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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022 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.
*/
#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL)
#extension GL_EXT_gpu_shader4: require
#endif
#ifndef NEW_GLSL
#define in varying
#define fragmentColor gl_FragColor
#define texture texture2D
#endif
#ifndef RUNTIME_CONST
#define const
#endif
/* Uniforms */
#ifndef UNIFORM_BUFFERS
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 5)
#endif
uniform lowp vec4 ambientColor
#ifndef GL_ES
#ifndef AMBIENT_TEXTURE
= vec4(0.0)
#else
= vec4(1.0)
#endif
#endif
;
#if LIGHT_COUNT
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 6)
#endif
uniform lowp vec4 diffuseColor
#ifndef GL_ES
= vec4(1.0)
#endif
;
#ifndef NO_SPECULAR
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 7)
#endif
uniform lowp vec4 specularColor
#ifndef GL_ES
= vec4(1.0, 1.0, 1.0, 0.0)
#endif
;
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 8)
#endif
uniform mediump float shininess
#ifndef GL_ES
= 80.0
#endif
;
#endif
#endif
#ifdef NORMAL_TEXTURE
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 9)
#endif
uniform mediump float normalTextureScale
#ifndef GL_ES
= 1.0
#endif
;
#endif
#ifdef ALPHA_MASK
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 10)
#endif
uniform lowp float alphaMask
#ifndef GL_ES
= 0.5
#endif
;
#endif
#ifdef OBJECT_ID
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 11)
#endif
/* mediump is just 2^10, which might not be enough, this is 2^16 */
uniform highp uint objectId; /* defaults to zero */
#endif
#if LIGHT_COUNT
/* Needs to be last because it uses locations 12 to 12 + LIGHT_COUNT - 1 */
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 12)
#endif
uniform highp vec4 lightPositions[LIGHT_COUNT]
#ifndef GL_ES
= vec4[](LIGHT_POSITION_INITIALIZER)
#endif
;
/* Needs to be last because it uses locations 12 + LIGHT_COUNT to
12 + 2*LIGHT_COUNT - 1. Location 12 is lightPositions. Also it can't be
specified as 12 + LIGHT_COUNT because that requires ARB_enhanced_layouts.
Same for lightSpecularColors and lightRanges below. */
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = LIGHT_COLORS_LOCATION) /* I fear this will blow up some drivers */
#endif
uniform lowp vec3 lightColors[LIGHT_COUNT]
#ifndef GL_ES
= vec3[](LIGHT_COLOR_INITIALIZER)
#endif
;
#ifndef NO_SPECULAR
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = LIGHT_SPECULAR_COLORS_LOCATION)
#endif
uniform lowp vec3 lightSpecularColors[LIGHT_COUNT]
#ifndef GL_ES
= vec3[](LIGHT_COLOR_INITIALIZER)
#endif
;
#endif
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = LIGHT_RANGES_LOCATION)
#endif
uniform lowp float lightRanges[LIGHT_COUNT]
#ifndef GL_ES
= float[](LIGHT_RANGE_INITIALIZER)
#endif
;
#endif
/* Uniform buffers */
#else
#ifndef MULTI_DRAW
#if DRAW_COUNT > 1
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 0)
#endif
uniform highp uint drawOffset
#ifndef GL_ES
= 0u
#endif
;
#else
#define drawOffset 0u
#endif
#define drawId drawOffset
#endif
/* Keep in sync with Phong.vert. Can't "outsource" to a common file because
the #extension directive needs to be always before any code. */
struct DrawUniform {
/* Can't be a mat3 because of ANGLE, see Phong.vert for details */
mediump mat3x4 normalMatrix;
highp uvec4 materialIdReservedObjectIdLightOffsetLightCount;
#define draw_materialIdReserved materialIdReservedObjectIdLightOffsetLightCount.x
#define draw_objectId materialIdReservedObjectIdLightOffsetLightCount.y
#define draw_lightOffset materialIdReservedObjectIdLightOffsetLightCount.z
#define draw_lightCount materialIdReservedObjectIdLightOffsetLightCount.w
};
layout(std140
#ifdef EXPLICIT_BINDING
, binding = 2
#endif
) uniform Draw {
DrawUniform draws[DRAW_COUNT];
};
struct MaterialUniform {
lowp vec4 ambientColor;
