|
@@ -0,0 +1,278 @@
|
|
|
+vec3 normal = normalize( vNormal );
|
|
|
+vec3 viewPosition = normalize( vViewPosition );
|
|
|
+
|
|
|
+#ifdef DOUBLE_SIDED
|
|
|
+
|
|
|
+ normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef USE_NORMALMAP
|
|
|
+
|
|
|
+ normal = perturbNormal2Arb( -vViewPosition, normal );
|
|
|
+
|
|
|
+#elif defined( USE_BUMPMAP )
|
|
|
+
|
|
|
+ normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_POINT_LIGHTS > 0
|
|
|
+
|
|
|
+ vec3 pointDiffuse = vec3( 0.0 );
|
|
|
+ vec3 pointSpecular = vec3( 0.0 );
|
|
|
+
|
|
|
+ for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
|
|
|
+
|
|
|
+ vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
|
|
|
+ vec3 lVector = lPosition.xyz + vViewPosition.xyz;
|
|
|
+
|
|
|
+ float lDistance = 1.0;
|
|
|
+ if ( pointLightDistance[ i ] > 0.0 )
|
|
|
+ lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
|
|
|
+
|
|
|
+ lVector = normalize( lVector );
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ float dotProduct = dot( normal, lVector );
|
|
|
+
|
|
|
+ #ifdef WRAP_AROUND
|
|
|
+
|
|
|
+ float pointDiffuseWeightFull = max( dotProduct, 0.0 );
|
|
|
+ float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
|
|
|
+
|
|
|
+ vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );
|
|
|
+
|
|
|
+ #else
|
|
|
+
|
|
|
+ float pointDiffuseWeight = max( dotProduct, 0.0 );
|
|
|
+
|
|
|
+ #endif
|
|
|
+
|
|
|
+ pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ vec3 pointHalfVector = normalize( lVector + viewPosition );
|
|
|
+ float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
|
|
|
+ float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );
|
|
|
+
|
|
|
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
|
|
+
|
|
|
+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );
|
|
|
+ pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_SPOT_LIGHTS > 0
|
|
|
+
|
|
|
+ vec3 spotDiffuse = vec3( 0.0 );
|
|
|
+ vec3 spotSpecular = vec3( 0.0 );
|
|
|
+
|
|
|
+ for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
|
|
|
+
|
|
|
+ vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
|
|
|
+ vec3 lVector = lPosition.xyz + vViewPosition.xyz;
|
|
|
+
|
|
|
+ float lDistance = 1.0;
|
|
|
+ if ( spotLightDistance[ i ] > 0.0 )
|
|
|
+ lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );
|
|
|
+
|
|
|
+ lVector = normalize( lVector );
|
|
|
+
|
|
|
+ float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );
|
|
|
+
|
|
|
+ if ( spotEffect > spotLightAngleCos[ i ] ) {
|
|
|
+
|
|
|
+ spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ float dotProduct = dot( normal, lVector );
|
|
|
+
|
|
|
+ #ifdef WRAP_AROUND
|
|
|
+
|
|
|
+ float spotDiffuseWeightFull = max( dotProduct, 0.0 );
|
|
|
+ float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
|
|
|
+
|
|
|
+ vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );
|
|
|
+
|
|
|
+ #else
|
|
|
+
|
|
|
+ float spotDiffuseWeight = max( dotProduct, 0.0 );
|
|
|
+
|
|
|
+ #endif
|
|
|
+
|
|
|
+ spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ vec3 spotHalfVector = normalize( lVector + viewPosition );
|
|
|
+ float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
|
|
|
+ float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );
|
|
|
+
|
|
|
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
|
|
+
|
|
|
+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );
|
|
|
+ spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_DIR_LIGHTS > 0
|
|
|
+
|
|
|
+ vec3 dirDiffuse = vec3( 0.0 );
|
|
|
+ vec3 dirSpecular = vec3( 0.0 ); ,
|
|
|
+
|
|
|
+ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
|
|
|
+
|
|
|
+ vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
|
|
|
+ vec3 dirVector = normalize( lDirection.xyz );
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ float dotProduct = dot( normal, dirVector );
|
|
|
+
|
|
