mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 12:26:59 +01:00
3a04d5adfe
On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader. This could potentially lead to large gains in performance on affected hardware.
2347 lines
60 KiB
GLSL
2347 lines
60 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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// Default to high precision variables for the vertex shader.
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// Note that the fragment shader however may default to mediump on mobile for performance,
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// and thus shared uniforms should use a specifier to be consistent in both shaders.
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precision highp float;
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precision highp int;
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#endif
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#if defined(ENSURE_CORRECT_NORMALS)
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#define INVERSE_USED
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#endif
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/* clang-format on */
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#include "stdlib.glsl"
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/* clang-format off */
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#define SHADER_IS_SRGB true
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#define M_PI 3.14159265359
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//
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// attributes
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//
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attribute highp vec4 vertex_attrib; // attrib:0
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/* clang-format on */
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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attribute vec4 normal_tangent_attrib; // attrib:1
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#else
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attribute vec3 normal_attrib; // attrib:1
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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// packed into normal_attrib zw component
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#else
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attribute vec4 tangent_attrib; // attrib:2
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#endif
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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attribute vec4 color_attrib; // attrib:3
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#endif
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#if defined(ENABLE_UV_INTERP)
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attribute vec2 uv_attrib; // attrib:4
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#endif
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#if defined(ENABLE_UV2_INTERP)
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attribute vec2 uv2_attrib; // attrib:5
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#endif
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#ifdef USE_SKELETON
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#ifdef USE_SKELETON_SOFTWARE
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attribute highp vec4 bone_transform_row_0; // attrib:13
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attribute highp vec4 bone_transform_row_1; // attrib:14
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attribute highp vec4 bone_transform_row_2; // attrib:15
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#else
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attribute vec4 bone_ids; // attrib:6
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attribute highp vec4 bone_weights; // attrib:7
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uniform highp sampler2D bone_transforms; // texunit:-1
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uniform ivec2 skeleton_texture_size;
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#endif
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#endif
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#ifdef USE_INSTANCING
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attribute highp vec4 instance_xform_row_0; // attrib:8
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attribute highp vec4 instance_xform_row_1; // attrib:9
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attribute highp vec4 instance_xform_row_2; // attrib:10
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attribute highp vec4 instance_color; // attrib:11
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attribute highp vec4 instance_custom_data; // attrib:12
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#endif
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//
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// uniforms
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//
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uniform highp mat4 camera_matrix;
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uniform highp mat4 camera_inverse_matrix;
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uniform highp mat4 projection_matrix;
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uniform highp mat4 projection_inverse_matrix;
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uniform highp mat4 world_transform;
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uniform highp float time;
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uniform highp vec2 viewport_size;
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#ifdef RENDER_DEPTH
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uniform float light_bias;
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uniform float light_normal_bias;
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#endif
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uniform highp int view_index;
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return normalize(v);
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}
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#endif
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//
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// varyings
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//
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#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
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varying highp vec4 position_interp;
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#endif
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varying highp vec3 vertex_interp;
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varying vec3 normal_interp;
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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varying vec3 tangent_interp;
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varying vec3 binormal_interp;
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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varying vec4 color_interp;
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#endif
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#if defined(ENABLE_UV_INTERP)
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varying vec2 uv_interp;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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varying vec2 uv2_interp;
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#endif
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/* clang-format off */
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VERTEX_SHADER_GLOBALS
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/* clang-format on */
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#ifdef RENDER_DEPTH_DUAL_PARABOLOID
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varying highp float dp_clip;
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uniform highp float shadow_dual_paraboloid_render_zfar;
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uniform highp float shadow_dual_paraboloid_render_side;
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#endif
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#if defined(USE_SHADOW) && defined(USE_LIGHTING)
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uniform highp mat4 light_shadow_matrix;
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varying highp vec4 shadow_coord;
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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uniform highp mat4 light_shadow_matrix2;
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varying highp vec4 shadow_coord2;
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#endif
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#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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uniform highp mat4 light_shadow_matrix3;
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varying highp vec4 shadow_coord3;
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#endif
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#if defined(LIGHT_USE_PSSM4)
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uniform highp mat4 light_shadow_matrix4;
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varying highp vec4 shadow_coord4;
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#endif
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#endif
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#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
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varying highp vec3 diffuse_interp;
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varying highp vec3 specular_interp;
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// general for all lights
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uniform highp vec4 light_color;
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uniform highp vec4 shadow_color;
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uniform highp float light_specular;
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// directional
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uniform highp vec3 light_direction;
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// omni
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uniform highp vec3 light_position;
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uniform highp float light_range;
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uniform highp float light_attenuation;
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// spot
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uniform highp float light_spot_attenuation;
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uniform highp float light_spot_range;
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uniform highp float light_spot_angle;
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float get_omni_attenuation(float distance, float inv_range, float decay) {
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float nd = distance * inv_range;
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nd *= nd;
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nd *= nd; // nd^4
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nd = max(1.0 - nd, 0.0);
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nd *= nd; // nd^2
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return nd * pow(max(distance, 0.0001), -decay);
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}
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void light_compute(
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vec3 N,
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vec3 L,
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vec3 V,
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vec3 light_color,
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vec3 attenuation,
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float roughness) {
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//this makes lights behave closer to linear, but then addition of lights looks bad
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//better left disabled
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//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
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/*
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#define SRGB_APPROX(m_var) {\
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float S1 = sqrt(m_var);\
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float S2 = sqrt(S1);\
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float S3 = sqrt(S2);\
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m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
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}
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*/
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#define SRGB_APPROX(m_var)
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float NdotL = dot(N, L);
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float NdotV = dot(N, V);
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float cNdotV = max(NdotV, 0.0);
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#if defined(DIFFUSE_OREN_NAYAR)
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vec3 diffuse_brdf_NL;
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#else
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float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
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#endif
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#if defined(DIFFUSE_LAMBERT_WRAP)
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// energy conserving lambert wrap shader
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diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
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#elif defined(DIFFUSE_OREN_NAYAR)
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{
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// see http://mimosa-pudica.net/improved-oren-nayar.html
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float LdotV = dot(L, V);
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float s = LdotV - NdotL * NdotV;
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float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
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float sigma2 = roughness * roughness; // TODO: this needs checking
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vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
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float B = 0.45 * sigma2 / (sigma2 + 0.09);
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diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
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}
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#else
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// lambert by default for everything else
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diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
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#endif
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SRGB_APPROX(diffuse_brdf_NL)
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diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
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if (roughness > 0.0) {
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// D
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float specular_brdf_NL = 0.0;
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#if !defined(SPECULAR_DISABLED)
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//normalized blinn always unless disabled
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = blinn;
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#endif
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SRGB_APPROX(specular_brdf_NL)
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specular_interp += specular_brdf_NL * light_color * attenuation;
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}
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}
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#endif
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#ifdef USE_VERTEX_LIGHTING
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#ifdef USE_REFLECTION_PROBE1
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uniform highp mat4 refprobe1_local_matrix;
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varying mediump vec4 refprobe1_reflection_normal_blend;
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uniform highp vec3 refprobe1_box_extents;
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varying mediump vec3 refprobe1_ambient_normal;
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#endif //reflection probe1
