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- #ifdef COMPILEVS
- vec3 GetAmbient(float zonePos)
- {
- return cAmbientStartColor + zonePos * cAmbientEndColor;
- }
- #ifdef NUMVERTEXLIGHTS
- float GetVertexLight(int index, vec3 worldPos, vec3 normal)
- {
- vec3 lightDir = cVertexLights[index * 3 + 1].xyz;
- vec3 lightPos = cVertexLights[index * 3 + 2].xyz;
- float invRange = cVertexLights[index * 3].w;
- float cutoff = cVertexLights[index * 3 + 1].w;
- float invCutoff = cVertexLights[index * 3 + 2].w;
- // Directional light
- if (invRange == 0.0)
- {
- #ifdef TRANSLUCENT
- float NdotL = abs(dot(normal, lightDir));
- #else
- float NdotL = max(dot(normal, lightDir), 0.0);
- #endif
- return NdotL;
- }
- // Point/spot light
- else
- {
- vec3 lightVec = (lightPos - worldPos) * invRange;
- float lightDist = length(lightVec);
- vec3 localDir = lightVec / lightDist;
- #ifdef TRANSLUCENT
- float NdotL = abs(dot(normal, localDir));
- #else
- float NdotL = max(dot(normal, localDir), 0.0);
- #endif
- float atten = clamp(1.0 - lightDist * lightDist, 0.0, 1.0);
- float spotEffect = dot(localDir, lightDir);
- float spotAtten = clamp((spotEffect - cutoff) * invCutoff, 0.0, 1.0);
- return NdotL * atten * spotAtten;
- }
- }
- float GetVertexLightVolumetric(int index, vec3 worldPos)
- {
- vec3 lightDir = cVertexLights[index * 3 + 1].xyz;
- vec3 lightPos = cVertexLights[index * 3 + 2].xyz;
- float invRange = cVertexLights[index * 3].w;
- float cutoff = cVertexLights[index * 3 + 1].w;
- float invCutoff = cVertexLights[index * 3 + 2].w;
- // Directional light
- if (invRange == 0.0)
- return 1.0;
- // Point/spot light
- else
- {
- vec3 lightVec = (lightPos - worldPos) * invRange;
- float lightDist = length(lightVec);
- vec3 localDir = lightVec / lightDist;
- float atten = clamp(1.0 - lightDist * lightDist, 0.0, 1.0);
- float spotEffect = dot(localDir, lightDir);
- float spotAtten = clamp((spotEffect - cutoff) * invCutoff, 0.0, 1.0);
- return atten * spotAtten;
- }
- }
- #endif
- #ifdef SHADOW
- #if defined(DIRLIGHT) && (!defined(GL_ES) || defined(WEBGL))
- #define NUMCASCADES 4
- #else
- #define NUMCASCADES 1
- #endif
- vec4 GetShadowPos(int index, vec3 normal, vec4 projWorldPos)
- {
- #ifdef NORMALOFFSET
- float normalOffsetScale[4];
- normalOffsetScale[0] = cNormalOffsetScale.x;
- normalOffsetScale[1] = cNormalOffsetScale.y;
- normalOffsetScale[2] = cNormalOffsetScale.z;
- normalOffsetScale[3] = cNormalOffsetScale.w;
- #ifdef DIRLIGHT
- float cosAngle = clamp(1.0 - dot(normal, cLightDir), 0.0, 1.0);
- #else
- float cosAngle = clamp(1.0 - dot(normal, normalize(cLightPos.xyz - projWorldPos.xyz)), 0.0, 1.0);
- #endif
- projWorldPos.xyz += cosAngle * normalOffsetScale[index] * normal;
- #endif
- #if defined(DIRLIGHT)
- return projWorldPos * cLightMatrices[index];
- #elif defined(SPOTLIGHT)
- return projWorldPos * cLightMatrices[1];
- #else
- return vec4(projWorldPos.xyz - cLightPos.xyz, 1.0);
- #endif
- }
- #endif
- #endif
- #ifdef COMPILEPS
- float GetDiffuse(vec3 normal, vec3 worldPos, out vec3 lightDir)
- {
- #ifdef DIRLIGHT
- lightDir = cLightDirPS;
- #ifdef TRANSLUCENT
- return abs(dot(normal, lightDir));
- #else
- return max(dot(normal, lightDir), 0.0);
- #endif
- #else
- vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
- float lightDist = length(lightVec);
- lightDir = lightVec / lightDist;
- #ifdef TRANSLUCENT
- return abs(dot(normal, lightDir)) * texture2D(sLightRampMap, vec2(lightDist, 0.0)).r;
- #else
- return max(dot(normal, lightDir), 0.0) * texture2D(sLightRampMap, vec2(lightDist, 0.0)).r;
- #endif
- #endif
- }
- float GetAtten(vec3 normal, vec3 worldPos, out vec3 lightDir)
- {
- lightDir = cLightDirPS;
- return clamp(dot(normal, lightDir), 0.0, 1.0);
- }
- float GetAttenPoint(vec3 normal, vec3 worldPos, out vec3 lightDir)
- {
- vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
- float lightDist = length(lightVec);
- float falloff = pow(clamp(1.0 - pow(lightDist / 1.0, 4.0), 0.0, 1.0), 2.0) * 3.14159265358979323846 / (4.0 * 3.14159265358979323846)*(pow(lightDist, 2.0) + 1.0);
- lightDir = lightVec / lightDist;
