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