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-precision mediump float;
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-
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-// Constants
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-#define RECIPROCAL_PI2 0.15915494
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-#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
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-
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-uniform vec3 vEyePosition;
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-uniform vec3 vAmbientColor;
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-uniform vec4 vDiffuseColor;
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-uniform vec3 vReflectionColor;
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-
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-// CUSTOM CONTROLS
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-uniform vec4 vLightingIntensity;
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-uniform vec4 vCameraInfos;
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-
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-#ifdef OVERLOADEDVALUES
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-uniform vec4 vOverloadedIntensity;
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-uniform vec3 vOverloadedAmbient;
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-uniform vec3 vOverloadedDiffuse;
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-uniform vec3 vOverloadedSpecular;
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-uniform vec3 vOverloadedEmissive;
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-uniform vec3 vOverloadedReflection;
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-uniform vec3 vOverloadedGlossiness;
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-#endif
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-
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-#ifdef OVERLOADEDSHADOWVALUES
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-uniform vec4 vOverloadedShadowIntensity;
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-#endif
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-
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-// PBR CUSTOM CONSTANTS
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-const float kPi = 3.1415926535897932384626433832795;
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-
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-// PBR HELPER METHODS
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-float Square(float value)
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-{
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- return value * value;
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-}
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-
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-float getLuminance(vec3 color)
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-{
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- return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);
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-}
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-
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-float convertRoughnessToAverageSlope(float roughness)
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-{
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- // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues
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- const float kMinimumVariance = 0.0005;
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- float alphaG = Square(roughness) + kMinimumVariance;
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- return alphaG;
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-}
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-
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-// From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007
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-float smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)
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-{
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- float tanSquared = (1.0 - dot * dot) / (dot * dot);
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- return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));
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-}
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-
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-float smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)
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-{
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- return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);
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-}
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-
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-// Trowbridge-Reitz (GGX)
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-// Generalised Trowbridge-Reitz with gamma power=2.0
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-float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)
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-{
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- // Note: alphaG is average slope (gradient) of the normals in slope-space.
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- // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have
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- // a tangent (gradient) closer to the macrosurface than this slope.
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- float a2 = Square(alphaG);
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- float d = NdotH * NdotH * (a2 - 1.0) + 1.0;
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- return a2 / (kPi * d * d);
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-}
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-
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-vec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)
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-{
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- return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);
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-}
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-
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-vec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)
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-{
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- // Schlick fresnel approximation, extended with basic smoothness term so that rough surfaces do not approach reflectance90 at grazing angle
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- float weight = mix(FRESNEL_MAXIMUM_ON_ROUGH, 1.0, smoothness);
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- return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);
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-}
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-
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-// Cook Torance Specular computation.
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-vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)
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-{
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- float alphaG = convertRoughnessToAverageSlope(roughness);
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- float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);
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- float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);
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- visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.
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-
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- vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));
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-
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- float specTerm = max(0., visibility * distribution) * NdotL;
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- return fresnel * specTerm;
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-}
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-
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-float computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)
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-{
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- // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of
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- // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.
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- float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);
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- float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);
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- float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;
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- float diffuseFresnelTerm =
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- (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *
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- (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);
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-
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- return diffuseFresnelTerm * NdotL;
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-}
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-
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-float computeDefaultGlossiness(float glossiness, vec3 specularColor)
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-{
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- if (glossiness == 0.)