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#ifdef USE_REFLECTION_PROBE2
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uniform highp mat4 refprobe2_local_matrix;
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varying mediump vec4 refprobe2_reflection_normal_blend;
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uniform highp vec3 refprobe2_box_extents;
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varying mediump vec3 refprobe2_ambient_normal;
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#endif //reflection probe2
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#endif //vertex lighting for refprobes
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#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
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varying vec4 fog_interp;
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uniform mediump vec4 fog_color_base;
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#ifdef LIGHT_MODE_DIRECTIONAL
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uniform mediump vec4 fog_sun_color_amount;
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#endif
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uniform bool fog_transmit_enabled;
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uniform mediump float fog_transmit_curve;
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#ifdef FOG_DEPTH_ENABLED
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uniform highp float fog_depth_begin;
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uniform mediump float fog_depth_curve;
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uniform mediump float fog_max_distance;
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#endif
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#ifdef FOG_HEIGHT_ENABLED
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uniform highp float fog_height_min;
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uniform highp float fog_height_max;
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uniform mediump float fog_height_curve;
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#endif
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#endif //fog
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void main() {
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highp vec4 vertex = vertex_attrib;
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mat4 world_matrix = world_transform;
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#ifdef USE_INSTANCING
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{
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highp mat4 m = mat4(
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instance_xform_row_0,
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instance_xform_row_1,
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instance_xform_row_2,
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vec4(0.0, 0.0, 0.0, 1.0));
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world_matrix = world_matrix * transpose(m);
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}
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#endif
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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vec3 normal = oct_to_vec3(normal_tangent_attrib.xy);
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#else
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vec3 normal = normal_attrib;
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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vec3 tangent = oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0));
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float binormalf = sign(normal_tangent_attrib.w);
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#else
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vec3 tangent = tangent_attrib.xyz;
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float binormalf = tangent_attrib.a;
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#endif
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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#if defined(ENABLE_COLOR_INTERP)
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color_interp = color_attrib;
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#ifdef USE_INSTANCING
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color_interp *= instance_color;
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#endif
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#endif
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#if defined(ENABLE_UV_INTERP)
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uv_interp = uv_attrib;
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#endif
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#if defined(ENABLE_UV2_INTERP)
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uv2_interp = uv2_attrib;
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#endif
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#if defined(OVERRIDE_POSITION)
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highp vec4 position;
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#endif
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = world_matrix * vertex;
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#if defined(ENSURE_CORRECT_NORMALS)
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mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
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normal = normal_matrix * normal;
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#else
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normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
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#endif
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#endif
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#ifdef USE_SKELETON
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highp mat4 bone_transform = mat4(0.0);
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#ifdef USE_SKELETON_SOFTWARE
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// passing the transform as attributes
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bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0);
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bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0);
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bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0);
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bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0);
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#else
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// look up transform from the "pose texture"
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{
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ivec4 bone_indicesi = ivec4(bone_ids); // cast to signed int
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ivec2 tex_ofs = ivec2(bone_indicesi.x * 3, 0);
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bone_transform = mat4(
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
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vec4(0.0, 0.0, 0.0, 1.0)) *
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bone_weights.x;
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tex_ofs = ivec2(bone_indicesi.y * 3, 0);
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bone_transform += mat4(
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
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vec4(0.0, 0.0, 0.0, 1.0)) *
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bone_weights.y;
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tex_ofs = ivec2(bone_indicesi.z * 3, 0);
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bone_transform += mat4(
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
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vec4(0.0, 0.0, 0.0, 1.0)) *
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bone_weights.z;
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tex_ofs = ivec2(bone_indicesi.w * 3, 0);
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bone_transform += mat4(
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
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texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
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vec4(0.0, 0.0, 0.0, 1.0)) *
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bone_weights.w;
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bone_transform = transpose(bone_transform);
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}
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#endif
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world_matrix = world_matrix * bone_transform;
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#endif
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#ifdef USE_INSTANCING
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vec4 instance_custom = instance_custom_data;
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#else
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vec4 instance_custom = vec4(0.0);
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#endif
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mat4 local_projection_matrix = projection_matrix;
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mat4 modelview = camera_inverse_matrix * world_matrix;
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float roughness = 1.0;
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#define projection_matrix local_projection_matrix
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#define world_transform world_matrix
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float point_size = 1.0;
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{
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/* clang-format off */
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VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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vec4 outvec = vertex;
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// use local coordinates
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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|
vertex = modelview * vertex;
|
|
#if defined(ENSURE_CORRECT_NORMALS)
|
|
mat3 normal_matrix = mat3(transpose(inverse(modelview)));
|
|
normal = normal_matrix * normal;
|
|
#else
|
|
normal = normalize((modelview * vec4(normal, 0.0)).xyz);
|
|
#endif
|
|
|
|
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
|
|
tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
|
|
binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
|
|
#endif
|
|
#endif
|
|
|
|
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
|
|
vertex = camera_inverse_matrix * vertex;
|
|
normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
|
|
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
|
|
tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
|
|
binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
|
|
#endif
|
|
#endif
|
|
|
|
vertex_interp = vertex.xyz;
|
|
normal_interp = normal;
|
|
|
|
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
|
|
tangent_interp = tangent;
|
|
binormal_interp = binormal;
|
|
#endif
|
|
|
|
#ifdef RENDER_DEPTH
|
|
|
|
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
|
|
|
|
vertex_interp.z *= shadow_dual_paraboloid_render_side;
|
|
normal_interp.z *= shadow_dual_paraboloid_render_side;
|
|
|
|
dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
|
|
|
|
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
|
|
|
|
highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias;
|
|
highp float distance = length(vtx);
|
|
vtx = normalize(vtx);
|
|
vtx.xy /= 1.0 - vtx.z;
|
|
vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
|
|
vtx.z = vtx.z * 2.0 - 1.0;
|
|
|
|
vertex_interp = vtx;
|
|
|
|
#else
|
|
float z_ofs = light_bias;
|
|
z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
|
|
|
|
vertex_interp.z -= z_ofs;
|
|
#endif //dual parabolloid
|
|
|
|
#endif //depth
|
|
|
|
//vertex lighting
|
|
#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
|
|
//vertex shaded version of lighting (more limited)
|
|
vec3 L;
|
|
vec3 light_att;
|
|
|
|
#ifdef LIGHT_MODE_OMNI
|
|
vec3 light_vec = light_position - vertex_interp;
|
|
float light_length = length(light_vec);
|
|
|
|
float normalized_distance = light_length / light_range;
|
|
|
|
if (normalized_distance < 1.0) {
|
|
#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
|
|
float omni_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
|
|
#else
|
|
float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
|
|
#endif
|
|
|
|
light_att = vec3(omni_attenuation);
|
|
} else {
|
|
light_att = vec3(0.0);
|
|
}
|
|
|
|
L = normalize(light_vec);
|
|
|
|
#endif
|
|
|
|
#ifdef LIGHT_MODE_SPOT
|
|
|
|
vec3 light_rel_vec = light_position - vertex_interp;
|
|
float light_length = length(light_rel_vec);
|
|
float normalized_distance = light_length / light_range;
|
|
|
|
if (normalized_distance < 1.0) {
|
|
#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
|
|
float spot_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
|
|
#else
|
|
float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
|
|
#endif
|
|
|
|
vec3 spot_dir = light_direction;
|
|
|
|
float spot_cutoff = light_spot_angle;
|
|
|
|
float angle = dot(-normalize(light_rel_vec), spot_dir);
|
|
|
|
if (angle > spot_cutoff) {
|
|
float scos = max(angle, spot_cutoff);
|
|
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
|
|
|
|
spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
|
|
|
|
light_att = vec3(spot_attenuation);
|
|
} else {
|
|
light_att = vec3(0.0);
|
|
}
|
|
} else {
|
|
light_att = vec3(0.0);
|
|
}
|
|
|
|
L = normalize(light_rel_vec);
|
|
|
|
#endif
|
|
|
|
#ifdef LIGHT_MODE_DIRECTIONAL
|
|
vec3 light_vec = -light_direction;
|
|
light_att = vec3(1.0); //no base attenuation
|
|
L = normalize(light_vec);
|
|
#endif
|
|
|
|
diffuse_interp = vec3(0.0);
|
|
specular_interp = vec3(0.0);
|
|
light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness);
|
|
|
|
#endif
|
|
|
|
//shadows (for both vertex and fragment)
|
|
#if defined(USE_SHADOW) && defined(USE_LIGHTING)
|
|
|
|
vec4 vi4 = vec4(vertex_interp, 1.0);
|
|
shadow_coord = light_shadow_matrix * vi4;
|
|
|
|
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
|
shadow_coord2 = light_shadow_matrix2 * vi4;
|
|
#endif
|
|
|
|
#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
|
shadow_coord3 = light_shadow_matrix3 * vi4;
|
|
#endif
|
|
|
|
#if defined(LIGHT_USE_PSSM4)
|
|
shadow_coord4 = light_shadow_matrix4 * vi4;
|
|
#endif
|
|
|
|
#endif //use shadow and use lighting
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
|
|
#ifdef USE_REFLECTION_PROBE1
|
|
{
|
|
vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
|
|
vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
|
|
vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
|
|
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
|
|
|
|
{
|
|
vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
|
|
refprobe1_reflection_normal_blend.xyz = local_ref_vec;
|
|
refprobe1_reflection_normal_blend.a = blend;
|
|
}
|
|
|
|
refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz;
|
|
}
|
|
|
|
#endif //USE_REFLECTION_PROBE1
|
|
|
|
#ifdef USE_REFLECTION_PROBE2
|
|
{
|
|
vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
|
|
vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz;
|
|
vec3 inner_pos = abs(local_pos / refprobe2_box_extents);
|
|
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
|
|
|
|
{
|
|
vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
|
|
refprobe2_reflection_normal_blend.xyz = local_ref_vec;
|
|
refprobe2_reflection_normal_blend.a = blend;
|
|
}
|
|
|
|
refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz;
|
|
}
|
|
|
|
#endif //USE_REFLECTION_PROBE2
|
|
|
|
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
|
|
|
float fog_amount = 0.0;
|
|
|
|
#ifdef LIGHT_MODE_DIRECTIONAL
|
|
|
|
vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0));
|
|
#else
|
|
vec3 fog_color = fog_color_base.rgb;
|
|
#endif
|
|
|
|
#ifdef FOG_DEPTH_ENABLED
|
|
|
|
{
|
|
float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
|
|
|
|
fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
|
|
}
|
|
#endif
|
|
|
|
#ifdef FOG_HEIGHT_ENABLED
|
|
{
|
|
float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
|
|
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
|
|
}
|
|
#endif
|
|
fog_interp = vec4(fog_color, fog_amount);
|
|
|
|
#endif //fog
|
|
|
|
#endif //use vertex lighting
|
|
|
|
#if defined(OVERRIDE_POSITION)
|
|
gl_Position = position;
|
|
#else
|
|
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
|
|
#endif
|
|
|
|
#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
|
|
position_interp = gl_Position;
|
|
#endif
|
|
}
|
|
|
|
/* clang-format off */
|
|
[fragment]
|
|
|
|
// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
|
|
// Do not copy these defines in the vertex section.
