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304 lines
8.7 KiB
304 lines
8.7 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) |
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#extension GL_EXT_gpu_shader4: require |
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#endif |
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#ifndef NEW_GLSL |
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#define in varying |
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#define fragmentColor gl_FragColor |
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#define texture texture2D |
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#endif |
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#ifndef RUNTIME_CONST |
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#define const |
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#endif |
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#ifdef AMBIENT_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 0) |
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#endif |
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uniform lowp sampler2D ambientTexture; |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 4) |
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#endif |
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uniform lowp vec4 ambientColor |
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#ifndef GL_ES |
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#ifndef AMBIENT_TEXTURE |
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= vec4(0.0) |
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#else |
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= vec4(1.0) |
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#endif |
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#endif |
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; |
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#if LIGHT_COUNT |
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#ifdef DIFFUSE_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 1) |
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#endif |
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uniform lowp sampler2D diffuseTexture; |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 5) |
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#endif |
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uniform lowp vec4 diffuseColor |
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#ifndef GL_ES |
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= vec4(1.0) |
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#endif |
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; |
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#ifdef SPECULAR_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 2) |
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#endif |
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uniform lowp sampler2D specularTexture; |
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#endif |
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#ifdef NORMAL_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 3) |
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#endif |
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uniform lowp sampler2D normalTexture; |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 6) |
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#endif |
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uniform lowp vec4 specularColor |
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#ifndef GL_ES |
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= vec4(1.0, 1.0, 1.0, 0.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 7) |
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#endif |
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uniform mediump float shininess |
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#ifndef GL_ES |
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= 80.0 |
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#endif |
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; |
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#endif |
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#ifdef NORMAL_TEXTURE |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 8) |
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#endif |
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uniform mediump float normalTextureScale |
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#ifndef GL_ES |
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= 1.0 |
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#endif |
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; |
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#endif |
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#ifdef ALPHA_MASK |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 9) |
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#endif |
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uniform lowp float alphaMask |
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#ifndef GL_ES |
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= 0.5 |
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#endif |
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; |
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#endif |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 10) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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uniform highp uint objectId; /* defaults to zero */ |
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#endif |
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#if LIGHT_COUNT |
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/* Needs to be last because it uses locations 11 + LIGHT_COUNT to |
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11 + 2*LIGHT_COUNT - 1. Location 11 is lightPositions. Also it can't be |
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specified as 11 + LIGHT_COUNT because that requires ARB_enhanced_layouts. |
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Same for lightSpecularColors and lightRanges below. */ |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = LIGHT_COLORS_LOCATION) /* I fear this will blow up some drivers */ |
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#endif |
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uniform lowp vec3 lightColors[LIGHT_COUNT] |
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#ifndef GL_ES |
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= vec3[](LIGHT_COLOR_INITIALIZER) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = LIGHT_SPECULAR_COLORS_LOCATION) |
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#endif |
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uniform lowp vec3 lightSpecularColors[LIGHT_COUNT] |
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#ifndef GL_ES |
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= vec3[](LIGHT_COLOR_INITIALIZER) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = LIGHT_RANGES_LOCATION) |
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#endif |
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uniform lowp float lightRanges[LIGHT_COUNT] |
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#ifndef GL_ES |
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= float[](LIGHT_RANGE_INITIALIZER) |
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#endif |
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; |
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#endif |
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#if LIGHT_COUNT |
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in mediump vec3 transformedNormal; |
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#ifdef NORMAL_TEXTURE |
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#ifndef BITANGENT |
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in mediump vec4 transformedTangent; |
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#else |
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in mediump vec3 transformedTangent; |
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in mediump vec3 transformedBitangent; |
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#endif |
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#endif |
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in highp vec4 lightDirections[LIGHT_COUNT]; |
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in highp vec3 cameraDirection; |
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#endif |
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#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_TEXTURE) |