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- {
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- float kSpecularNoAlphaWorkflow_SmoothnessMax = 0.95;
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-
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- float specularLuminance = getLuminance(specularColor);
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- float specularLuma = sqrt(specularLuminance);
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- glossiness = specularLuma * kSpecularNoAlphaWorkflow_SmoothnessMax;
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- }
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- return glossiness;
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-}
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-
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-vec3 toLinearSpace(vec3 color)
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-{
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- return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));
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-}
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-
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-vec3 toGammaSpace(vec3 color)
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-{
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- return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));
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-}
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-
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-#ifdef CAMERATONEMAP
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- vec3 toneMaps(vec3 color)
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- {
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- color = max(color, 0.0);
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-
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- // TONE MAPPING / EXPOSURE
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- color.rgb = color.rgb * vCameraInfos.x;
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-
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- float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately
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- vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper
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- color.rgb = mix(color.rgb, tonemapped, 1.0);
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- return color;
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- }
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-#endif
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-
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-#ifdef CAMERACONTRAST
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- vec4 contrasts(vec4 color)
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- {
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- color = clamp(color, 0.0, 1.0);
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-
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- vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);
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- float contrast = vCameraInfos.y;
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- if (contrast < 1.0)
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- {
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- // Decrease contrast: interpolate towards zero-contrast image (flat grey)
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- color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);
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- }
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- else
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- {
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- // Increase contrast: apply simple shoulder-toe high contrast curve
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- color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);
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- }
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-
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- return color;
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- }
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-#endif
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-// END PBR HELPER METHODS
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-
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-#ifdef SPECULARTERM
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-uniform vec4 vSpecularColor;
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-#endif
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-uniform vec3 vEmissiveColor;
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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 SPECULARTERM
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-uniform vec3 vLightSpecular0;
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-#endif
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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 SPECULARTERM
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-uniform vec3 vLightSpecular1;
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-#endif
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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 SPECULARTERM
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-uniform vec3 vLightSpecular2;
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-#endif
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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 SPECULARTERM
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-uniform vec3 vLightSpecular3;
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-#endif
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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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-#ifdef AMBIENT
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-varying vec2 vAmbientUV;
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-uniform sampler2D ambientSampler;
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-uniform vec2 vAmbientInfos;
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-#endif
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-
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-#ifdef OPACITY
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-varying vec2 vOpacityUV;
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-uniform sampler2D opacitySampler;
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-uniform vec2 vOpacityInfos;
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-#endif
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-
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-#ifdef EMISSIVE
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-varying vec2 vEmissiveUV;
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-uniform vec2 vEmissiveInfos;
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-uniform sampler2D emissiveSampler;
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-#endif
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-
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-#ifdef LIGHTMAP
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-varying vec2 vLightmapUV;
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-uniform vec2 vLightmapInfos;
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-uniform sampler2D lightmapSampler;
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-#endif
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-
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-#if defined(SPECULAR) && defined(SPECULARTERM)
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-varying vec2 vSpecularUV;
