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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef NEW_GLSL
#define in varying
#define color gl_FragColor
#define texture texture2D
#endif
#ifndef RUNTIME_CONST
#define const
#endif
#ifdef AMBIENT_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 0)
#endif
uniform lowp sampler2D ambientTexture;
#endif
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 4)
#endif
uniform lowp vec4 ambientColor
#ifndef GL_ES
#ifndef AMBIENT_TEXTURE
= vec4(0.0)
#else
= vec4(1.0)
#endif
#endif
;
#ifdef DIFFUSE_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 1)
#endif
uniform lowp sampler2D diffuseTexture;
#endif
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 5)
#endif
uniform lowp vec4 diffuseColor
#ifndef GL_ES
= vec4(1.0)
#endif
;
#ifdef SPECULAR_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 2)
#endif
uniform lowp sampler2D specularTexture;
#endif
#ifdef NORMAL_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 3)
#endif
uniform lowp sampler2D normalTexture;
#endif
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 6)
#endif
uniform lowp vec4 specularColor
#ifndef GL_ES
= vec4(1.0)
#endif
;
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 7)
#endif
uniform mediump float shininess
#ifndef GL_ES
= 80.0
#endif
;
#ifdef ALPHA_MASK
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 8)
#endif
uniform lowp float alphaMask
#ifndef GL_ES
= 0.5
#endif
;
#endif
/* Needs to be last because it uses locations 9 + LIGHT_COUNT to
9 + 2*LIGHT_COUNT - 1. Location 9 is lightPositions. Also it can't be
specified as 9 + LIGHT_COUNT because that requires ARB_enhanced_layouts. */
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = LIGHT_COLORS_LOCATION) /* I fear this will blow up some drivers */
#endif
uniform lowp vec4 lightColors[LIGHT_COUNT]
#ifndef GL_ES
= vec4[](LIGHT_COLOR_INITIALIZER)
#endif
;
in mediump vec3 transformedNormal;
#ifdef NORMAL_TEXTURE
in mediump vec3 transformedTangent;
#endif
in highp vec3 lightDirections[LIGHT_COUNT];
in highp vec3 cameraDirection;
#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_TEXTURE)
in mediump vec2 interpolatedTextureCoords;
#endif
#ifdef NEW_GLSL
out lowp vec4 color;
#endif
void main() {
lowp const vec4 finalAmbientColor =
#ifdef AMBIENT_TEXTURE
texture(ambientTexture, interpolatedTextureCoords)*
#endif
ambientColor;
lowp const vec4 finalDiffuseColor =
#ifdef DIFFUSE_TEXTURE
texture(diffuseTexture, interpolatedTextureCoords)*
#endif
diffuseColor;
lowp const vec4 finalSpecularColor =
#ifdef SPECULAR_TEXTURE
texture(specularTexture, interpolatedTextureCoords)*
#endif
specularColor;
/* Ambient color */
color = finalAmbientColor;
/* Normal */
mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
#ifdef NORMAL_TEXTURE
mediump vec3 normalizedTransformedTangent = normalize(transformedTangent);
mediump mat3 tbn = mat3(
normalizedTransformedTangent,
normalize(cross(normalizedTransformedNormal,
normalizedTransformedTangent)),
normalizedTransformedNormal
);
normalizedTransformedNormal = tbn*(texture(normalTexture, interpolatedTextureCoords).rgb*2.0 - vec3(1.0));
#endif
/* Add diffuse color for each light */
for(int i = 0; i < LIGHT_COUNT; ++i) {
highp vec3 normalizedLightDirection = normalize(lightDirections[i]);
lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
color += vec4(finalDiffuseColor.rgb*lightColors[i].rgb*intensity, lightColors[i].a*finalDiffuseColor.a/float(LIGHT_COUNT));
/* Add specular color, if needed */
if(intensity > 0.001) {
highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
mediump float specularity = clamp(pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess), 0.0, 1.0);
color += vec4(finalSpecularColor.rgb*specularity, finalSpecularColor.a);
}
}
#ifdef ALPHA_MASK
/* Using <= because if mask is set to 1.0, it should discard all, similarly
as when using 0, it should only discard what's already invisible
anyway. */
if(color.a <= alphaMask) discard;
#endif
}