|
|
#ifndef USE_GLES_OVER_GL
|
|
#ifdef GL_EXT_shader_texture_lod
|
|
#extension GL_EXT_shader_texture_lod : enable
|
|
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
|
|
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
|
|
#endif
|
|
#endif // !USE_GLES_OVER_GL
|
|
|
|
#ifdef GL_ARB_shader_texture_lod
|
|
#extension GL_ARB_shader_texture_lod : enable
|
|
#endif
|
|
|
|
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
|
|
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
|
|
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
|
|
#endif
|
|
|
|
#ifdef USE_GLES_OVER_GL
|
|
#define lowp
|
|
#define mediump
|
|
#define highp
|
|
#else
|
|
// On mobile devices we want to default to medium precision to increase performance in the fragment shader.
|
|
#if defined(USE_HIGHP_PRECISION)
|
|
precision highp float;
|
|
precision highp int;
|
|
#else
|
|
precision mediump float;
|
|
precision mediump int;
|
|
#endif
|
|
#endif
|
|
|
|
#include "stdlib.glsl"
|
|
|
|
#define M_PI 3.14159265359
|
|
#define SHADER_IS_SRGB true
|
|
|
|
//
|
|
// uniforms
|
|
//
|
|
|
|
uniform highp mat4 camera_matrix;
|
|
/* clang-format on */
|
|
uniform highp mat4 camera_inverse_matrix;
|
|
uniform highp mat4 projection_matrix;
|
|
uniform highp mat4 projection_inverse_matrix;
|
|
|
|
uniform highp mat4 world_transform;
|
|
|
|
uniform highp float time;
|
|
uniform highp int view_index;
|
|
|
|
uniform highp vec2 viewport_size;
|
|
|
|
#if defined(SCREEN_UV_USED)
|
|
uniform vec2 screen_pixel_size;
|
|
#endif
|
|
|
|
#if defined(SCREEN_TEXTURE_USED)
|
|
uniform highp sampler2D screen_texture; //texunit:-4
|
|
#endif
|
|
#if defined(DEPTH_TEXTURE_USED)
|
|
uniform highp sampler2D depth_texture; //texunit:-4
|
|
#endif
|
|
|
|
#ifdef USE_REFLECTION_PROBE1
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
|
|
varying mediump vec4 refprobe1_reflection_normal_blend;
|
|
|
|
varying mediump vec3 refprobe1_ambient_normal;
|
|
|
|
#else
|
|
|
|
uniform bool refprobe1_use_box_project;
|
|
uniform highp vec3 refprobe1_box_extents;
|
|
uniform vec3 refprobe1_box_offset;
|
|
uniform highp mat4 refprobe1_local_matrix;
|
|
|
|
#endif //use vertex lighting
|
|
|
|
uniform bool refprobe1_exterior;
|
|
|
|
uniform highp samplerCube reflection_probe1; //texunit:-5
|
|
|
|
uniform float refprobe1_intensity;
|
|
uniform vec4 refprobe1_ambient;
|
|
|
|
#endif //USE_REFLECTION_PROBE1
|
|
|
|
#ifdef USE_REFLECTION_PROBE2
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
|
|
varying mediump vec4 refprobe2_reflection_normal_blend;
|
|
|
|
varying mediump vec3 refprobe2_ambient_normal;
|
|
|
|
#else
|
|
|
|
uniform bool refprobe2_use_box_project;
|
|
uniform highp vec3 refprobe2_box_extents;
|
|
uniform vec3 refprobe2_box_offset;
|
|
uniform highp mat4 refprobe2_local_matrix;
|
|
|
|
#endif //use vertex lighting
|
|
|
|
uniform bool refprobe2_exterior;
|
|
|
|
uniform highp samplerCube reflection_probe2; //texunit:-6
|
|
|
|
uniform float refprobe2_intensity;
|
|
uniform vec4 refprobe2_ambient;
|
|
|
|
#endif //USE_REFLECTION_PROBE2
|
|
|
|
#define RADIANCE_MAX_LOD 6.0
|
|
|
|
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
|
|
|
|
void reflection_process(samplerCube reflection_map,
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
vec3 ref_normal,
|
|
vec3 amb_normal,
|
|
float ref_blend,
|
|
|
|
#else //no vertex lighting
|
|
vec3 normal, vec3 vertex,
|
|
mat4 local_matrix,
|
|
bool use_box_project, vec3 box_extents, vec3 box_offset,
|
|
#endif //vertex lighting
|
|
bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
|
|
|
|
vec4 reflection;
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
|
|
reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
|
|
|
|
float blend = ref_blend; //crappier blend formula for vertex
|
|
blend *= blend;
|
|
blend = max(0.0, 1.0 - blend);
|
|
|
|
#else //fragment lighting
|
|
|
|
vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz;
|
|
|
|
if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
|
|
return;
|
|
}
|
|
|
|
vec3 inner_pos = abs(local_pos / box_extents);
|
|
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
|
|
blend = mix(length(inner_pos), blend, blend);
|
|
blend *= blend;
|
|
blend = max(0.0, 1.0 - blend);
|
|
|
|
//reflect and make local
|
|
vec3 ref_normal = normalize(reflect(vertex, normal));
|
|
ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz;
|
|
|
|
if (use_box_project) { //box project
|
|
|
|
vec3 nrdir = normalize(ref_normal);
|
|
vec3 rbmax = (box_extents - local_pos) / nrdir;
|
|
vec3 rbmin = (-box_extents - local_pos) / nrdir;
|
|
|
|
vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0))));
|
|
|
|
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
|
|
vec3 posonbox = local_pos + nrdir * fa;
|
|
ref_normal = posonbox - box_offset.xyz;
|
|
}
|
|
|
|
reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
|
|
#endif
|
|
|
|
if (exterior) {
|
|
reflection.rgb = mix(skybox, reflection.rgb, blend);
|
|
}
|
|
reflection.rgb *= intensity;
|
|
reflection.a = blend;
|
|
reflection.rgb *= blend;
|
|
|
|
reflection_accum += reflection;
|
|
|
|
vec4 ambient_out;
|
|
#ifndef USE_VERTEX_LIGHTING
|
|
|
|
vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz;
|
|
#endif
|
|
|
|
ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb;
|
|
ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a);
|
|
if (exterior) {
|
|
ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