|
+ #ifdef WRAP_AROUND
|
|
|
+
|
|
|
+ float dirDiffuseWeightFull = max( dotProduct, 0.0 );
|
|
|
+ float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
|
|
|
+
|
|
|
+ vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );
|
|
|
+
|
|
|
+ #else
|
|
|
+
|
|
|
+ float dirDiffuseWeight = max( dotProduct, 0.0 );
|
|
|
+
|
|
|
+ #endif
|
|
|
+
|
|
|
+ dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ vec3 dirHalfVector = normalize( dirVector + viewPosition );
|
|
|
+ float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
|
|
|
+ float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );
|
|
|
+
|
|
|
+ /*
|
|
|
+ // fresnel term from skin shader
|
|
|
+ const float F0 = 0.128;
|
|
|
+
|
|
|
+ float base = 1.0 - dot( viewPosition, dirHalfVector );
|
|
|
+ float exponential = pow( base, 5.0 );
|
|
|
+
|
|
|
+ float fresnel = exponential + F0 * ( 1.0 - exponential );
|
|
|
+ */
|
|
|
+
|
|
|
+ /*
|
|
|
+ // fresnel term from fresnel shader
|
|
|
+ const float mFresnelBias = 0.08;
|
|
|
+ const float mFresnelScale = 0.3;
|
|
|
+ const float mFresnelPower = 5.0;
|
|
|
+
|
|
|
+ float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );
|
|
|
+ */
|
|
|
+
|
|
|
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
|
|
+
|
|
|
+ // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;
|
|
|
+
|
|
|
+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );
|
|
|
+ dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_HEMI_LIGHTS > 0
|
|
|
+
|
|
|
+ vec3 hemiDiffuse = vec3( 0.0 );
|
|
|
+ vec3 hemiSpecular = vec3( 0.0 ); ,
|
|
|
+
|
|
|
+ for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
|
|
|
+
|
|
|
+ vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );
|
|
|
+ vec3 lVector = normalize( lDirection.xyz );
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ float dotProduct = dot( normal, lVector );
|
|
|
+ float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
|
|
|
+
|
|
|
+ vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
|
|
|
+
|
|
|
+ hemiDiffuse += diffuse * hemiColor;
|
|
|
+
|
|
|
+ // specular (sky light)
|
|
|
+
|
|
|
+ vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );
|
|
|
+ float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;
|
|
|
+ float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );
|
|
|
+
|
|
|
+ // specular (ground light)
|
|
|
+
|
|
|
+ vec3 lVectorGround = -lVector;
|
|
|
+
|
|
|
+ vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );
|
|
|
+ float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;
|
|
|
+ float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );
|
|
|
+
|
|
|
+ float dotProductGround = dot( normal, lVectorGround );
|
|
|
+
|
|
|
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
|
|
+
|
|
|
+ vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );
|
|
|
+ vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );
|
|
|
+ hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+vec3 totalDiffuse = vec3( 0.0 );
|
|
|
+vec3 totalSpecular = vec3( 0.0 );
|
|
|
+
|
|
|
+#if MAX_DIR_LIGHTS > 0
|
|
|
+
|
|
|
+ totalDiffuse += dirDiffuse;
|
|
|
+ totalSpecular += dirSpecular;
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_HEMI_LIGHTS > 0
|
|
|
+
|
|
|
+ totalDiffuse += hemiDiffuse;
|
|
|
+ totalSpecular += hemiSpecular;
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_POINT_LIGHTS > 0
|
|
|
+
|
|
|
+ totalDiffuse += pointDiffuse;
|
|
|
+ totalSpecular += pointSpecular;
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#if MAX_SPOT_LIGHTS > 0
|
|
|
+
|
|
|
+ totalDiffuse += spotDiffuse;
|
|
|
+ totalSpecular += spotSpecular;
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef METAL
|
|
|
+
|
|
|
+ gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );
|
|
|
+
|
|
|
+#else
|
|
|
+
|
|
|
+ gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;
|
|
|
+
|
|
|
+#endif
|