlend.glsl
2016-07-25 01:31:51 +03:00

196 lines
6.3 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
#include "Fog.glsl"
varying vec2 vTexCoord;
#ifndef GL_ES
varying vec2 vDetailTexCoord;
#else
varying mediump vec2 vDetailTexCoord;
#endif
varying vec3 vNormal;
varying vec4 vWorldPos;
#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;
varying vec4 vScreenPos;
#ifdef ENVCUBEMAP
varying vec3 vReflectionVec;
#endif
#if defined(LIGHTMAP) || defined(AO)
varying vec2 vTexCoord2;
#endif
#endif
uniform sampler2D sWeightMap0;
uniform sampler2D sDetailMap1;
uniform sampler2D sDetailMap2;
uniform sampler2D sDetailMap3;
#ifndef GL_ES
uniform vec2 cDetailTiling;
#else
uniform mediump vec2 cDetailTiling;
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vNormal = GetWorldNormal(modelMatrix);
vWorldPos = vec4(worldPos, GetDepth(gl_Position));
vTexCoord = GetTexCoord(iTexCoord);
vDetailTexCoord = cDetailTiling * vTexCoord;
#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, vNormal, 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
#if defined(LIGHTMAP) || defined(AO)
// If using lightmap, disregard zone ambient light
// If using AO, calculate ambient in the PS
vVertexLight = vec3(0.0, 0.0, 0.0);
vTexCoord2 = iTexCoord1;
#else
vVertexLight = GetAmbient(GetZonePos(worldPos));
#endif
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
#endif
vScreenPos = GetScreenPos(gl_Position);
#ifdef ENVCUBEMAP
vReflectionVec = worldPos - cCameraPos;
#endif
#endif
}
void PS()
{
// Get material diffuse albedo
vec3 weights = texture2D(sWeightMap0, vTexCoord).rgb;
float sumWeights = weights.r + weights.g + weights.b;
weights /= sumWeights;
vec4 diffColor = cMatDiffColor * (
weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
weights.b * texture2D(sDetailMap3, vDetailTexCoord)
);
// Get material specular albedo
vec3 specColor = cMatSpecColor.rgb;
// Get normal
vec3 normal = normalize(vNormal);
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
#else
float fogFactor = GetFogFactor(vWorldPos.w);
#endif
#if defined(PERPIXEL)
// Per-pixel forward lighting
vec3 lightColor;
vec3 lightDir;
vec3 finalColor;
float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir);
#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
#ifdef SPECULAR
float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
#else
finalColor = diff * lightColor * diffColor.rgb;
#endif
#ifdef AMBIENT
finalColor += cAmbientColor.rgb * diffColor.rgb;
finalColor += cMatEmissiveColor;
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
#else
gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
#endif
#elif defined(PREPASS)
// Fill light pre-pass G-Buffer
float specPower = cMatSpecColor.a / 255.0;
gl_FragData[0] = vec4(normal * 0.5 + 0.5, specPower);
gl_FragData[1] = vec4(EncodeDepth(vWorldPos.w), 0.0);
#elif defined(DEFERRED)
// Fill deferred G-buffer
float specIntensity = specColor.g;
float specPower = cMatSpecColor.a / 255.0;
gl_FragData[0] = vec4(GetFog(vVertexLight * diffColor.rgb, fogFactor), 1.0);
gl_FragData[1] = fogFactor * vec4(diffColor.rgb, specIntensity);
gl_FragData[2] = vec4(normal * 0.5 + 0.5, specPower);
gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0);
#else
// Ambient & per-vertex lighting
vec3 finalColor = vVertexLight * diffColor.rgb;
#ifdef MATERIAL
// Add light pre-pass accumulation result
// Lights are accumulated at half intensity. Bring back to full intensity now
vec4 lightInput = 2.0 * texture2DProj(sLightBuffer, vScreenPos);
vec3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
#endif
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
#endif
}