|
|
}
|
|
|
|
ambient_out.a = blend;
|
|
ambient_out.rgb *= blend;
|
|
ambient_accum += ambient_out;
|
|
}
|
|
|
|
#endif //use refprobe 1 or 2
|
|
|
|
#ifdef USE_RADIANCE_MAP
|
|
|
|
uniform samplerCube radiance_map; // texunit:-2
|
|
|
|
uniform mat4 radiance_inverse_xform;
|
|
|
|
#endif
|
|
|
|
uniform vec4 bg_color;
|
|
uniform float bg_energy;
|
|
|
|
uniform float ambient_sky_contribution;
|
|
uniform vec4 ambient_color;
|
|
uniform float ambient_energy;
|
|
|
|
#ifdef USE_LIGHTING
|
|
|
|
uniform highp vec4 shadow_color;
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
|
|
//get from vertex
|
|
varying highp vec3 diffuse_interp;
|
|
varying highp vec3 specular_interp;
|
|
|
|
uniform highp vec3 light_direction; //may be used by fog, so leave here
|
|
|
|
#else
|
|
//done in fragment
|
|
// general for all lights
|
|
uniform highp vec4 light_color;
|
|
|
|
uniform highp float light_specular;
|
|
|
|
// directional
|
|
uniform highp vec3 light_direction;
|
|
// omni
|
|
uniform highp vec3 light_position;
|
|
|
|
uniform highp float light_attenuation;
|
|
|
|
// spot
|
|
uniform highp float light_spot_attenuation;
|
|
uniform highp float light_spot_range;
|
|
uniform highp float light_spot_angle;
|
|
#endif
|
|
|
|
//this is needed outside above if because dual paraboloid wants it
|
|
uniform highp float light_range;
|
|
|
|
#ifdef USE_SHADOW
|
|
|
|
uniform highp vec2 shadow_pixel_size;
|
|
|
|
#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT)
|
|
uniform highp sampler2D light_shadow_atlas; //texunit:-3
|
|
#endif
|
|
|
|
#ifdef LIGHT_MODE_DIRECTIONAL
|
|
uniform highp sampler2D light_directional_shadow; // texunit:-3
|
|
uniform highp vec4 light_split_offsets;
|
|
#endif
|
|
|
|
varying highp vec4 shadow_coord;
|
|
|
|
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
|
varying highp vec4 shadow_coord2;
|
|
#endif
|
|
|
|
#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
|
varying highp vec4 shadow_coord3;
|
|
#endif
|
|
|
|
#if defined(LIGHT_USE_PSSM4)
|
|
varying highp vec4 shadow_coord4;
|
|
#endif
|
|
|
|
uniform vec4 light_clamp;
|
|
|
|
#endif // light shadow
|
|
|
|
// directional shadow
|
|
|
|
#endif
|
|
|
|
//
|
|
// varyings
|
|
//
|
|
|
|
#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
|
|
varying highp vec4 position_interp;
|
|
#endif
|
|
|
|
varying highp vec3 vertex_interp;
|
|
varying vec3 normal_interp;
|
|
|
|
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
|
|
varying vec3 tangent_interp;
|
|
varying vec3 binormal_interp;
|
|
#endif
|
|
|
|
#if defined(ENABLE_COLOR_INTERP)
|
|
varying vec4 color_interp;
|
|
#endif
|
|
|
|
#if defined(ENABLE_UV_INTERP)
|
|
varying vec2 uv_interp;
|
|
#endif
|
|
|
|
#if defined(ENABLE_UV2_INTERP)
|
|
varying vec2 uv2_interp;
|
|
#endif
|
|
|
|
varying vec3 view_interp;
|
|
|
|
vec3 F0(float metallic, float specular, vec3 albedo) {
|
|
float dielectric = 0.16 * specular * specular;
|
|
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
|
|
// see https://google.github.io/filament/Filament.md.html
|
|
return mix(vec3(dielectric), albedo, vec3(metallic));
|
|
}
|
|
|
|
/* clang-format off */
|
|
|
|
FRAGMENT_SHADER_GLOBALS
|
|
|
|
/* clang-format on */
|
|
|
|
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
|
|
|
|
varying highp float dp_clip;
|
|
|
|
#endif
|
|
|
|
#ifdef USE_LIGHTING
|
|
|
|
// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
|
|
// We're dividing this factor off because the overall term we'll end up looks like
|
|
// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
|
|
//
|
|
// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
|
|
//
|
|
// We're basically regouping this as
|
|
//
|
|
// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
|
|
//
|
|
// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
|
|
//
|
|
// The contents of the D and G (G1) functions (GGX) are taken from
|
|
// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
|
|
// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
|
|
|
|
/*
|
|
float G_GGX_2cos(float cos_theta_m, float alpha) {
|
|
// Schlick's approximation
|
|
// C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
|
|
// Eq. (19), although see Heitz (2014) the about the problems with his derivation.
|
|
// It nevertheless approximates GGX well with k = alpha/2.
|
|
float k = 0.5 * alpha;
|
|
return 0.5 / (cos_theta_m * (1.0 - k) + k);
|
|
|
|
// float cos2 = cos_theta_m * cos_theta_m;
|
|
// float sin2 = (1.0 - cos2);
|
|
// return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
|
|
}
|
|
*/
|
|
|
|
// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
|
|
// See Filament docs, Specular G section.
|
|
float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
|
|
return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
|
|
}
|
|
|
|
float D_GGX(float cos_theta_m, float alpha) {
|
|
float alpha2 = alpha * alpha;
|
|
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
|
|
return alpha2 / (M_PI * d * d);
|
|
}
|
|
|
|
/*
|
|
float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
|
|
float cos2 = cos_theta_m * cos_theta_m;
|
|
float sin2 = (1.0 - cos2);
|
|
float s_x = alpha_x * cos_phi;
|
|
float s_y = alpha_y * sin_phi;
|
|
return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
|
|
}
|
|
*/
|
|
|
|
// This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...)
|
|
// See Filament docs, Anisotropic specular BRDF section.
