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- #include "Uniforms.glsl"
- #include "Samplers.glsl"
- #include "Transform.glsl"
- #include "ScreenPos.glsl"
- #include "Lighting.glsl"
- #include "Fog.glsl"
- varying vec2 vTexCoord;
- varying vec4 vWorldPos;
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #ifdef SOFTPARTICLES
- varying vec4 vScreenPos;
- uniform float cSoftParticleFadeScale;
- #endif
- #ifdef PERPIXEL
- #ifdef SHADOW
- #ifndef GL_ES
- varying vec4 vShadowPos[NUMCASCADES];
- #else
- varying highp vec4 vShadowPos[NUMCASCADES];
- #endif
- #endif
- #ifdef SPOTLIGHT
- varying vec4 vSpotPos;
- #endif
- #ifdef POINTLIGHT
- varying vec3 vCubeMaskVec;
- #endif
- #else
- varying vec3 vVertexLight;
- #endif
- void VS()
- {
- mat4 modelMatrix = iModelMatrix;
- vec3 worldPos = GetWorldPos(modelMatrix);
- gl_Position = GetClipPos(worldPos);
- vTexCoord = GetTexCoord(iTexCoord);
- vWorldPos = vec4(worldPos, GetDepth(gl_Position));
- #ifdef SOFTPARTICLES
- vScreenPos = GetScreenPos(gl_Position);
- #endif
- #ifdef VERTEXCOLOR
- vColor = iColor;
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- vec4 projWorldPos = vec4(worldPos, 1.0);
- #ifdef SHADOW
- // Shadow projection: transform from world space to shadow space
- for (int i = 0; i < NUMCASCADES; i++)
- vShadowPos[i] = GetShadowPos(i, vec3(0, 0, 0), projWorldPos);
- #endif
- #ifdef SPOTLIGHT
- // Spotlight projection: transform from world space to projector texture coordinates
- vSpotPos = projWorldPos * cLightMatrices[0];
- #endif
-
- #ifdef POINTLIGHT
- vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
- #endif
- #else
- // Ambient & per-vertex lighting
- vVertexLight = GetAmbient(GetZonePos(worldPos));
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- vVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
- #endif
- #endif
- }
- void PS()
- {
- // Get material diffuse albedo
- #ifdef DIFFMAP
- vec4 diffInput = texture2D(sDiffMap, vTexCoord);
- #ifdef ALPHAMASK
- if (diffInput.a < 0.5)
- discard;
- #endif
- vec4 diffColor = cMatDiffColor * diffInput;
- #else
- vec4 diffColor = cMatDiffColor;
- #endif
- #ifdef VERTEXCOLOR
- diffColor *= vColor;
- #endif
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
- #else
- float fogFactor = GetFogFactor(vWorldPos.w);
- #endif
- // Soft particle fade
- // In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
- #ifdef SOFTPARTICLES
- #ifdef EXPAND
- if (diffColor.a < 0.01)
- discard;
- #endif
- float particleDepth = vWorldPos.w;
- #ifdef HWDEPTH
- float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
- #else
- float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
- #endif
- #ifdef EXPAND
- float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
- float fade = clamp(diffZ * cSoftParticleFadeScale, 0.0, 1.0);
- #else
- float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
- float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0);
- #endif
- diffColor.a = max(diffColor.a - fade, 0.0);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- vec3 lightColor;
- vec3 lightDir;
- vec3 finalColor;
- float diff = GetDiffuseVolumetric(vWorldPos.xyz);
- #ifdef SHADOW
- diff *= GetShadow(vShadowPos, vWorldPos.w);
- #endif
-
- #if defined(SPOTLIGHT)
- lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
- #elif defined(CUBEMASK)
- lightColor = textureCube(sLightCubeMap, vCubeMaskVec).rgb * cLightColor.rgb;
- #else
- lightColor = cLightColor.rgb;
- #endif
- finalColor = diff * lightColor * diffColor.rgb;
- gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #else
- // Ambient & per-vertex lighting
- vec3 finalColor = vVertexLight * diffColor.rgb;
- gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
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