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@@ -0,0 +1,561 @@
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+precision highp float;
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+
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+// Constants
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+uniform vec3 vEyePosition;
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+
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+// Gradient variables
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+uniform vec3 topColor;
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+uniform vec3 bottomColor;
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+uniform float offset;
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+varying vec2 vUV;
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+
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+// Input
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+varying vec3 vPositionW;
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+
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+#ifdef NORMAL
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+varying vec3 vNormalW;
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+#endif
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+
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+#ifdef VERTEXCOLOR
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+varying vec4 vColor;
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+#endif
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+
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+// Lights
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+#ifdef LIGHT0
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+uniform vec4 vLightData0;
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+uniform vec4 vLightDiffuse0;
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+#ifdef SHADOW0
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+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
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+varying vec4 vPositionFromLight0;
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+uniform sampler2D shadowSampler0;
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+#else
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+uniform samplerCube shadowSampler0;
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+#endif
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+uniform vec3 shadowsInfo0;
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+#endif
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+#ifdef SPOTLIGHT0
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+uniform vec4 vLightDirection0;
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+#endif
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+#ifdef HEMILIGHT0
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+uniform vec3 vLightGround0;
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+#endif
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+#endif
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+
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+#ifdef LIGHT1
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+uniform vec4 vLightData1;
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+uniform vec4 vLightDiffuse1;
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+#ifdef SHADOW1
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+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
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+varying vec4 vPositionFromLight1;
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+uniform sampler2D shadowSampler1;
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+#else
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+uniform samplerCube shadowSampler1;
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+#endif
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+uniform vec3 shadowsInfo1;
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+#endif
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+#ifdef SPOTLIGHT1
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+uniform vec4 vLightDirection1;
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+#endif
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+#ifdef HEMILIGHT1
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+uniform vec3 vLightGround1;
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+#endif
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+#endif
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+
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+#ifdef LIGHT2
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+uniform vec4 vLightData2;
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+uniform vec4 vLightDiffuse2;
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+#ifdef SHADOW2
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+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
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+varying vec4 vPositionFromLight2;
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+uniform sampler2D shadowSampler2;
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+#else
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+uniform samplerCube shadowSampler2;
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+#endif
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+uniform vec3 shadowsInfo2;
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+#endif
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+#ifdef SPOTLIGHT2
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+uniform vec4 vLightDirection2;
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+#endif
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+#ifdef HEMILIGHT2
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+uniform vec3 vLightGround2;
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+#endif
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+#endif
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+
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+#ifdef LIGHT3
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+uniform vec4 vLightData3;
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+uniform vec4 vLightDiffuse3;
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+#ifdef SHADOW3
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+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
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+varying vec4 vPositionFromLight3;
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+uniform sampler2D shadowSampler3;
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+#else
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+uniform samplerCube shadowSampler3;
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+#endif
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+uniform vec3 shadowsInfo3;
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+#endif
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+#ifdef SPOTLIGHT3
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+uniform vec4 vLightDirection3;
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+#endif
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+#ifdef HEMILIGHT3
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+uniform vec3 vLightGround3;
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+#endif
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+#endif
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+
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+// Samplers
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+#ifdef DIFFUSE
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+varying vec2 vDiffuseUV;
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+uniform sampler2D diffuseSampler;
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+uniform vec2 vDiffuseInfos;
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+#endif
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+
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+// Shadows
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+#ifdef SHADOWS
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+
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+float unpack(vec4 color)
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+{
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+ const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
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+ return dot(color, bit_shift);
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+}
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+
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+#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
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+uniform vec2 depthValues;
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+
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+float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
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+{
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+ vec3 directionToLight = vPositionW - lightPosition;
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+ float depth = length(directionToLight);
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+
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+ depth = clamp(depth, 0., 1.0);
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+
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+ directionToLight = normalize(directionToLight);
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+ directionToLight.y = - directionToLight.y;
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+
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+ float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
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+
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+ if (depth > shadow)
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+ {
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+ return darkness;
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+ }
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+ return 1.0;
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+}
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+
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+float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)
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+{
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+ vec3 directionToLight = vPositionW - lightPosition;
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+ float depth = length(directionToLight);
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+
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+ depth = clamp(depth, 0., 1.0);
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+ float diskScale = 2.0 / mapSize;
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+
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+ directionToLight = normalize(directionToLight);
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+ directionToLight.y = -directionToLight.y;
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+
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+ float visibility = 1.;
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+
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+ vec3 poissonDisk[4];
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+ poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
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+ poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