|
|
float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
|
|
float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
|
|
float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
|
|
return 0.5 / (Lambda_V + Lambda_L);
|
|
}
|
|
|
|
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) {
|
|
float alpha2 = alpha_x * alpha_y;
|
|
highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH);
|
|
highp float v2 = dot(v, v);
|
|
float w2 = alpha2 / v2;
|
|
float D = alpha2 * w2 * w2 * (1.0 / M_PI);
|
|
return D;
|
|
|
|
/* float cos2 = cos_theta_m * cos_theta_m;
|
|
float sin2 = (1.0 - cos2);
|
|
float r_x = cos_phi / alpha_x;
|
|
float r_y = sin_phi / alpha_y;
|
|
float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
|
|
return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); */
|
|
}
|
|
|
|
float SchlickFresnel(float u) {
|
|
float m = 1.0 - u;
|
|
float m2 = m * m;
|
|
return m2 * m2 * m; // pow(m,5)
|
|
}
|
|
|
|
float GTR1(float NdotH, float a) {
|
|
if (a >= 1.0)
|
|
return 1.0 / M_PI;
|
|
float a2 = a * a;
|
|
float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
|
|
return (a2 - 1.0) / (M_PI * log(a2) * t);
|
|
}
|
|
|
|
#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
|
|
float get_omni_attenuation(float distance, float inv_range, float decay) {
|
|
float nd = distance * inv_range;
|
|
nd *= nd;
|
|
nd *= nd; // nd^4
|
|
nd = max(1.0 - nd, 0.0);
|
|
nd *= nd; // nd^2
|
|
return nd * pow(max(distance, 0.0001), -decay);
|
|
}
|
|
#endif
|
|
|
|
void light_compute(
|
|
vec3 N,
|
|
vec3 L,
|
|
vec3 V,
|
|
vec3 B,
|
|
vec3 T,
|
|
vec3 light_color,
|
|
vec3 attenuation,
|
|
vec3 diffuse_color,
|
|
vec3 transmission,
|
|
float specular_blob_intensity,
|
|
float roughness,
|
|
float metallic,
|
|
float specular,
|
|
float rim,
|
|
float rim_tint,
|
|
float clearcoat,
|
|
float clearcoat_gloss,
|
|
float anisotropy,
|
|
inout vec3 diffuse_light,
|
|
inout vec3 specular_light,
|
|
inout float alpha) {
|
|
//this makes lights behave closer to linear, but then addition of lights looks bad
|
|
//better left disabled
|
|
|
|
//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
|
|
/*
|
|
#define SRGB_APPROX(m_var) {\
|
|
float S1 = sqrt(m_var);\
|
|
float S2 = sqrt(S1);\
|
|
float S3 = sqrt(S2);\
|
|
m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
|
|
}
|
|
*/
|
|
#define SRGB_APPROX(m_var)
|
|
|
|
#if defined(USE_LIGHT_SHADER_CODE)
|
|
// light is written by the light shader
|
|
|
|
vec3 normal = N;
|
|
vec3 albedo = diffuse_color;
|
|
vec3 light = L;
|
|
vec3 view = V;
|
|
|
|
/* clang-format off */
|
|
|
|
LIGHT_SHADER_CODE
|
|
|
|
/* clang-format on */
|
|
|
|
#else
|
|
float NdotL = dot(N, L);
|
|
float cNdotL = max(NdotL, 0.0); // clamped NdotL
|
|
float NdotV = dot(N, V);
|
|
float cNdotV = max(abs(NdotV), 1e-6);
|
|
|
|
/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
|
|
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
|
|
#define SPECULAR_SCHLICK_GGX
|
|
#endif
|
|
|
|
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
|
|
vec3 H = normalize(V + L);
|
|
#endif
|
|
|
|
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
|
|
float cNdotH = max(dot(N, H), 0.0);
|
|
#endif
|
|
|
|
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
|
|
float cLdotH = max(dot(L, H), 0.0);
|
|
#endif
|
|
|
|
if (metallic < 1.0) {
|
|
#if defined(DIFFUSE_OREN_NAYAR)
|
|
vec3 diffuse_brdf_NL;
|
|
#else
|
|
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
|
|
#endif
|
|
|
|
#if defined(DIFFUSE_LAMBERT_WRAP)
|
|
// energy conserving lambert wrap shader
|
|
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
|
|
|
|
#elif defined(DIFFUSE_OREN_NAYAR)
|
|
|
|
{
|
|
// see http://mimosa-pudica.net/improved-oren-nayar.html
|
|
float LdotV = dot(L, V);
|
|
|
|
float s = LdotV - NdotL * NdotV;
|
|
float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
|
|
|
|
float sigma2 = roughness * roughness; // TODO: this needs checking
|
|
vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
|
|
float B = 0.45 * sigma2 / (sigma2 + 0.09);
|
|
|
|
diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
|
|
}
|
|
|
|
#elif defined(DIFFUSE_TOON)
|
|
|
|
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
|
|
|
|
#elif defined(DIFFUSE_BURLEY)
|
|
|
|
{
|
|
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
|
|
float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
|
|
float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
|
|
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
|
|
/*
|
|
float energyBias = mix(roughness, 0.0, 0.5);
|
|
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
|
|
float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
|
|
float f0 = 1.0;
|
|
float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
|
|
float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
|
|
|
|
diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
|
|
*/
|
|
}
|
|
#else
|
|
// lambert
|
|
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
|
|
#endif
|
|
|
|
SRGB_APPROX(diffuse_brdf_NL)
|
|
|
|
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
|
|
|
|
#if defined(TRANSMISSION_USED)
|
|
diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
|
|
#endif
|
|
|
|
#if defined(LIGHT_USE_RIM)
|
|
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
|
|
diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
|
|
#endif
|
|
}
|
|
|
|
if (roughness > 0.0) {
|
|
|
|
#if defined(SPECULAR_SCHLICK_GGX) || defined(SPECULAR_BLINN) || defined(SPECULAR_PHONG)
|
|
vec3 specular_brdf_NL = vec3(0.0);
|
|
#else
|
|
float specular_brdf_NL = 0.0;
|
|
#endif
|
|
|
|
#if defined(SPECULAR_BLINN)
|
|
|
|
//normalized blinn
|
|
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
|
float blinn = pow(cNdotH, shininess);
|
|
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
|
|
|
|
specular_brdf_NL = blinn * diffuse_color * specular;
|
|
|
|
#elif defined(SPECULAR_PHONG)
|
|
|
|
vec3 R = normalize(-reflect(L, N));
|
|
float cRdotV = max(0.0, dot(R, V));
|
|
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
|
float phong = pow(cRdotV, shininess);
|
|
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
|
|
|
|
specular_brdf_NL = phong * diffuse_color * specular;
|
|
|
|
#elif defined(SPECULAR_TOON)
|
|
|
|
vec3 R = normalize(-reflect(L, N));
|
|
float RdotV = dot(R, V);
|
|
float mid = 1.0 - roughness;
|
|
mid *= mid;
|
|
specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
|
|
|
|
#elif defined(SPECULAR_DISABLED)
|
|
// none..
|
|
#elif defined(SPECULAR_SCHLICK_GGX)
|
|
// shlick+ggx as default
|
|
|
|
#if defined(LIGHT_USE_ANISOTROPY)
|
|
float alpha_ggx = roughness * roughness;
|
|
float aspect = sqrt(1.0 - anisotropy * 0.9);
|
|
float ax = alpha_ggx / aspect;
|
|
float ay = alpha_ggx * aspect;
|
|
float XdotH = dot(T, H);
|
|
float YdotH = dot(B, H);
|
|
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
|
|
//float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
|
|
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
|
|
|
|
#else
|
|
float alpha_ggx = roughness * roughness;
|
|
float D = D_GGX(cNdotH, alpha_ggx);
|
|
//float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
|
|
float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
|
|
#endif
|
|
// F
|
|
vec3 f0 = F0(metallic, specular, diffuse_color);
|
|
float cLdotH5 = SchlickFresnel(cLdotH);
|
|
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
|
|
|
|
specular_brdf_NL = cNdotL * D * F * G;
|
|
|
|
#endif
|
|
|
|
SRGB_APPROX(specular_brdf_NL)
|
|
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
|
|
|
|
#if defined(LIGHT_USE_CLEARCOAT)
|
|
|
|
#if !defined(SPECULAR_SCHLICK_GGX)
|
|
float cLdotH5 = SchlickFresnel(cLdotH);
|
|
#endif
|
|
float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
|
|
float Fr = mix(.04, 1.0, cLdotH5);
|
|
//float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
|
|
float Gr = V_GGX(cNdotL, cNdotV, 0.25);
|
|
|
|
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
|
|
|
|
specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
|
|
#endif
|
|
}
|
|
|
|
#ifdef USE_SHADOW_TO_OPACITY
|
|
alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
|
|
#endif
|
|
|
|
#endif //defined(USE_LIGHT_SHADER_CODE)
|
|
}
|
|
|
|
#endif
|
|
// shadows
|
|
|
|
#ifdef USE_SHADOW
|
|
|
|
#ifdef USE_RGBA_SHADOWS
|
|
|
|
#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
|
|
|
|
#else
|
|
|
|
#define SHADOW_DEPTH(m_val) (m_val).r
|
|
|
|
#endif
|
|
|
|
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
|
|
|
|
float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
|
|
spos.xyz /= spos.w;
|
|
vec2 pos = spos.xy;
|
|
float depth = spos.z;
|
|
|
|
#ifdef SHADOW_MODE_PCF_13
|
|
|
|
// Soft PCF filter adapted from three.js:
|
|
// https://github.com/mrdoob/three.js/blob/0c815022849389cbe6de14a93e1c2fc7e4b21c18/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js#L148-L182
|
|
// This method actually uses 16 shadow samples. This soft filter isn't needed in GLES3
|
|
// as we can use hardware-based linear filtering instead of emulating it in the shader
|
|
// like we're doing here.
