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- #pragma anki include "shaders/Pack.glsl"
- #define MAX_SHININESS 128.0
- //==============================================================================
- // getNormalFromTexture =
- //==============================================================================
- /// @param[in] normal The fragment's normal in view space
- /// @param[in] tangent The tangent
- /// @param[in] tangent Extra stuff for the tangent
- /// @param[in] map The map
- /// @param[in] texCoords Texture coordinates
- vec3 getNormalFromTexture(in vec3 normal, in vec3 tangent, in float tangentW,
- in sampler2D map, in vec2 texCoords)
- {
- #if defined(COLOR_PASS)
- vec3 n = normalize(normal);
- vec3 t = normalize(tangent);
- vec3 b = cross(n, t) * tangentW;
- mat3 tbnMat = mat3(t, b, n);
- vec3 nAtTangentspace = (texture(map, texCoords).rgb - 0.5) * 2.0;
- return normalize(tbnMat * nAtTangentspace);
- #else
- return vec3(0.0);
- #endif
- }
- //==============================================================================
- // getNormalSimple =
- //==============================================================================
- /// Just normalize
- vec3 getNormalSimple(in vec3 normal)
- {
- #if defined(COLOR_PASS)
- return normalize(normal);
- #else
- return vec3(0.0);
- #endif
- }
- //==============================================================================
- // getEnvironmentColor =
- //==============================================================================
- /// Environment mapping calculations
- /// @param[in] vertPosViewSpace Fragment position in view space
- /// @param[in] normal Fragment's normal in view space as well
- /// @param[in] map The env map
- /// @return The color
- vec3 getEnvironmentColor(in vec3 vertPosViewSpace, in vec3 normal,
- in sampler2D map)
- {
- #if defined(COLOR_PASS)
- // In case of normal mapping I could play with vertex's normal but this
- // gives better results and its allready computed
-
- vec3 u = normalize(vertPosViewSpace);
- vec3 r = reflect(u, normal);
- r.z += 1.0;
- float m = 2.0 * length(r);
- vec2 semTexCoords = r.xy / m + 0.5;
- vec3 semCol = texture(map, semTexCoords).rgb;
- return semCol;
- #else
- return vec3(0.0);
- #endif
- }
- //==============================================================================
- // getDiffuseColorAndDoAlphaTesting =
- //==============================================================================
- /// Using a 4-channel texture and a tolerance discard the fragment if the
- /// texture's alpha is less than the tolerance
- /// @param[in] map The diffuse map
- /// @param[in] tolerance Tolerance value
- /// @param[in] texCoords Texture coordinates
- /// @return The RGB channels of the map
- vec3 getDiffuseColorAndDoAlphaTesting(
- in sampler2D map,
- in vec2 texCoords,
- in float tolerance)
- {
- #if defined(COLOR_PASS)
- vec4 col = texture(map, texCoords);
- if(col.a < tolerance)
- {
- discard;
- }
- return col.rgb;
- #else
- float a = texture(map, texCoords).a;
- if(a < tolerance)
- {
- discard;
- }
- return vec3(0.0);
- #endif
- }
- //==============================================================================
- // readRgbFromTexture =
- //==============================================================================
- /// Just read the RGB color from texture
- vec3 readRgbFromTexture(in sampler2D tex, in vec2 texCoords)
- {
- #if defined(COLOR_PASS)
- return texture(tex, texCoords).rgb;
- #else
- return vec3(0.0);
- #endif
- }
- //==============================================================================
- // add2Vec3 =
- //==============================================================================
- vec3 add2Vec3(in vec3 a, in vec3 b)
- {
- return a + b;
- }
- //==============================================================================
- // writeFais =
- //==============================================================================
- /// XXX
- void writeFais(
- in vec3 diffCol,
- in vec3 normal,
- in vec3 specularCol,
- in float shininess,
- in float blurring)
- {
- #if defined(COLOR_PASS)
- fMsNormalFai = vec3(packNormal(normal), blurring);
- fMsDiffuseFai = diffCol;
- fMsSpecularFai = vec4(specularCol, shininess / MAX_SHININESS);
- #endif
- }
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