#ifdef GL_ES precision highp float; #endif #define MAP_PROJECTION 4. // Constants uniform vec3 vEyePosition; uniform vec3 vAmbientColor; uniform vec4 vDiffuseColor; uniform vec4 vSpecularColor; uniform vec3 vEmissiveColor; // Input varying vec3 vPositionW; varying vec3 vNormalW; #ifdef VERTEXCOLOR varying vec3 vColor; #endif // Lights #ifdef LIGHT0 uniform vec4 vLightData0; uniform vec4 vLightDiffuse0; uniform vec3 vLightSpecular0; #ifdef SHADOW0 varying vec4 vPositionFromLight0; uniform sampler2D shadowSampler0; #endif #ifdef SPOTLIGHT0 uniform vec4 vLightDirection0; #endif #ifdef HEMILIGHT0 uniform vec3 vLightGround0; #endif #endif #ifdef LIGHT1 uniform vec4 vLightData1; uniform vec4 vLightDiffuse1; uniform vec3 vLightSpecular1; #ifdef SHADOW1 varying vec4 vPositionFromLight1; uniform sampler2D shadowSampler1; #endif #ifdef SPOTLIGHT1 uniform vec4 vLightDirection1; #endif #ifdef HEMILIGHT1 uniform vec3 vLightGround1; #endif #endif #ifdef LIGHT2 uniform vec4 vLightData2; uniform vec4 vLightDiffuse2; uniform vec3 vLightSpecular2; #ifdef SHADOW2 varying vec4 vPositionFromLight2; uniform sampler2D shadowSampler2; #endif #ifdef SPOTLIGHT2 uniform vec4 vLightDirection2; #endif #ifdef HEMILIGHT2 uniform vec3 vLightGround2; #endif #endif #ifdef LIGHT3 uniform vec4 vLightData3; uniform vec4 vLightDiffuse3; uniform vec3 vLightSpecular3; #ifdef SHADOW3 varying vec4 vPositionFromLight3; uniform sampler2D shadowSampler3; #endif #ifdef SPOTLIGHT3 uniform vec4 vLightDirection3; #endif #ifdef HEMILIGHT3 uniform vec3 vLightGround3; #endif #endif // Samplers #ifdef DIFFUSE varying vec2 vDiffuseUV; uniform sampler2D diffuseSampler; uniform vec2 vDiffuseInfos; #endif #ifdef AMBIENT varying vec2 vAmbientUV; uniform sampler2D ambientSampler; uniform vec2 vAmbientInfos; #endif #ifdef OPACITY varying vec2 vOpacityUV; uniform sampler2D opacitySampler; uniform vec2 vOpacityInfos; #endif #ifdef REFLECTION varying vec3 vReflectionUVW; uniform samplerCube reflectionCubeSampler; uniform sampler2D reflection2DSampler; uniform vec3 vReflectionInfos; #endif #ifdef EMISSIVE varying vec2 vEmissiveUV; uniform vec2 vEmissiveInfos; uniform sampler2D emissiveSampler; #endif #ifdef SPECULAR varying vec2 vSpecularUV; uniform vec2 vSpecularInfos; uniform sampler2D specularSampler; #endif // Fresnel #ifdef FRESNEL float computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power) { float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power); return clamp(fresnelTerm, 0., 1.); } #endif #ifdef DIFFUSEFRESNEL uniform vec4 diffuseLeftColor; uniform vec4 diffuseRightColor; #endif #ifdef OPACITYFRESNEL uniform vec4 opacityParts; #endif #ifdef REFLECTIONFRESNEL uniform vec4 reflectionLeftColor; uniform vec4 reflectionRightColor; #endif #ifdef EMISSIVEFRESNEL uniform vec4 emissiveLeftColor; uniform vec4 emissiveRightColor; #endif // Shadows #ifdef SHADOWS float unpack(vec4 color) { const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.); return dot(color, bitShift); } float unpackHalf(vec2 color) { return color.x + (color.y / 255.0); } float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler) { vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5); if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0) { return 1.0; } float shadow = unpack(texture2D(shadowSampler, uv)); if (depth.z > shadow) { return 0.; } return 1.; } // Thanks to http://devmaster.net/ float ChebychevInequality(vec2 moments, float t) { if (t <= moments.x) { return 1.0; } float variance = moments.y - (moments.x * moments.x); variance = max(variance, 0.); float d = t - moments.x; return variance / (variance + d * d); } float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler) { vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5); if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0) { return 1.0; } vec4 texel = texture2D(shadowSampler, uv); vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw)); return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0); } #endif #ifdef CLIPPLANE varying float fClipDistance; #endif // Fog #ifdef FOG #define FOGMODE_NONE 0. #define FOGMODE_EXP 1. #define FOGMODE_EXP2 2. #define FOGMODE_LINEAR 3. #define E 2.71828 uniform vec4 vFogInfos; uniform vec3 vFogColor; varying float fFogDistance; float CalcFogFactor() { float fogCoeff = 1.0; float fogStart = vFogInfos.y; float fogEnd = vFogInfos.z; float fogDensity = vFogInfos.w; if (FOGMODE_LINEAR == vFogInfos.x) { fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart); } else if (FOGMODE_EXP == vFogInfos.x) { fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity); } else if (FOGMODE_EXP2 == vFogInfos.x) { fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity); } return clamp(fogCoeff, 0.0, 1.0); } #endif // Light Computing mat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) { mat3 result; vec3 lightVectorW; if (lightData.w == 0.) { lightVectorW = normalize(lightData.xyz - vPositionW); } else { lightVectorW = normalize(-lightData.xyz); } // diffuse float ndl = max(0., dot(vNormal, lightVectorW)); // Specular vec3 angleW = normalize(viewDirectionW + lightVectorW); float specComp = max(0., dot(vNormal, angleW)); specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a))); result[0] = ndl * diffuseColor.rgb; result[1] = specComp * specularColor; result[2] = vec3(0.); return result; } mat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) { mat3 result; vec3 lightVectorW = normalize(lightData.xyz - vPositionW); // diffuse