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-uniform vec2 vSpecularInfos;
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-uniform sampler2D specularSampler;
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-#endif
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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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-// Light Computing
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-struct lightingInfo
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-{
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- vec3 diffuse;
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-#ifdef SPECULARTERM
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- vec3 specular;
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-#endif
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-};
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-
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-lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {
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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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- vec3 H = normalize(viewDirectionW + lightVectorW);
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- float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));
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- float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
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-
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- float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
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- result.diffuse = diffuseTerm * diffuseColor * attenuation;
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-
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-#ifdef SPECULARTERM
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- // Specular
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- float NdotH = max(0.00000000001, dot(vNormal, H));
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-
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- vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
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- result.specular = specTerm * specularColor * attenuation;
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-#endif
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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, vec3 specularColor, float range, float roughness, float NdotV) {
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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(0.0000001, 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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- vec3 H = normalize(viewDirectionW - lightDirection.xyz);
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- float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));
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- float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);
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-
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- float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
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- result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;
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-
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-#ifdef SPECULARTERM
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- // Specular
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- float NdotH = max(0.00000000001, dot(vNormal, H));
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-
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- vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
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- result.specular = specTerm * specularColor * attenuation * spotAtten;
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-#endif
|
|
|
-
|
|
|
- return result;
|
|
|
- }
|
|
|
-
|
|
|
- result.diffuse = vec3(0.);
|
|
|
-#ifdef SPECULARTERM
|
|
|
- result.specular = vec3(0.);
|
|
|
-#endif
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {
|
|
|
- lightingInfo result;
|
|
|
-
|
|
|
- vec3 lightVectorW = normalize(lightData.xyz);
|
|
|
-
|
|
|
- // Diffuse
|
|
|
- float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
|
|
|
- result.diffuse = mix(groundColor, diffuseColor, ndl);
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- // Specular
|
|
|
- vec3 H = normalize(viewDirectionW + lightVectorW);
|
|
|
- float NdotH = max(0.00000000001, dot(vNormal, H));
|
|
|
- float NdotL = max(0.00000000001, ndl);
|
|
|
- float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
|
|
|
-
|
|
|
- vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
|
|
|
- result.specular = specTerm * specularColor;
|
|
|
-#endif
|
|
|
-
|
|
|
- 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(1., 1., 1., 1.);
|
|
|
- vec3 diffuseColor = vDiffuseColor.rgb;
|
|
|
-
|
|
|
- // Alpha
|
|
|
- float alpha = vDiffuseColor.a;
|
|
|
-
|
|
|
-#ifdef DIFFUSE
|
|
|
- baseColor = texture2D(diffuseSampler, vDiffuseUV);
|
|
|
- baseColor = vec4(toLinearSpace(baseColor.rgb), baseColor.a);
|
|
|
-
|
|
|
-#ifdef ALPHATEST
|
|
|
- if (baseColor.a < 0.4)
|
|
|
- discard;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef ALPHAFROMDIFFUSE
|
|
|
- alpha *= baseColor.a;
|
|
|
-#endif
|
|
|
-
|
|
|
- baseColor.rgb *= vDiffuseInfos.y;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef VERTEXCOLOR
|
|
|
- baseColor.rgb *= vColor.rgb;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef OVERLOADEDVALUES
|
|
|
- baseColor.rgb = mix(baseColor.rgb, vOverloadedDiffuse, vOverloadedIntensity.y);
|
|
|
- diffuseColor.rgb = mix(diffuseColor.rgb, vOverloadedDiffuse, vOverloadedIntensity.y);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Bump
|
|
|
-#ifdef NORMAL
|
|
|
- vec3 normalW = normalize(vNormalW);
|
|
|
-#else
|
|
|
- vec3 normalW = vec3(1.0, 1.0, 1.0);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Ambient color
|
|
|
- vec3 baseAmbientColor = vec3(1., 1., 1.);
|
|
|
-
|
|
|
-#ifdef AMBIENT
|
|
|
- baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
|
|
|
- #ifdef OVERLOADEDVALUES
|
|
|
- baseAmbientColor.rgb = mix(baseAmbientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);
|
|
|
- #endif
|
|
|
-#endif
|
|
|
-
|
|
|
- // Specular map
|
|
|
-#ifdef SPECULARTERM
|
|
|
- float glossiness = vSpecularColor.a;
|
|
|
- vec3 specularColor = vSpecularColor.rgb;
|
|
|
-
|
|
|
- #ifdef OVERLOADEDVALUES
|
|
|
- specularColor.rgb = mix(specularColor.rgb, vOverloadedSpecular, vOverloadedIntensity.z);
|
|
|
- #endif
|
|
|
-
|
|
|
- #ifdef SPECULAR
|
|
|
- vec4 specularMapColor = texture2D(specularSampler, vSpecularUV);
|
|
|
- specularColor = toLinearSpace(specularMapColor.rgb);
|
|
|
-
|
|
|
- #ifdef OVERLOADEDVALUES
|
|
|
- specularColor.rgb = mix(specularColor.rgb, vOverloadedSpecular, vOverloadedIntensity.z);
|
|
|
- #endif
|
|
|
-
|
|
|
- #ifdef GLOSSINESSFROMSPECULARMAP
|
|
|
- glossiness = specularMapColor.a;
|
|
|
- #else
|
|
|
- glossiness = computeDefaultGlossiness(glossiness, specularColor);
|
|
|
- #endif
|
|
|
- #endif
|
|
|
-
|
|
|
- #ifdef OVERLOADEDVALUES
|
|
|
- glossiness = mix(glossiness, vOverloadedGlossiness.x, vOverloadedGlossiness.y);
|
|
|
- #endif
|
|
|
-#else
|
|
|
- float glossiness = 0.;
|
|
|
- #ifdef OVERLOADEDVALUES
|
|
|
- glossiness = mix(glossiness, vOverloadedGlossiness.x, vOverloadedGlossiness.y);
|
|
|
- #endif
|
|
|
-
|
|
|
- vec3 specularColor = vec3(0., 0., 0);
|
|
|
- #ifdef OVERLOADEDVALUES
|
|
|
- specularColor.rgb = mix(specularColor.rgb, vOverloadedSpecular, vOverloadedIntensity.z);
|
|
|
- #endif
|
|
|
-#endif
|
|
|
-
|
|
|
- // Apply Energy Conservation taking in account the environment level only if the environment is present.