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in mediump vec2 interpolatedTextureCoordinates; |
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#endif |
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#ifdef VERTEX_COLOR |
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in lowp vec4 interpolatedVertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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flat in highp uint interpolatedInstanceObjectId; |
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#endif |
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#ifdef NEW_GLSL |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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out lowp vec4 fragmentColor; |
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#endif |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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out highp uint fragmentObjectId; |
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#endif |
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void main() { |
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lowp const vec4 finalAmbientColor = |
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#ifdef AMBIENT_TEXTURE |
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texture(ambientTexture, interpolatedTextureCoordinates)* |
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#endif |
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#ifdef VERTEX_COLOR |
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interpolatedVertexColor* |
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#endif |
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ambientColor; |
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#if LIGHT_COUNT |
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lowp const vec4 finalDiffuseColor = |
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#ifdef DIFFUSE_TEXTURE |
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texture(diffuseTexture, interpolatedTextureCoordinates)* |
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#endif |
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#ifdef VERTEX_COLOR |
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interpolatedVertexColor* |
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#endif |
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diffuseColor; |
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lowp const vec4 finalSpecularColor = |
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#ifdef SPECULAR_TEXTURE |
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texture(specularTexture, interpolatedTextureCoordinates)* |
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#endif |
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specularColor; |
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#endif |
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/* Ambient color */ |
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fragmentColor = finalAmbientColor; |
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#if LIGHT_COUNT |
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/* Normal */ |
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mediump vec3 normalizedTransformedNormal = normalize(transformedNormal); |
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#ifdef NORMAL_TEXTURE |
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#ifndef BITANGENT |
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mediump vec3 normalizedTransformedTangent = normalize(transformedTangent.xyz); |
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#else |
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mediump vec3 normalizedTransformedTangent = normalize(transformedTangent); |
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mediump vec3 normalizedTransformedBitangent = normalize(transformedBitangent); |
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#endif |
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mediump mat3 tbn = mat3( |
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normalizedTransformedTangent, |
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#ifndef BITANGENT |
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normalize(cross(normalizedTransformedNormal, |
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normalizedTransformedTangent)*transformedTangent.w), |
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#else |
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normalizedTransformedBitangent, |
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#endif |
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normalizedTransformedNormal |
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); |
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normalizedTransformedNormal = tbn*(normalize((texture(normalTexture, interpolatedTextureCoordinates).rgb*2.0 - vec3(1.0))*vec3(normalTextureScale, normalTextureScale, 1.0))); |
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#endif |
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/* Add diffuse color for each light */ |
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for(int i = 0; i < LIGHT_COUNT; ++i) { |
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/* Attenuation. Directional lights have the .w component set to 0, use |
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that to make the distance zero -- which will then ensure the |
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attenuation is always 1.0 */ |
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highp float dist = length(lightDirections[i].xyz)*lightDirections[i].w; |
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/* If range is 0 for whatever reason, clamp it to a small value to |
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avoid a NaN when dist is 0 as well (which is the case for |
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directional lights). */ |
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highp float attenuation = clamp(1.0 - pow(dist/max(lightRanges[i], 0.0001), 4.0), 0.0, 1.0); |
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attenuation = attenuation*attenuation/(1.0 + dist*dist); |
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highp vec3 normalizedLightDirection = normalize(lightDirections[i].xyz); |
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection))*attenuation; |
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fragmentColor += vec4(finalDiffuseColor.rgb*lightColors[i]*intensity, finalDiffuseColor.a/float(LIGHT_COUNT)); |
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/* Add specular color, if needed */ |
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if(intensity > 0.001) { |
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highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal); |
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/* Use attenuation for the specularity as well */ |
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mediump float specularity = clamp(pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess), 0.0, 1.0)*attenuation; |
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fragmentColor += vec4(finalSpecularColor.rgb*lightSpecularColors[i].rgb*specularity, finalSpecularColor.a); |
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} |
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} |
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#endif |
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#ifdef ALPHA_MASK |
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/* Using <= because if mask is set to 1.0, it should discard all, similarly |
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as when using 0, it should only discard what's already invisible |
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anyway. */ |
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if(fragmentColor.a <= alphaMask) discard; |
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#endif |
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#ifdef OBJECT_ID |
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fragmentObjectId = |
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#ifdef INSTANCED_OBJECT_ID |
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interpolatedInstanceObjectId + |
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#endif |
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objectId; |
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#endif |
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}
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