lowp vec4 diffuseColor;
lowp vec4 specularColor;
mediump vec4 normalTextureScaleShininessAlphaMaskReserved;
#define material_normalTextureScale normalTextureScaleShininessAlphaMaskReserved.x
#define material_shininess normalTextureScaleShininessAlphaMaskReserved.y
#define material_alphaMask normalTextureScaleShininessAlphaMaskReserved.z
};
layout(std140
#ifdef EXPLICIT_BINDING
, binding = 4
#endif
) uniform Material {
MaterialUniform materials[MATERIAL_COUNT];
};
#if LIGHT_COUNT
struct LightUniform {
highp vec4 position;
lowp vec3 colorReserved;
#define light_color colorReserved.xyz
lowp vec4 specularColorReserved;
#define light_specularColor specularColorReserved.xyz
lowp vec4 rangeReservedReservedReserved;
#define light_range rangeReservedReservedReserved.x
};
layout(std140
#ifdef EXPLICIT_BINDING
, binding = 5
#endif
) uniform Light {
LightUniform lights[LIGHT_COUNT];
};
#endif
#endif
/* Textures */
#ifdef AMBIENT_TEXTURE
#ifdef EXPLICIT_BINDING
layout(binding = 0)
#endif
uniform lowp
#ifndef TEXTURE_ARRAYS
sampler2D
#else
sampler2DArray
#endif
ambientTexture;
#endif
#if LIGHT_COUNT
#ifdef DIFFUSE_TEXTURE
#ifdef EXPLICIT_BINDING
layout(binding = 1)
#endif
uniform lowp
#ifndef TEXTURE_ARRAYS
sampler2D
#else
sampler2DArray
#endif
diffuseTexture;
#endif
#ifdef SPECULAR_TEXTURE
#ifdef EXPLICIT_BINDING
layout(binding = 2)
#endif
uniform lowp
#ifndef TEXTURE_ARRAYS
sampler2D
#else
sampler2DArray
#endif
specularTexture;
#endif
#ifdef NORMAL_TEXTURE
#ifdef EXPLICIT_BINDING
layout(binding = 3)
#endif
uniform lowp
#ifndef TEXTURE_ARRAYS
sampler2D
#else
sampler2DArray
#endif
normalTexture;
#endif
#endif
#ifdef OBJECT_ID_TEXTURE
#ifdef EXPLICIT_BINDING
layout(binding = 5)
#endif
uniform lowp
#ifndef TEXTURE_ARRAYS
usampler2D
#else
usampler2DArray
#endif
objectIdTextureData;
#endif
/* Inputs */
#if LIGHT_COUNT
in mediump vec3 transformedNormal;
#ifdef NORMAL_TEXTURE
#ifndef BITANGENT
in mediump vec4 transformedTangent;
#else
in mediump vec3 transformedTangent;
in mediump vec3 transformedBitangent;
#endif
#endif
in highp vec3 transformedPosition;
#endif
#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_TEXTURE) || defined(OBJECT_ID_TEXTURE)
in mediump
#ifndef TEXTURE_ARRAYS
vec2
#else
vec3
#endif
interpolatedTextureCoordinates;
#endif
#ifdef VERTEX_COLOR
in lowp vec4 interpolatedVertexColor;
#endif
#ifdef INSTANCED_OBJECT_ID
flat in highp uint interpolatedInstanceObjectId;
#endif
#ifdef MULTI_DRAW
flat in highp uint drawId;
#endif
/* Outputs */
#ifdef NEW_GLSL
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION)
#endif
out lowp vec4 fragmentColor;
#endif
#ifdef OBJECT_ID
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION)
#endif
/* mediump is just 2^10, which might not be enough, this is 2^16 */
out highp uint fragmentObjectId;
#endif
void main() {
#ifdef UNIFORM_BUFFERS
#ifdef OBJECT_ID
highp const uint objectId = draws[drawId].draw_objectId;
#endif
#if MATERIAL_COUNT > 1
mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
#else
#define materialId 0u
#endif
lowp const vec4 ambientColor = materials[materialId].ambientColor;
#if LIGHT_COUNT
lowp const vec4 diffuseColor = materials[materialId].diffuseColor;
lowp const vec4 specularColor = materials[materialId].specularColor;
mediump const float shininess = materials[materialId].material_shininess;
#endif
#ifdef NORMAL_TEXTURE
mediump float normalTextureScale = materials[materialId].material_normalTextureScale;
#endif
#ifdef ALPHA_MASK
lowp const float alphaMask = materials[materialId].material_alphaMask;
#endif
#if LIGHT_COUNT
mediump const uint lightOffset = draws[drawId].draw_lightOffset;
#endif
#endif
lowp const vec4 finalAmbientColor =
#ifdef AMBIENT_TEXTURE
texture(ambientTexture, interpolatedTextureCoordinates)*
#endif
#ifdef VERTEX_COLOR
interpolatedVertexColor*
#endif
ambientColor;
#if LIGHT_COUNT