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+ poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
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+ poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
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+
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+ // Poisson Sampling
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+ float biasedDepth = depth - bias;
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+
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
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+
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+ return min(1.0, visibility + darkness);
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+}
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+#endif
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+
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+#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
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+float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
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+{
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+ vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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+ depth = 0.5 * depth + vec3(0.5);
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+ vec2 uv = depth.xy;
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+
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+ if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
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+ {
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+ return 1.0;
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+ }
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+
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+ float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
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+
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+ if (depth.z > shadow)
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+ {
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+ return darkness;
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+ }
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+ return 1.;
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+}
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+
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+float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
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+{
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+ vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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+ depth = 0.5 * depth + vec3(0.5);
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+ vec2 uv = depth.xy;
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+
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+ if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
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+ {
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+ return 1.0;
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+ }
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+
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+ float visibility = 1.;
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+
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+ vec2 poissonDisk[4];
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+ poissonDisk[0] = vec2(-0.94201624, -0.39906216);
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+ poissonDisk[1] = vec2(0.94558609, -0.76890725);
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+ poissonDisk[2] = vec2(-0.094184101, -0.92938870);
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+ poissonDisk[3] = vec2(0.34495938, 0.29387760);
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+
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+ // Poisson Sampling
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+ float biasedDepth = depth.z - bias;
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+
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+ if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
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+ if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
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+ if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
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+ if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
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+
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+ return min(1.0, visibility + darkness);
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+}
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+
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+// Thanks to http://devmaster.net/
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+float unpackHalf(vec2 color)
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+{
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+ return color.x + (color.y / 255.0);
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+}
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+
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+float linstep(float low, float high, float v) {
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+ return clamp((v - low) / (high - low), 0.0, 1.0);
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+}
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+
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+float ChebychevInequality(vec2 moments, float compare, float bias)
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+{
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+ float p = smoothstep(compare - bias, compare, moments.x);
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+ float variance = max(moments.y - moments.x * moments.x, 0.02);
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+ float d = compare - moments.x;
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+ float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
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+
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+ return clamp(max(p, p_max), 0.0, 1.0);
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+}
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+
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+float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
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+{
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+ vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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+ depth = 0.5 * depth + vec3(0.5);
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+ vec2 uv = depth.xy;
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+
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+ if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
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+ {
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+ return 1.0;
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+ }
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+
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+ vec4 texel = texture2D(shadowSampler, uv);
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+
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+ vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
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+ return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
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+}
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+#endif
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+#endif
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+
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+
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+#ifdef CLIPPLANE
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+varying float fClipDistance;
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+#endif
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+
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+// Fog
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+#ifdef FOG
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+
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+#define FOGMODE_NONE 0.
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+#define FOGMODE_EXP 1.
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+#define FOGMODE_EXP2 2.
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+#define FOGMODE_LINEAR 3.
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+#define E 2.71828
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+
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+uniform vec4 vFogInfos;
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+uniform vec3 vFogColor;
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+varying float fFogDistance;
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+
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+float CalcFogFactor()
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+{
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+ float fogCoeff = 1.0;
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+ float fogStart = vFogInfos.y;
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+ float fogEnd = vFogInfos.z;
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+ float fogDensity = vFogInfos.w;
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+
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+ if (FOGMODE_LINEAR == vFogInfos.x)
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+ {
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+ fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
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+ }
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+ else if (FOGMODE_EXP == vFogInfos.x)
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+ {
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+ fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
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+ }
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+ else if (FOGMODE_EXP2 == vFogInfos.x)
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+ {
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+ fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
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+ }
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+
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+ return clamp(fogCoeff, 0.0, 1.0);
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+}
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+#endif
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+
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+// Light Computing
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+struct lightingInfo
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+{
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+ vec3 diffuse;
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+};
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+
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+lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
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+ lightingInfo result;
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+
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+ vec3 lightVectorW;
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+ float attenuation = 1.0;
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+ if (lightData.w == 0.)