|
|
vec2 f = fract(pos * (1.0 / shadow_pixel_size) + 0.5);
|
|
pos -= f * shadow_pixel_size;
|
|
|
|
return (
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos, depth) +
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth) +
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth) +
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + shadow_pixel_size, depth) +
|
|
mix(
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth),
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, 0.0), depth),
|
|
f.x) +
|
|
mix(
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth),
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, shadow_pixel_size.y), depth),
|
|
f.x) +
|
|
mix(
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth),
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, 2.0 * shadow_pixel_size.y), depth),
|
|
f.y) +
|
|
mix(
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth),
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 2.0 * shadow_pixel_size.y), depth),
|
|
f.y) +
|
|
mix(
|
|
mix(SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth),
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, -shadow_pixel_size.y), depth),
|
|
f.x),
|
|
mix(SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 2.0 * shadow_pixel_size.y), depth),
|
|
SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, 2.0 * shadow_pixel_size.y), depth),
|
|
f.x),
|
|
f.y)) *
|
|
(1.0 / 9.0);
|
|
#endif
|
|
|
|
#ifdef SHADOW_MODE_PCF_5
|
|
|
|
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
|
|
return avg * (1.0 / 5.0);
|
|
|
|
#endif
|
|
|
|
#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13)
|
|
|
|
return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
|
#endif
|
|
}
|
|
|
|
#endif
|
|
|
|
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
|
|
|
#if defined(USE_VERTEX_LIGHTING)
|
|
|
|
varying vec4 fog_interp;
|
|
|
|
#else
|
|
uniform mediump vec4 fog_color_base;
|
|
#ifdef LIGHT_MODE_DIRECTIONAL
|
|
uniform mediump vec4 fog_sun_color_amount;
|
|
#endif
|
|
|
|
uniform bool fog_transmit_enabled;
|
|
uniform mediump float fog_transmit_curve;
|
|
|
|
#ifdef FOG_DEPTH_ENABLED
|
|
uniform highp float fog_depth_begin;
|
|
uniform mediump float fog_depth_curve;
|
|
uniform mediump float fog_max_distance;
|
|
#endif
|
|
|
|
#ifdef FOG_HEIGHT_ENABLED
|
|
uniform highp float fog_height_min;
|
|
uniform highp float fog_height_max;
|
|
uniform mediump float fog_height_curve;
|
|
#endif
|
|
|
|
#endif //vertex lit
|
|
#endif //fog
|
|
|
|
void main() {
|
|
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
|
|
|
|
if (dp_clip > 0.0)
|
|
discard;
|
|
#endif
|
|
highp vec3 vertex = vertex_interp;
|
|
vec3 view = -normalize(vertex_interp);
|
|
vec3 albedo = vec3(1.0);
|
|
vec3 transmission = vec3(0.0);
|
|
float metallic = 0.0;
|
|
float specular = 0.5;
|
|
vec3 emission = vec3(0.0);
|
|
float roughness = 1.0;
|
|
float rim = 0.0;
|
|
float rim_tint = 0.0;
|
|
float clearcoat = 0.0;
|
|
float clearcoat_gloss = 0.0;
|
|
float anisotropy = 0.0;
|
|
vec2 anisotropy_flow = vec2(1.0, 0.0);
|
|
float sss_strength = 0.0; //unused
|
|
// gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Pandemonium compiler resulting in a
|
|
// compile error because DEPTH is not a variable.
|
|
float m_DEPTH = 0.0;
|
|
|
|
float alpha = 1.0;
|
|
float side = 1.0;
|
|
|
|
float specular_blob_intensity = 1.0;
|
|
#if defined(SPECULAR_TOON)
|
|
specular_blob_intensity *= specular * 2.0;
|
|
#endif
|
|
|
|
#if defined(ENABLE_AO)
|
|
float ao = 1.0;
|
|
float ao_light_affect = 0.0;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
|
|
vec3 binormal = normalize(binormal_interp) * side;
|
|
vec3 tangent = normalize(tangent_interp) * side;
|
|
#else
|
|
vec3 binormal = vec3(0.0);
|
|
vec3 tangent = vec3(0.0);
|
|
#endif
|
|
vec3 normal = normalize(normal_interp) * side;
|
|
|
|
#if defined(ENABLE_NORMALMAP)
|
|
vec3 normalmap = vec3(0.5);
|
|
#endif
|
|
float normaldepth = 1.0;
|
|
|
|
#if defined(ALPHA_SCISSOR_USED)
|
|
float alpha_scissor = 0.5;
|
|
#endif
|
|
|
|
#if defined(SCREEN_UV_USED)
|
|
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
|
|
#endif
|
|
|
|
{
|
|
/* clang-format off */
|
|
|
|
FRAGMENT_SHADER_CODE
|
|
|
|
/* clang-format on */
|
|
}
|
|
|
|
#if defined(ENABLE_NORMALMAP)
|
|
normalmap.xy = normalmap.xy * 2.0 - 1.0;
|
|
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
|
|
|
|
normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
|
|
//normal = normalmap;
|
|
#endif
|
|
|
|
normal = normalize(normal);
|
|
|
|
vec3 N = normal;
|
|
|
|
vec3 specular_light = vec3(0.0, 0.0, 0.0);
|
|
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
|
|
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
|
|
|
|
vec3 eye_position = view;
|
|
|
|
#if !defined(USE_SHADOW_TO_OPACITY)
|
|
|
|
#if defined(ALPHA_SCISSOR_USED)
|
|
if (alpha < alpha_scissor) {
|
|
discard;
|
|
}
|
|
#endif // ALPHA_SCISSOR_USED
|
|
|
|
#ifdef USE_DEPTH_PREPASS
|
|
#if !defined(ALPHA_SCISSOR_USED)
|
|
|
|
if (alpha < 0.1) {
|
|
discard;
|
|
}
|
|
|
|
#endif // not ALPHA_SCISSOR_USED
|
|
#endif // USE_DEPTH_PREPASS
|
|
|
|
#endif // !USE_SHADOW_TO_OPACITY
|
|
|
|
#ifdef BASE_PASS
|
|
|
|
// IBL precalculations
|
|
float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
|
|
vec3 f0 = F0(metallic, specular, albedo);
|
|
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
|
|
|
|
#ifdef AMBIENT_LIGHT_DISABLED
|
|
ambient_light = vec3(0.0, 0.0, 0.0);
|
|
#else
|
|
|
|
#ifdef USE_RADIANCE_MAP
|
|
|
|
vec3 ref_vec = reflect(-eye_position, N);
|
|
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
|
ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
|
|
|
|
ref_vec.z *= -1.0;
|
|
|
|
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
|
|
specular_light *= horizon * horizon;
|
|
{
|
|
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
|
|
vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
|
|
env_ambient *= 1.0 - F;
|
|
|
|
ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
|
|
}
|
|
|
|
#else
|
|
|
|
ambient_light = ambient_color.rgb;
|
|
specular_light = bg_color.rgb * bg_energy;
|
|
|
|
#endif
|
|
#endif // AMBIENT_LIGHT_DISABLED
|
|
ambient_light *= ambient_energy;
|
|
|
|
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
|
|
|
|
vec4 ambient_accum = vec4(0.0);
|
|
vec4 reflection_accum = vec4(0.0);
|
|
|
|
#ifdef USE_REFLECTION_PROBE1
|
|
|
|
reflection_process(reflection_probe1,
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
refprobe1_reflection_normal_blend.rgb,
|
|
refprobe1_ambient_normal,
|
|
refprobe1_reflection_normal_blend.a,
|
|
#else
|
|
normal, vertex_interp, refprobe1_local_matrix,
|
|
refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
|
|
#endif
|
|
refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
|
|
ambient_light, specular_light, reflection_accum, ambient_accum);
|
|
|
|
#endif // USE_REFLECTION_PROBE1
|
|
|
|
#ifdef USE_REFLECTION_PROBE2
|
|
|
|
reflection_process(reflection_probe2,
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
refprobe2_reflection_normal_blend.rgb,
|
|
refprobe2_ambient_normal,
|
|
refprobe2_reflection_normal_blend.a,
|
|
#else
|
|
normal, vertex_interp, refprobe2_local_matrix,
|
|
refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
|
|
#endif
|
|
refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
|
|
ambient_light, specular_light, reflection_accum, ambient_accum);
|
|
|
|
#endif // USE_REFLECTION_PROBE2
|
|
|
|
if (reflection_accum.a > 0.0) {
|
|
specular_light = reflection_accum.rgb / reflection_accum.a;
|
|
}
|
|
|
|
if (ambient_accum.a > 0.0) {
|
|