lowp const vec4 finalDiffuseColor =
#ifdef DIFFUSE_TEXTURE
texture(diffuseTexture, interpolatedTextureCoordinates)*
#endif
#ifdef VERTEX_COLOR
interpolatedVertexColor*
#endif
diffuseColor;
#ifndef NO_SPECULAR
lowp const vec4 finalSpecularColor =
#ifdef SPECULAR_TEXTURE
texture(specularTexture, interpolatedTextureCoordinates)*
#endif
specularColor;
#endif
#endif
/* Ambient color */
fragmentColor = finalAmbientColor;
#if LIGHT_COUNT
/* Normal */
mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
#ifdef NORMAL_TEXTURE
#ifndef BITANGENT
mediump vec3 normalizedTransformedTangent = normalize(transformedTangent.xyz);
#else
mediump vec3 normalizedTransformedTangent = normalize(transformedTangent);
mediump vec3 normalizedTransformedBitangent = normalize(transformedBitangent);
#endif
mediump mat3 tbn = mat3(
normalizedTransformedTangent,
#ifndef BITANGENT
normalize(cross(normalizedTransformedNormal,
normalizedTransformedTangent)*transformedTangent.w),
#else
normalizedTransformedBitangent,
#endif
normalizedTransformedNormal
);
normalizedTransformedNormal = tbn*(normalize((texture(normalTexture, interpolatedTextureCoordinates).rgb*2.0 - vec3(1.0))*vec3(normalTextureScale, normalTextureScale, 1.0)));
#endif
highp const vec3 cameraDirection = normalize(-transformedPosition);
/* Add diffuse color for each light */
#ifndef LIGHT_CULLING
for(int i = 0; i < LIGHT_COUNT; ++i)
#else
for(uint i = 0u, actualLightCount = min(uint(LIGHT_COUNT), draws[drawId].draw_lightCount); i < actualLightCount; ++i)
#endif
{
lowp const vec3 lightColor =
#ifndef UNIFORM_BUFFERS
lightColors[i]
#else
lights[
#ifdef LIGHT_CULLING
lightOffset +
#endif
i].light_color
#endif
;
#ifndef NO_SPECULAR
lowp const vec3 lightSpecularColor =
#ifndef UNIFORM_BUFFERS
lightSpecularColors[i]
#else
lights[
#ifdef LIGHT_CULLING
lightOffset +
#endif
i].light_specularColor
#endif
;
#endif
lowp const float lightRange =
#ifndef UNIFORM_BUFFERS
lightRanges[i]
#else
lights[
#ifdef LIGHT_CULLING
lightOffset +
#endif
i].light_range
#endif
;
highp const vec4 lightPosition =
#ifndef UNIFORM_BUFFERS
lightPositions[i]
#else
lights[
#ifdef LIGHT_CULLING
lightOffset +
#endif
i].position
#endif
;
highp const vec4 lightDirection = vec4(lightPosition.xyz - transformedPosition*lightPosition.w, lightPosition.w);
/* Attenuation. Directional lights have the .w component set to 0, use
that to make the distance zero -- which will then ensure the
attenuation is always 1.0 */
highp const float len = length(lightDirection.xyz);
highp const float dist = len*lightDirection.w;
/* If range is 0 for whatever reason, clamp it to a small value to
avoid a NaN when dist is 0 as well (which is the case for
directional lights). */
highp float attenuation = clamp(1.0 - pow(dist/max(lightRange, 0.0001), 4.0), 0.0, 1.0);
attenuation = attenuation*attenuation/(1.0 + dist*dist);
highp vec3 normalizedLightDirection = lightDirection.xyz/len;
lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection))*attenuation;
fragmentColor.rgb += finalDiffuseColor.rgb*lightColor*intensity;
#ifndef NO_SPECULAR
/* Add specular color, if needed */
if(intensity > 0.001) {
highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
/* Use attenuation for the specularity as well */
mediump float specularity = clamp(pow(max(0.0, dot(cameraDirection, reflection)), shininess), 0.0, 1.0)*attenuation;
fragmentColor += vec4(finalSpecularColor.rgb*lightSpecularColor.rgb*specularity, finalSpecularColor.a);
}
#endif
}
fragmentColor.a += finalDiffuseColor.a;
#endif
#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(fragmentColor.a <= alphaMask) discard;
#endif
#ifdef OBJECT_ID
fragmentObjectId =
#ifdef INSTANCED_OBJECT_ID
interpolatedInstanceObjectId +
#endif
#ifdef OBJECT_ID_TEXTURE
texture(objectIdTextureData, interpolatedTextureCoordinates).r +
#endif
objectId;
#endif
}