- return clamp(dot(normal, lightDir), 0.0, 1.0) * falloff;
- }
- float GetAttenSpot(vec3 normal, vec3 worldPos, out vec3 lightDir)
- {
- vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
- float lightDist = length(lightVec);
- float falloff = pow(clamp(1.0 - pow(lightDist / 1.0, 4.0), 0.0, 1.0), 2.0) / (pow(lightDist, 2.0) + 1.0);
- lightDir = lightVec / lightDist;
- return clamp(dot(normal, lightDir), 0.0, 1.0) * falloff;
- }
- float GetDiffuseVolumetric(vec3 worldPos)
- {
- #ifdef DIRLIGHT
- return 1.0;
- #else
- vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
- float lightDist = length(lightVec);
- return texture2D(sLightRampMap, vec2(lightDist, 0.0)).r;
- #endif
- }
- float GetSpecular(vec3 normal, vec3 eyeVec, vec3 lightDir, float specularPower)
- {
- vec3 halfVec = normalize(normalize(eyeVec) + lightDir);
- return pow(max(dot(normal, halfVec), 0.0), specularPower);
- }
- float GetIntensity(vec3 color)
- {
- return dot(color, vec3(0.299, 0.587, 0.114));
- }
- #ifdef SHADOW
- #if defined(DIRLIGHT) && (!defined(GL_ES) || defined(WEBGL))
- #define NUMCASCADES 4
- #else
- #define NUMCASCADES 1
- #endif
- #ifdef VSM_SHADOW
- float ReduceLightBleeding(float min, float p_max)
- {
- return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);
- }
- float Chebyshev(vec2 Moments, float depth)
- {
- //One-tailed inequality valid if depth > Moments.x
- float p = float(depth <= Moments.x);
- //Compute variance.
- float Variance = Moments.y - (Moments.x * Moments.x);
- float minVariance = cVSMShadowParams.x;
- Variance = max(Variance, minVariance);
- //Compute probabilistic upper bound.
- float d = depth - Moments.x;
- float p_max = Variance / (Variance + d*d);
- // Prevent light bleeding
- p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
- return max(p, p_max);
- }
- #endif
- #ifndef GL_ES
- float GetShadow(vec4 shadowPos)
- {
- #if defined(SIMPLE_SHADOW)
- // Take one sample
- #ifndef GL3
- float inLight = shadow2DProj(sShadowMap, shadowPos).r;
- #else
- float inLight = textureProj(sShadowMap, shadowPos);
- #endif
- return cShadowIntensity.y + cShadowIntensity.x * inLight;
- #elif defined(PCF_SHADOW)
- // Take four samples and average them
- // Note: in case of sampling a point light cube shadow, we optimize out the w divide as it has already been performed
- #ifndef POINTLIGHT
- vec2 offsets = cShadowMapInvSize * shadowPos.w;
- #else
- vec2 offsets = cShadowMapInvSize;
- #endif
- #ifndef GL3
- return cShadowIntensity.y + cShadowIntensity.x * (shadow2DProj(sShadowMap, shadowPos).r +
- shadow2DProj(sShadowMap, vec4(shadowPos.x + offsets.x, shadowPos.yzw)).r +
- shadow2DProj(sShadowMap, vec4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)).r +
- shadow2DProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)).r);
- #else
- return cShadowIntensity.y + cShadowIntensity.x * (textureProj(sShadowMap, shadowPos) +
- textureProj(sShadowMap, vec4(shadowPos.x + offsets.x, shadowPos.yzw)) +
- textureProj(sShadowMap, vec4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)) +
- textureProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)));
- #endif
- #elif defined(VSM_SHADOW)
- vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg;
- return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
- #endif
- }
- #else
- float GetShadow(highp vec4 shadowPos)
- {
- #if defined(SIMPLE_SHADOW)
- // Take one sample
- return cShadowIntensity.y + (texture2DProj(sShadowMap, shadowPos).r * shadowPos.w > shadowPos.z ? cShadowIntensity.x : 0.0);
- #elif defined(PCF_SHADOW)
- // Take four samples and average them
- vec2 offsets = cShadowMapInvSize * shadowPos.w;
- vec4 inLight = vec4(
- texture2DProj(sShadowMap, shadowPos).r * shadowPos.w > shadowPos.z,
- texture2DProj(sShadowMap, vec4(shadowPos.x + offsets.x, shadowPos.yzw)).r * shadowPos.w > shadowPos.z,
- texture2DProj(sShadowMap, vec4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)).r * shadowPos.w > shadowPos.z,
- texture2DProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)).r * shadowPos.w > shadowPos.z
- );