ambient_light = ambient_accum.rgb / ambient_accum.a;
|
|
}
|
|
|
|
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
|
|
|
|
// environment BRDF approximation
|
|
{
|
|
#if defined(DIFFUSE_TOON)
|
|
//simplify for toon, as
|
|
specular_light *= specular * metallic * albedo * 2.0;
|
|
#else
|
|
|
|
// scales the specular reflections, needs to be be computed before lighting happens,
|
|
// but after environment and reflection probes are added
|
|
//TODO: this curve is not really designed for gammaspace, should be adjusted
|
|
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
|
|
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
|
|
vec4 r = roughness * c0 + c1;
|
|
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
|
|
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
|
|
specular_light *= env.x * F + env.y;
|
|
|
|
#endif
|
|
}
|
|
|
|
#endif //BASE PASS
|
|
|
|
//
|
|
// Lighting
|
|
//
|
|
#ifdef USE_LIGHTING
|
|
|
|
#ifndef USE_VERTEX_LIGHTING
|
|
vec3 L;
|
|
#endif
|
|
vec3 light_att = vec3(1.0);
|
|
|
|
#ifdef LIGHT_MODE_OMNI
|
|
|
|
#ifndef USE_VERTEX_LIGHTING
|
|
vec3 light_vec = light_position - vertex;
|
|
float light_length = length(light_vec);
|
|
|
|
float normalized_distance = light_length / light_range;
|
|
if (normalized_distance < 1.0) {
|
|
#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
|
|
float omni_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
|
|
#else
|
|
float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
|
|
#endif
|
|
|
|
light_att = vec3(omni_attenuation);
|
|
} else {
|
|
light_att = vec3(0.0);
|
|
}
|
|
L = normalize(light_vec);
|
|
|
|
#endif
|
|
|
|
#if !defined(SHADOWS_DISABLED)
|
|
|
|
#ifdef USE_SHADOW
|
|
{
|
|
highp vec4 splane = shadow_coord;
|
|
float shadow_len = length(splane.xyz);
|
|
|
|
splane.xyz = normalize(splane.xyz);
|
|
|
|
vec4 clamp_rect = light_clamp;
|
|
|
|
if (splane.z >= 0.0) {
|
|
splane.z += 1.0;
|
|
|
|
clamp_rect.y += clamp_rect.w;
|
|
} else {
|
|
splane.z = 1.0 - splane.z;
|
|
}
|
|
|
|
splane.xy /= splane.z;
|
|
splane.xy = splane.xy * 0.5 + 0.5;
|
|
splane.z = shadow_len / light_range;
|
|
|
|
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
|
|
splane.w = 1.0;
|
|
|
|
float shadow = sample_shadow(light_shadow_atlas, splane);
|
|
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
|
|
}
|
|
#endif
|
|
|
|
#endif //SHADOWS_DISABLED
|
|
|
|
#endif //type omni
|
|
|
|
#ifdef LIGHT_MODE_DIRECTIONAL
|
|
|
|
#ifndef USE_VERTEX_LIGHTING
|
|
vec3 light_vec = -light_direction;
|
|
L = normalize(light_vec);
|
|
#endif
|
|
float depth_z = -vertex.z;
|
|
|
|
#if !defined(SHADOWS_DISABLED)
|
|
|
|
#ifdef USE_SHADOW
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
//compute shadows in a mobile friendly way
|
|
|
|
#ifdef LIGHT_USE_PSSM4
|
|
//take advantage of prefetch
|
|
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
|
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
|
float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
|
|
float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
|
|
|
|
if (depth_z < light_split_offsets.w) {
|
|
float pssm_fade = 0.0;
|
|
float shadow_att = 1.0;
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
float shadow_att2 = 1.0;
|
|
float pssm_blend = 0.0;
|
|
bool use_blend = true;
|
|
#endif
|
|
if (depth_z < light_split_offsets.y) {
|
|
if (depth_z < light_split_offsets.x) {
|
|
shadow_att = shadow1;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
shadow_att2 = shadow2;
|
|
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
#endif
|
|
} else {
|
|
shadow_att = shadow2;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
shadow_att2 = shadow3;
|
|
|
|
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
#endif
|
|
}
|
|
} else {
|
|
if (depth_z < light_split_offsets.z) {
|
|
shadow_att = shadow3;
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
shadow_att2 = shadow4;
|
|
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
|
#endif
|
|
|
|
} else {
|
|
shadow_att = shadow4;
|
|
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
use_blend = false;
|
|
#endif
|
|
}
|
|
}
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
if (use_blend) {
|
|
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
|
}
|
|
#endif
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
|
|
}
|
|
|
|
#endif //LIGHT_USE_PSSM4
|
|
|
|
#ifdef LIGHT_USE_PSSM3
|
|
//take advantage of prefetch
|
|
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
|
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
|
float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
|
|
|
|
if (depth_z < light_split_offsets.z) {
|
|
float pssm_fade = 0.0;
|
|
float shadow_att = 1.0;
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
float shadow_att2 = 1.0;
|
|
float pssm_blend = 0.0;
|
|
bool use_blend = true;
|
|
#endif
|
|
if (depth_z < light_split_offsets.y) {
|
|
if (depth_z < light_split_offsets.x) {
|
|
shadow_att = shadow1;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
shadow_att2 = shadow2;
|
|
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
#endif
|
|
} else {
|
|
shadow_att = shadow2;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
shadow_att2 = shadow3;
|
|
|
|
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
#endif
|
|
}
|
|
} else {
|
|
shadow_att = shadow3;
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
use_blend = false;
|
|
#endif
|
|
}
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
if (use_blend) {
|
|
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
|
}
|
|
#endif
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
|
|
}
|
|
|
|
#endif //LIGHT_USE_PSSM3
|
|
|
|
#ifdef LIGHT_USE_PSSM2
|
|
|
|
//take advantage of prefetch
|
|
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
|
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
|
|
|
if (depth_z < light_split_offsets.y) {
|
|
float shadow_att = 1.0;
|
|
float pssm_fade = 0.0;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
float shadow_att2 = 1.0;
|
|
float pssm_blend = 0.0;
|
|
bool use_blend = true;
|
|
#endif
|
|
if (depth_z < light_split_offsets.x) {
|
|
float pssm_fade = 0.0;
|
|
shadow_att = shadow1;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
shadow_att2 = shadow2;
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
#endif
|
|
} else {
|
|
shadow_att = shadow2;
|
|
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
use_blend = false;
|
|
#endif
|
|
}
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
if (use_blend) {
|
|
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
|
}
|
|
#endif
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
|
|
}
|
|
|
|
#endif //LIGHT_USE_PSSM2
|
|
|
|
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
|
|
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
|
|
#endif //orthogonal
|
|
|
|
#else //fragment version of pssm
|
|
|
|
{
|
|
#ifdef LIGHT_USE_PSSM4
|
|
if (depth_z < light_split_offsets.w) {
|
|
#elif defined(LIGHT_USE_PSSM3)
|
|
if (depth_z < light_split_offsets.z) {
|
|
#elif defined(LIGHT_USE_PSSM2)
|
|
if (depth_z < light_split_offsets.y) {
|
|
#else
|
|
if (depth_z < light_split_offsets.x) {
|
|
#endif //pssm2
|
|
|
|
highp vec4 pssm_coord;
|
|
float pssm_fade = 0.0;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
float pssm_blend;
|
|
highp vec4 pssm_coord2;
|
|
bool use_blend = true;
|
|
#endif
|
|
|
|
#ifdef LIGHT_USE_PSSM4
|
|
|
|
if (depth_z < light_split_offsets.y) {
|
|
if (depth_z < light_split_offsets.x) {
|
|
pssm_coord = shadow_coord;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
pssm_coord2 = shadow_coord2;
|
|