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+ {
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+ vec3 direction = lightData.xyz - vPositionW;
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+
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+ attenuation = max(0., 1.0 - length(direction) / range);
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+ lightVectorW = normalize(direction);
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+ }
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+ else
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+ {
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+ lightVectorW = normalize(-lightData.xyz);
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+ }
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+
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+ // diffuse
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+ float ndl = max(0., dot(vNormal, lightVectorW));
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+ result.diffuse = ndl * diffuseColor * attenuation;
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+
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+ return result;
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+}
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+
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+lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
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+ lightingInfo result;
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+
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+ vec3 direction = lightData.xyz - vPositionW;
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+ vec3 lightVectorW = normalize(direction);
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+ float attenuation = max(0., 1.0 - length(direction) / range);
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+
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+ // diffuse
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+ float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
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+ float spotAtten = 0.0;
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+
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+ if (cosAngle >= lightDirection.w)
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+ {
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+ cosAngle = max(0., pow(cosAngle, lightData.w));
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+ spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
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+
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+ // Diffuse
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+ float ndl = max(0., dot(vNormal, -lightDirection.xyz));
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+ result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
|
|
|
|
+
|
|
|
|
+ return result;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ result.diffuse = vec3(0.);
|
|
|
|
+
|
|
|
|
+ return result;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
|
|
|
|
+ lightingInfo result;
|
|
|
|
+
|
|
|
|
+ // Diffuse
|
|
|
|
+ float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
|
|
|
|
+ result.diffuse = mix(groundColor, diffuseColor, ndl);
|
|
|
|
+
|
|
|
|
+ return result;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void main(void) {
|
|
|
|
+ // Clip plane
|
|
|
|
+#ifdef CLIPPLANE
|
|
|
|
+ if (fClipDistance > 0.0)
|
|
|
|
+ discard;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
|
|
|
|
+
|
|
|
|
+ // Base color
|
|
|
|
+ vec4 baseColor = vec4(mix(topColor, bottomColor, vUV.y +offset), 1.0);
|
|
|
|
+ vec3 diffuseColor = vec3(1,1,1);
|
|
|
|
+
|
|
|
|
+ // Alpha
|
|
|
|
+ float alpha = 1.0;
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+#ifdef ALPHATEST
|
|
|
|
+ if (baseColor.a < 0.4)
|
|
|
|
+ discard;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#ifdef VERTEXCOLOR
|
|
|
|
+ baseColor.rgb *= vColor.rgb;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Bump
|
|
|
|
+#ifdef NORMAL
|
|
|
|
+ vec3 normalW = normalize(vNormalW);
|
|
|
|
+#else
|
|
|
|
+ vec3 normalW = vec3(1.0, 1.0, 1.0);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Lighting
|
|
|
|
+ vec3 diffuseBase = vec3(0., 0., 0.);
|
|
|
|
+ float shadow = 1.;
|
|
|
|
+
|
|
|
|
+#ifdef LIGHT0
|
|
|
|
+#ifdef SPOTLIGHT0
|
|