float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW)); float spotAtten = 0.0; if (cosAngle >= lightDirection.w) { cosAngle = max(0., pow(cosAngle, lightData.w)); spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle)); // Diffuse float ndl = max(0., dot(vNormal, -lightDirection.xyz)); // Specular vec3 angleW = normalize(viewDirectionW - lightDirection.xyz); float specComp = max(0., dot(vNormal, angleW)); specComp = pow(specComp, vSpecularColor.a); result[0] = ndl * spotAtten * diffuseColor.rgb; result[1] = specComp * specularColor * spotAtten; result[2] = vec3(0.); return result; } result[0] = vec3(0.); result[1] = vec3(0.); result[2] = vec3(0.); return result; } mat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) { mat3 result; // Diffuse float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5; // Specular vec3 angleW = normalize(viewDirectionW + lightData.xyz); float specComp = max(0., dot(vNormal, angleW)); specComp = pow(specComp, vSpecularColor.a); result[0] = mix(groundColor, diffuseColor.rgb, ndl); result[1] = specComp * specularColor; result[2] = vec3(0.); 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; #ifdef VERTEXCOLOR diffuseColor *= vColor; #endif #ifdef DIFFUSE baseColor = texture2D(diffuseSampler, vDiffuseUV); #ifdef ALPHATEST if (baseColor.a < 0.4) discard; #endif baseColor.rgb *= vDiffuseInfos.y; #endif // Bump vec3 normalW = normalize(vNormalW); // Ambient color vec3 baseAmbientColor = vec3(1., 1., 1.); #ifdef AMBIENT baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y; #endif // Lighting vec3 diffuseBase = vec3(0., 0., 0.); vec3 specularBase = vec3(0., 0., 0.); float shadow = 1.; #ifdef LIGHT0 #ifdef SPOTLIGHT0 mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0); #endif #ifdef HEMILIGHT0 mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0); #endif #ifdef POINTDIRLIGHT0 mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0); #endif #ifdef SHADOW0 #ifdef SHADOWVSM0 shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0); #else shadow = computeShadow(vPositionFromLight0, shadowSampler0); #endif #else shadow = 1.; #endif diffuseBase += info[0] * shadow; specularBase += info[1] * shadow; #endif #ifdef LIGHT1 #ifdef SPOTLIGHT1 info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1); #endif #ifdef HEMILIGHT1 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1); #endif #ifdef POINTDIRLIGHT1 info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1); #endif #ifdef SHADOW1 #ifdef SHADOWVSM1 shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1); #else shadow = computeShadow(vPositionFromLight1, shadowSampler1); #endif #else shadow = 1.; #endif diffuseBase += info[0] * shadow; specularBase += info[1] * shadow; #endif #ifdef LIGHT2 #ifdef SPOTLIGHT2 info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2); #endif #ifdef HEMILIGHT2 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2); #endif #ifdef POINTDIRLIGHT2 info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2); #endif #ifdef SHADOW2 #ifdef SHADOWVSM2 shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2); #else shadow = computeShadow(vPositionFromLight2, shadowSampler2); #endif #else shadow = 1.; #endif diffuseBase += info[0] * shadow; specularBase += info[1] * shadow; #endif #ifdef LIGHT3 #ifdef SPOTLIGHT3 info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3); #endif #ifdef HEMILIGHT3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3); #endif #ifdef POINTDIRLIGHT3 info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3); #endif #ifdef SHADOW3 #ifdef SHADOWVSM3 shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3); #else shadow = computeShadow(vPositionFromLight3, shadowSampler3); #endif #else shadow = 1.; #endif diffuseBase += info[0] * shadow; specularBase += info[1] * shadow; #endif // Reflection vec3 reflectionColor = vec3(0., 0., 0.); #ifdef REFLECTION if (vReflectionInfos.z != 0.0) { reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y; } else { vec2 coords = vReflectionUVW.xy; if (vReflectionInfos.x == MAP_PROJECTION) { coords /= vReflectionUVW.z; } coords.y = 1.0 - coords.y; reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y; } #ifdef REFLECTIONFRESNEL float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a); reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb; #endif #endif // Alpha float alpha = vDiffuseColor.a; #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 OPACITYFRESNEL float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w); alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y; #endif // Emissive vec3 emissiveColor = vEmissiveColor; #ifdef EMISSIVE emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y; #endif #ifdef EMISSIVEFRESNEL float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a); emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb; #endif // Specular map vec3 specularColor = vSpecularColor.rgb; #ifdef SPECULAR specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y; #endif // Fresnel #ifdef DIFFUSEFRESNEL float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a); diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb; #endif // Composition vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb; vec3 finalSpecular = specularBase * specularColor; vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha); #ifdef FOG float fog = CalcFogFactor(); color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor; #endif gl_FragColor = color; }