- return cShadowIntensity.y + dot(inLight, vec4(cShadowIntensity.x));
- #elif defined(VSM_SHADOW)
- vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg;
- return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
- #endif
- }
- #endif
- #ifdef POINTLIGHT
- float GetPointShadow(vec3 lightVec)
- {
- vec3 axis = textureCube(sFaceSelectCubeMap, lightVec).rgb;
- float depth = abs(dot(lightVec, axis));
- // Expand the maximum component of the light vector to get full 0.0 - 1.0 UV range from the cube map,
- // and to avoid sampling across faces. Some GPU's filter across faces, while others do not, and in this
- // case filtering across faces is wrong
- const vec3 factor = vec3(1.0 / 256.0);
- lightVec += factor * axis * lightVec;
- // Read the 2D UV coordinates, adjust according to shadow map size and add face offset
- vec4 indirectPos = textureCube(sIndirectionCubeMap, lightVec);
- indirectPos.xy *= cShadowCubeAdjust.xy;
- indirectPos.xy += vec2(cShadowCubeAdjust.z + indirectPos.z * 0.5, cShadowCubeAdjust.w + indirectPos.w);
- vec4 shadowPos = vec4(indirectPos.xy, cShadowDepthFade.x + cShadowDepthFade.y / depth, 1.0);
- return GetShadow(shadowPos);
- }
- #endif
- #ifdef DIRLIGHT
- float GetDirShadowFade(float inLight, float depth)
- {
- return min(inLight + max((depth - cShadowDepthFade.z) * cShadowDepthFade.w, 0.0), 1.0);
- }
- #if !defined(GL_ES) || defined(WEBGL)
- float GetDirShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
- {
- vec4 shadowPos;
- if (depth < cShadowSplits.x)
- shadowPos = iShadowPos[0];
- else if (depth < cShadowSplits.y)
- shadowPos = iShadowPos[1];
- else if (depth < cShadowSplits.z)
- shadowPos = iShadowPos[2];
- else
- shadowPos = iShadowPos[3];
-
- return GetDirShadowFade(GetShadow(shadowPos), depth);
- }
- #else
- float GetDirShadow(const highp vec4 iShadowPos[NUMCASCADES], float depth)
- {
- return GetDirShadowFade(GetShadow(iShadowPos[0]), depth);
- }
- #endif
- #ifndef GL_ES
- float GetDirShadowDeferred(vec4 projWorldPos, vec3 normal, float depth)
- {
- vec4 shadowPos;
- #ifdef NORMALOFFSET
- float cosAngle = clamp(1.0 - dot(normal, cLightDirPS), 0.0, 1.0);
- if (depth < cShadowSplits.x)
- shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.x * normal, 1.0) * cLightMatricesPS[0];
- else if (depth < cShadowSplits.y)
- shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.y * normal, 1.0) * cLightMatricesPS[1];
- else if (depth < cShadowSplits.z)
- shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.z * normal, 1.0) * cLightMatricesPS[2];
- else
- shadowPos = vec4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.w * normal, 1.0) * cLightMatricesPS[3];
- #else
- if (depth < cShadowSplits.x)
- shadowPos = projWorldPos * cLightMatricesPS[0];
- else if (depth < cShadowSplits.y)
- shadowPos = projWorldPos * cLightMatricesPS[1];
- else if (depth < cShadowSplits.z)
- shadowPos = projWorldPos * cLightMatricesPS[2];
- else
- shadowPos = projWorldPos * cLightMatricesPS[3];
- #endif
- return GetDirShadowFade(GetShadow(shadowPos), depth);
- }
- #endif
- #endif
- #ifndef GL_ES
- float GetShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
- #else
- float GetShadow(const highp vec4 iShadowPos[NUMCASCADES], float depth)
- #endif
- {
- #if defined(DIRLIGHT)
- return GetDirShadow(iShadowPos, depth);
- #elif defined(SPOTLIGHT)
- return GetShadow(iShadowPos[0]);
- #else
- return GetPointShadow(iShadowPos[0].xyz);
- #endif
- }
- #ifndef GL_ES
- float GetShadowDeferred(vec4 projWorldPos, vec3 normal, float depth)
- {
- #ifdef DIRLIGHT
- return GetDirShadowDeferred(projWorldPos, normal, depth);
- #else
- #ifdef NORMALOFFSET
- float cosAngle = clamp(1.0 - dot(normal, normalize(cLightPosPS.xyz - projWorldPos.xyz)), 0.0, 1.0);
- projWorldPos.xyz += cosAngle * cNormalOffsetScalePS.x * normal;
- #endif
- #ifdef SPOTLIGHT
- vec4 shadowPos = projWorldPos * cLightMatricesPS[1];
- return GetShadow(shadowPos);
- #else
- vec3 shadowPos = projWorldPos.xyz - cLightPosPS.xyz;
- return GetPointShadow(shadowPos);
- #endif
- #endif
- }
- #endif
- #endif
- #endif
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