|
|
+ lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef HEMILIGHT0
|
|
|
|
+ lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
|
|
|
|
+#endif
|
|
|
|
+#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
|
|
|
|
+ lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef SHADOW0
|
|
|
|
+#ifdef SHADOWVSM0
|
|
|
|
+ shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
|
|
|
|
+#else
|
|
|
|
+#ifdef SHADOWPCF0
|
|
|
|
+ #if defined(POINTLIGHT0)
|
|
|
|
+ shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);
|
|
|
|
+ #else
|
|
|
|
+ shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
|
|
|
|
+ #endif
|
|
|
|
+#else
|
|
|
|
+ #if defined(POINTLIGHT0)
|
|
|
|
+ shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
|
|
|
|
+ #else
|
|
|
|
+ shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
|
|
|
|
+ #endif
|
|
|
|
+#endif
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ shadow = 1.;
|
|
|
|
+#endif
|
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#ifdef LIGHT1
|
|
|
|
+#ifdef SPOTLIGHT1
|
|
|
|
+ info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef HEMILIGHT1
|
|
|
|
+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
|
|
|
|
+#endif
|
|
|
|
+#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
|
|
|
|
+ info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef SHADOW1
|
|
|
|
+#ifdef SHADOWVSM1
|
|
|
|
+ shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
|
|
|
|
+#else
|
|
|
|
+#ifdef SHADOWPCF1
|
|
|
|
+#if defined(POINTLIGHT1)
|
|
|
|
+ shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);
|
|
|
|
+#else
|
|
|
|
+ shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ #if defined(POINTLIGHT1)
|
|
|
|
+ shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
|
|
|
|
+ #else
|
|
|
|
+ shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
|
|
|
|
+ #endif
|
|
|
|
+#endif
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ shadow = 1.;
|
|
|
|
+#endif
|
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#ifdef LIGHT2
|
|
|
|
+#ifdef SPOTLIGHT2
|
|
|
|
+ info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef HEMILIGHT2
|
|
|
|
+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
|
|
|
|
+#endif
|
|
|
|
+#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
|
|
|
|
+ info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef SHADOW2
|
|
|
|
+#ifdef SHADOWVSM2
|
|
|
|
+ shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
|
|
|
|
+#else
|
|
|
|
+#ifdef SHADOWPCF2
|
|
|
|
+#if defined(POINTLIGHT2)
|
|
|
|
+ shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);
|
|
|
|
+#else
|
|
|
|
+ shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ #if defined(POINTLIGHT2)
|
|
|
|
+ shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
|
|
|
|
+ #else
|
|
|
|
+ shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
|
|
|
|
+ #endif
|
|
|
|
+#endif
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ shadow = 1.;
|
|
|
|
+#endif
|
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#ifdef LIGHT3
|
|
|
|
+#ifdef SPOTLIGHT3
|
|
|
|
+ info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef HEMILIGHT3
|
|
|
|
+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
|
|
|
|
+#endif
|
|
|
|
+#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
|
|
|
|
+ info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
|
|
|
|
+#endif
|
|
|
|
+#ifdef SHADOW3
|
|
|
|
+#ifdef SHADOWVSM3
|
|
|
|
+ shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
|
|
|
|
+#else
|
|
|
|
+#ifdef SHADOWPCF3
|
|
|
|
+#if defined(POINTLIGHT3)
|
|
|
|
+ shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);
|
|
|
|
+#else
|
|
|
|
+ shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ #if defined(POINTLIGHT3)
|
|
|
|
+ shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
|
|
|
|
+ #else
|
|
|
|
+ shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
|
|
|
|
+ #endif
|
|
|
|
+#endif
|
|
|
|
+#endif
|
|
|
|
+#else
|
|
|
|
+ shadow = 1.;
|
|
|
|
+#endif
|
|
|
|
+ diffuseBase += info.diffuse * shadow;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#ifdef VERTEXALPHA
|
|
|
|
+ alpha *= vColor.a;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
|
|
|
|
+
|
|
|
|
+ // Composition
|
|
|
|
+ vec4 color = vec4(finalDiffuse, alpha);
|
|
|
|
+
|
|
|
|
+#ifdef FOG
|
|
|
|
+ float fog = CalcFogFactor();
|
|
|
|
+ color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ gl_FragColor = color;
|
|
|
|
+}
|