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- #include "Uniforms.frag"
- #include "Samplers.frag"
- #include "Lighting.frag"
- #ifdef DIRLIGHT
- varying vec2 vScreenPos;
- #else
- varying vec4 vScreenPos;
- #endif
- varying vec3 vFarRay;
- #ifdef ORTHO
- varying vec3 vNearRay;
- #endif
- void main()
- {
- // If rendering a directional light quad, optimize out the w divide
- #ifdef DIRLIGHT
- #if defined(HWDEPTH) && defined(ORTHO)
- float depth = texture2D(sDepthBuffer, vScreenPos).r;
- #elif defined(HWDEPTH) && !defined(ORTHO)
- float depth = ReconstructDepth(texture2D(sDepthBuffer, vScreenPos).r);
- #else
- float depth = DecodeDepth(texture2D(sDepthBuffer, vScreenPos).rgb);
- #endif
- #ifdef ORTHO
- vec3 worldPos = mix(vNearRay, vFarRay, depth);
- #else
- vec3 worldPos = vFarRay * depth;
- #endif
- vec4 normalInput = texture2D(sNormalBuffer, vScreenPos);
- #else
- #if defined(HWDEPTH) && defined(ORTHO)
- float depth = texture2DProj(sDepthBuffer, vScreenPos).r;
- #elif defined(HWDEPTH) && !defined(ORTHO)
- float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
- #else
- float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
- #endif
- #ifdef ORTHO
- vec3 worldPos = mix(vNearRay, vFarRay, depth) / vScreenPos.w;
- #else
- vec3 worldPos = vFarRay * depth / vScreenPos.w;
- #endif
- vec4 normalInput = texture2DProj(sNormalBuffer, vScreenPos);
- #endif
- vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
- vec4 projWorldPos = vec4(worldPos, 1.0);
- vec3 lightColor;
- vec3 lightDir;
- float diff;
- // Accumulate light at half intensity to allow 2x "overburn"
- #ifdef DIRLIGHT
- lightDir = cLightDirPS;
- diff = 0.5 * GetDiffuseDir(normal, lightDir);
- #else
- vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
- diff = 0.5 * GetDiffusePointOrSpot(normal, lightVec, lightDir);
- #endif
- #ifdef SHADOW
- #if defined(DIRLIGHT)
- vec4 shadowPos = GetDirShadowPosDeferred(cLightMatricesPS, projWorldPos, depth);
- diff *= min(GetShadow(shadowPos) + GetShadowFade(depth), 1.0);
- #elif defined(SPOTLIGHT)
- vec4 shadowPos = cLightMatricesPS[1] * projWorldPos;
- diff *= GetShadow(shadowPos);
- #else
- vec3 shadowPos = worldPos - cLightPosPS.xyz;
- diff *= GetCubeShadow(shadowPos);
- #endif
- #endif
- #if defined(SPOTLIGHT)
- vec4 spotPos = cLightMatricesPS[0] * projWorldPos;
- lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0);
- #elif defined(CUBEMASK)
- mat3 lightVecRot = mat3(cLightMatricesPS[0][0].xyz, cLightMatricesPS[0][1].xyz, cLightMatricesPS[0][2].xyz);
- lightColor = textureCube(sLightCubeMap, lightVecRot * lightVec).rgb * cLightColor.rgb;
- #else
- lightColor = cLightColor.rgb;
- #endif
- #ifdef SPECULAR
- float spec = lightColor.g * GetSpecular(normal, -worldPos, lightDir, normalInput.a * 255.0);
- gl_FragColor = diff * vec4(lightColor, spec * cLightColor.a);
- #else
- gl_FragColor = diff * vec4(lightColor, 0.0);
- #endif
- }
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