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
#endif
|
|
} else {
|
|
pssm_coord = shadow_coord2;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
pssm_coord2 = shadow_coord3;
|
|
|
|
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
#endif
|
|
}
|
|
} else {
|
|
if (depth_z < light_split_offsets.z) {
|
|
pssm_coord = shadow_coord3;
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
pssm_coord2 = shadow_coord4;
|
|
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
|
#endif
|
|
|
|
} else {
|
|
pssm_coord = shadow_coord4;
|
|
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
use_blend = false;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#endif // LIGHT_USE_PSSM4
|
|
|
|
#ifdef LIGHT_USE_PSSM3
|
|
|
|
if (depth_z < light_split_offsets.y) {
|
|
if (depth_z < light_split_offsets.x) {
|
|
pssm_coord = shadow_coord;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
pssm_coord2 = shadow_coord2;
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
#endif
|
|
} else {
|
|
pssm_coord = shadow_coord2;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
pssm_coord2 = shadow_coord3;
|
|
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
#endif
|
|
}
|
|
} else {
|
|
pssm_coord = shadow_coord3;
|
|
pssm_fade = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
use_blend = false;
|
|
#endif
|
|
}
|
|
|
|
#endif // LIGHT_USE_PSSM3
|
|
|
|
#ifdef LIGHT_USE_PSSM2
|
|
if (depth_z < light_split_offsets.x) {
|
|
pssm_coord = shadow_coord;
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
pssm_coord2 = shadow_coord2;
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
#endif
|
|
} else {
|
|
pssm_coord = shadow_coord2;
|
|
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
use_blend = false;
|
|
#endif
|
|
}
|
|
|
|
#endif // LIGHT_USE_PSSM2
|
|
|
|
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
|
|
{
|
|
pssm_coord = shadow_coord;
|
|
}
|
|
#endif
|
|
|
|
float shadow = sample_shadow(light_directional_shadow, pssm_coord);
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
if (use_blend) {
|
|
shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
|
|
}
|
|
#endif
|
|
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
|
|
}
|
|
}
|
|
#endif //use vertex lighting
|
|
|
|
#endif //use shadow
|
|
|
|
#endif // SHADOWS_DISABLED
|
|
|
|
#endif
|
|
|
|
#ifdef LIGHT_MODE_SPOT
|
|
|
|
light_att = vec3(1.0);
|
|
|
|
#ifndef USE_VERTEX_LIGHTING
|
|
|
|
vec3 light_rel_vec = light_position - vertex;
|
|
float light_length = length(light_rel_vec);
|
|
float normalized_distance = light_length / light_range;
|
|
|
|
if (normalized_distance < 1.0) {
|
|
#ifdef USE_PHYSICAL_LIGHT_ATTENUATION
|
|
float spot_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
|
|
#else
|
|
float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
|
|
#endif
|
|
|
|
vec3 spot_dir = light_direction;
|
|
|
|
float spot_cutoff = light_spot_angle;
|
|
float angle = dot(-normalize(light_rel_vec), spot_dir);
|
|
|
|
if (angle > spot_cutoff) {
|
|
float scos = max(angle, spot_cutoff);
|
|
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
|
|
spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
|
|
|
|
light_att = vec3(spot_attenuation);
|
|
} else {
|
|
light_att = vec3(0.0);
|
|
}
|
|
} else {
|
|
light_att = vec3(0.0);
|
|
}
|
|
|
|
L = normalize(light_rel_vec);
|
|
|
|
#endif
|
|
|
|
#if !defined(SHADOWS_DISABLED)
|
|
|
|
#ifdef USE_SHADOW
|
|
{
|
|
highp vec4 splane = shadow_coord;
|
|
|
|
float shadow = sample_shadow(light_shadow_atlas, splane);
|
|
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
|
|
}
|
|
#endif
|
|
|
|
#endif // SHADOWS_DISABLED
|
|
|
|
#endif // LIGHT_MODE_SPOT
|
|
|
|
#ifdef USE_VERTEX_LIGHTING
|
|
//vertex lighting
|
|
specular_light += specular_interp * albedo * specular * specular_blob_intensity * light_att;
|
|
diffuse_light += diffuse_interp * albedo * light_att;
|
|
|
|
#else
|
|
//fragment lighting
|
|
light_compute(
|
|
normal,
|
|
L,
|
|
eye_position,
|
|
binormal,
|
|
tangent,
|
|
light_color.xyz,
|
|
light_att,
|
|
albedo,
|
|
transmission,
|
|
specular_blob_intensity * light_specular,
|
|
roughness,
|
|
metallic,
|
|
specular,
|
|
rim,
|
|
rim_tint,
|
|
clearcoat,
|
|
clearcoat_gloss,
|
|
anisotropy,
|
|
diffuse_light,
|
|
specular_light,
|
|
alpha);
|
|
|
|
#endif //vertex lighting
|
|
|
|
#endif //USE_LIGHTING
|
|
//compute and merge
|
|
|
|
#ifdef USE_SHADOW_TO_OPACITY
|
|
|
|
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
|
|
|
|
#if defined(ALPHA_SCISSOR_USED)
|
|
if (alpha < alpha_scissor) {
|
|
discard;
|
|
}
|
|
#endif // ALPHA_SCISSOR_USED
|
|
|
|
#ifdef USE_DEPTH_PREPASS
|
|
#if !defined(ALPHA_SCISSOR_USED)
|
|
|
|
if (alpha < 0.1) {
|
|
discard;
|
|
}
|
|
|
|
#endif // not ALPHA_SCISSOR_USED
|
|
#endif // USE_DEPTH_PREPASS
|
|
|
|
#endif // !USE_SHADOW_TO_OPACITY
|
|
|
|
// Instead of writing directly to gl_FragColor,
|
|
// we use an intermediate, and only write
|
|
// to gl_FragColor ONCE at the end of the shader.
|
|
// This is because some hardware can have huge
|
|
// slowdown if you modify gl_FragColor multiple times.
|
|
vec4 frag_color;
|
|
|
|
#ifndef RENDER_DEPTH
|
|
|
|
#ifdef SHADELESS
|
|
|
|
frag_color = vec4(albedo, alpha);
|
|
#else
|
|
|
|
ambient_light *= albedo;
|
|
|
|
#if defined(ENABLE_AO)
|
|
ambient_light *= ao;
|
|
ao_light_affect = mix(1.0, ao, ao_light_affect);
|
|
specular_light *= ao_light_affect;
|
|
diffuse_light *= ao_light_affect;
|
|
#endif
|
|
|
|
diffuse_light *= 1.0 - metallic;
|
|
ambient_light *= 1.0 - metallic;
|
|
|
|
frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
|
|
|
|
//add emission if in base pass
|
|
#ifdef BASE_PASS
|
|
frag_color.rgb += emission;
|
|
#endif
|
|
// frag_color = vec4(normal, 1.0);
|
|
|
|
//apply fog
|
|
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
|
|
|
#if defined(USE_VERTEX_LIGHTING)
|
|
|
|
#if defined(BASE_PASS)
|
|
frag_color.rgb = mix(frag_color.rgb, fog_interp.rgb, fog_interp.a);
|
|
#else
|
|
frag_color.rgb *= (1.0 - fog_interp.a);
|
|
#endif // BASE_PASS
|
|
|
|
#else //pixel based fog
|
|
float fog_amount = 0.0;
|
|
|
|
#ifdef LIGHT_MODE_DIRECTIONAL
|
|
|
|
vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0));
|
|
#else
|
|
vec3 fog_color = fog_color_base.rgb;
|
|
#endif
|
|
|
|
#ifdef FOG_DEPTH_ENABLED
|
|
|
|
{
|
|
float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
|
|
|
|
fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
|
|
|
|
if (fog_transmit_enabled) {
|
|
vec3 total_light = frag_color.rgb;
|
|
float transmit = pow(fog_z, fog_transmit_curve);
|
|
fog_color = mix(max(total_light, fog_color), fog_color, transmit);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef FOG_HEIGHT_ENABLED
|
|
{
|
|
float y = (camera_matrix * vec4(vertex, 1.0)).y;
|
|
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
|
|
}
|
|
#endif
|
|
|
|
#if defined(BASE_PASS)
|
|
frag_color.rgb = mix(frag_color.rgb, fog_color, fog_amount);
|
|
#else
|
|
frag_color.rgb *= (1.0 - fog_amount);
|
|
#endif // BASE_PASS
|
|
|
|
#endif //use vertex lit
|
|
|
|
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
|
|
|
#endif //unshaded
|
|
|
|
#ifdef OUTPUT_LINEAR
|
|
// sRGB -> linear
|
|
frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
|
|
#endif
|
|
|
|
#else // not RENDER_DEPTH
|
|
//depth render
|
|
#ifdef USE_RGBA_SHADOWS
|
|
|
|
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
|
|
highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
|
|
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
|
|
frag_color = comp;
|
|
|
|
#endif
|
|
#endif
|
|
|
|
gl_FragColor = frag_color;
|
|
}
|