|
|
|
- float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
|
|
|
- baseColor.rgb = (1. - reflectance) * baseColor.rgb;
|
|
|
-
|
|
|
- // Compute Specular Fresnel + Reflectance.
|
|
|
- float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));
|
|
|
-
|
|
|
- // Adapt glossiness.
|
|
|
- glossiness = clamp(glossiness, 0., 1.) * 0.98;
|
|
|
-
|
|
|
- // Call rough to not conflict with previous one.
|
|
|
- float rough = clamp(1. - glossiness, 0.000001, 1.0);
|
|
|
-
|
|
|
- // Lighting
|
|
|
- vec3 diffuseBase = vec3(0., 0., 0.);
|
|
|
-
|
|
|
-#ifdef OVERLOADEDSHADOWVALUES
|
|
|
- vec3 shadowedOnlyDiffuseBase = vec3(1., 1., 1.);
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- vec3 specularBase = vec3(0., 0., 0.);
|
|
|
-#endif
|
|
|
- float shadow = 1.;
|
|
|
-
|
|
|
-#ifdef LIGHT0
|
|
|
-#ifndef SPECULARTERM
|
|
|
- vec3 vLightSpecular0 = vec3(0.0);
|
|
|
-#endif
|
|
|
-#ifdef SPOTLIGHT0
|
|
|
- lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-#ifdef HEMILIGHT0
|
|
|
- lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);
|
|
|
-#endif
|
|
|
-#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
|
|
|
- lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-
|
|
|
- shadow = 1.;
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
-#ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase *= shadow;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- specularBase += info.specular * shadow;
|
|
|
-#endif
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef LIGHT1
|
|
|
-#ifndef SPECULARTERM
|
|
|
- vec3 vLightSpecular1 = vec3(0.0);
|
|
|
-#endif
|
|
|
-#ifdef SPOTLIGHT1
|
|
|
- info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-#ifdef HEMILIGHT1
|
|
|
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);
|
|
|
-#endif
|
|
|
-#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
|
|
|
- info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-
|
|
|
- shadow = 1.;
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
-#ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase *= shadow;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- specularBase += info.specular * shadow;
|
|
|
-#endif
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef LIGHT2
|
|
|
-#ifndef SPECULARTERM
|
|
|
- vec3 vLightSpecular2 = vec3(0.0);
|
|
|
-#endif
|
|
|
-#ifdef SPOTLIGHT2
|
|
|
- info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-#ifdef HEMILIGHT2
|
|
|
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);
|
|
|
-#endif
|
|
|
-#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
|
|
|
- info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-
|
|
|
- shadow = 1.;
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
-#ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase *= shadow;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- specularBase += info.specular * shadow;
|
|
|
-#endif
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef LIGHT3
|
|
|
-#ifndef SPECULARTERM
|
|
|
- vec3 vLightSpecular3 = vec3(0.0);
|
|
|
-#endif
|
|
|
-#ifdef SPOTLIGHT3
|
|
|
- info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-#ifdef HEMILIGHT3
|
|
|
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);
|
|
|
-#endif
|
|
|
-#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
|
|
|
- info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);
|
|
|
-#endif
|
|
|
-
|
|
|
- shadow = 1.;
|
|
|
- diffuseBase += info.diffuse * shadow;
|
|
|
-#ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase *= shadow;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- specularBase += info.specular * shadow;
|
|
|
-#endif
|
|
|
-#endif
|
|
|
-
|
|
|
-// Reflection
|
|
|
-vec3 reflectionColor = vReflectionColor.rgb;
|
|
|
-vec3 ambientReflectionColor = vReflectionColor.rgb;
|
|
|
-
|
|
|
-reflectionColor *= vLightingIntensity.z;
|
|
|
-ambientReflectionColor *= vLightingIntensity.z;
|
|
|
-
|
|
|
-// Compute reflection specular fresnel
|
|
|
-vec3 specularEnvironmentR0 = specularColor.rgb;
|
|
|
-vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0);
|
|
|
-vec3 specularEnvironmentReflectanceViewer = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), specularEnvironmentR0, specularEnvironmentR90, sqrt(glossiness));
|
|
|
-reflectionColor *= specularEnvironmentReflectanceViewer;
|
|
|
-
|
|
|
-#ifdef OVERLOADEDVALUES
|
|
|
- ambientReflectionColor = mix(ambientReflectionColor, vOverloadedReflection, vOverloadedGlossiness.z);
|
|
|
- reflectionColor = mix(reflectionColor, vOverloadedReflection, vOverloadedGlossiness.z);
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef OPACITY
|
|
|
- vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
|
|
|
-
|
|
|
-#ifdef OPACITYRGB
|
|
|
- opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
|
|
|
- alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
|
|
|
-#else
|
|
|
- alpha *= opacityMap.a * vOpacityInfos.y;
|
|
|
-#endif
|
|
|
-
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef VERTEXALPHA
|
|
|
- alpha *= vColor.a;
|
|
|
-#endif
|
|
|
-
|
|
|
- // Emissive
|
|
|
- vec3 emissiveColor = vEmissiveColor;
|
|
|
-#ifdef EMISSIVE
|
|
|
- vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;
|
|
|
- emissiveColor = toLinearSpace(emissiveColorTex.rgb) * emissiveColor * vEmissiveInfos.y;
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef OVERLOADEDVALUES
|
|
|
- emissiveColor = mix(emissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Composition
|
|
|
-#ifdef EMISSIVEASILLUMINATION
|
|
|
- vec3 finalDiffuse = max(diffuseBase * diffuseColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
-
|
|
|
- #ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * diffuseColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
- #endif
|
|
|
-#else
|
|
|
- #ifdef LINKEMISSIVEWITHDIFFUSE
|
|
|
- vec3 finalDiffuse = max((diffuseBase + emissiveColor) * diffuseColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
- #ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase = max((shadowedOnlyDiffuseBase + emissiveColor) * diffuseColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
- #endif
|
|
|
- #else
|
|
|
- vec3 finalDiffuse = max(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
- #ifdef OVERLOADEDSHADOWVALUES
|
|
|
- shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;
|
|
|
- #endif
|
|
|
- #endif
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef OVERLOADEDSHADOWVALUES
|
|
|
- finalDiffuse = mix(finalDiffuse, shadowedOnlyDiffuseBase, (1.0 - vOverloadedShadowIntensity.y));
|
|
|
-#endif
|
|
|
-
|
|
|
-// diffuse lighting from environment 0.2 replaces Harmonic...
|
|
|
-// Ambient Reflection already includes the environment intensity.
|
|
|
-finalDiffuse += baseColor.rgb * ambientReflectionColor * 0.2;
|
|
|
-
|
|
|
-#ifdef SPECULARTERM
|
|
|
- vec3 finalSpecular = specularBase * specularColor;
|
|
|
-#else
|
|
|
- vec3 finalSpecular = vec3(0.0);
|
|
|
-#endif
|
|
|
-
|
|
|
-#ifdef SPECULAROVERALPHA
|
|
|
- alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);
|
|
|
-#endif
|
|
|
-
|
|
|
-// Composition
|
|
|
-// Reflection already includes the environment intensity.
|
|
|
-#ifdef EMISSIVEASILLUMINATION
|
|
|
- vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor + emissiveColor * vLightingIntensity.y, alpha);
|
|
|
-#else
|
|
|
- vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor, alpha);
|
|
|
-#endif
|
|
|
-
|
|
|
- color = max(color, 0.0);
|
|
|
-
|
|
|
-#ifdef CAMERATONEMAP
|
|
|
- color.rgb = toneMaps(color.rgb);
|
|
|
-#endif
|
|
|
-
|
|
|
- color.rgb = toGammaSpace(color.rgb);
|
|
|
-
|
|
|
-#ifdef CAMERACONTRAST
|
|
|
- color = contrasts(color);
|
|
|
-#endif
|
|
|
-
|
|
|
- gl_FragColor = color;
|
|
|
-}
|