water.fragment.fx 20 KB

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  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. #ifdef SPECULARTERM
  6. uniform vec4 vSpecularColor;
  7. #endif
  8. // Input
  9. varying vec3 vPositionW;
  10. #ifdef NORMAL
  11. varying vec3 vNormalW;
  12. #endif
  13. #ifdef VERTEXCOLOR
  14. varying vec4 vColor;
  15. #endif
  16. // Lights
  17. #ifdef LIGHT0
  18. uniform vec4 vLightData0;
  19. uniform vec4 vLightDiffuse0;
  20. #ifdef SPECULARTERM
  21. uniform vec3 vLightSpecular0;
  22. #endif
  23. #ifdef SHADOW0
  24. #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
  25. varying vec4 vPositionFromLight0;
  26. uniform sampler2D shadowSampler0;
  27. #else
  28. uniform samplerCube shadowSampler0;
  29. #endif
  30. uniform vec3 shadowsInfo0;
  31. #endif
  32. #ifdef SPOTLIGHT0
  33. uniform vec4 vLightDirection0;
  34. #endif
  35. #ifdef HEMILIGHT0
  36. uniform vec3 vLightGround0;
  37. #endif
  38. #endif
  39. #ifdef LIGHT1
  40. uniform vec4 vLightData1;
  41. uniform vec4 vLightDiffuse1;
  42. #ifdef SPECULARTERM
  43. uniform vec3 vLightSpecular1;
  44. #endif
  45. #ifdef SHADOW1
  46. #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
  47. varying vec4 vPositionFromLight1;
  48. uniform sampler2D shadowSampler1;
  49. #else
  50. uniform samplerCube shadowSampler1;
  51. #endif
  52. uniform vec3 shadowsInfo1;
  53. #endif
  54. #ifdef SPOTLIGHT1
  55. uniform vec4 vLightDirection1;
  56. #endif
  57. #ifdef HEMILIGHT1
  58. uniform vec3 vLightGround1;
  59. #endif
  60. #endif
  61. #ifdef LIGHT2
  62. uniform vec4 vLightData2;
  63. uniform vec4 vLightDiffuse2;
  64. #ifdef SPECULARTERM
  65. uniform vec3 vLightSpecular2;
  66. #endif
  67. #ifdef SHADOW2
  68. #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
  69. varying vec4 vPositionFromLight2;
  70. uniform sampler2D shadowSampler2;
  71. #else
  72. uniform samplerCube shadowSampler2;
  73. #endif
  74. uniform vec3 shadowsInfo2;
  75. #endif
  76. #ifdef SPOTLIGHT2
  77. uniform vec4 vLightDirection2;
  78. #endif
  79. #ifdef HEMILIGHT2
  80. uniform vec3 vLightGround2;
  81. #endif
  82. #endif
  83. #ifdef LIGHT3
  84. uniform vec4 vLightData3;
  85. uniform vec4 vLightDiffuse3;
  86. #ifdef SPECULARTERM
  87. uniform vec3 vLightSpecular3;
  88. #endif
  89. #ifdef SHADOW3
  90. #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
  91. varying vec4 vPositionFromLight3;
  92. uniform sampler2D shadowSampler3;
  93. #else
  94. uniform samplerCube shadowSampler3;
  95. #endif
  96. uniform vec3 shadowsInfo3;
  97. #endif
  98. #ifdef SPOTLIGHT3
  99. uniform vec4 vLightDirection3;
  100. #endif
  101. #ifdef HEMILIGHT3
  102. uniform vec3 vLightGround3;
  103. #endif
  104. #endif
  105. // Samplers
  106. #ifdef BUMP
  107. varying vec2 vNormalUV;
  108. uniform sampler2D normalSampler;
  109. uniform vec2 vNormalInfos;
  110. #endif
  111. uniform sampler2D refractionSampler;
  112. uniform sampler2D reflectionSampler;
  113. // Water uniforms
  114. const float LOG2 = 1.442695;
  115. uniform vec3 cameraPosition;
  116. uniform vec4 waterColor;
  117. uniform float colorBlendFactor;
  118. uniform float bumpHeight;
  119. // Water varyings
  120. varying vec3 vRefractionMapTexCoord;
  121. varying vec3 vReflectionMapTexCoord;
  122. varying vec3 vPosition;
  123. // Shadows
  124. #ifdef SHADOWS
  125. float unpack(vec4 color)
  126. {
  127. 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);
  128. return dot(color, bit_shift);
  129. }
  130. #if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
  131. float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
  132. {
  133. vec3 directionToLight = vPositionW - lightPosition;
  134. float depth = length(directionToLight);
  135. depth = clamp(depth, 0., 1.0);
  136. directionToLight = normalize(directionToLight);
  137. directionToLight.y = - directionToLight.y;
  138. float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
  139. if (depth > shadow)
  140. {
  141. return darkness;
  142. }
  143. return 1.0;
  144. }
  145. float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)
  146. {
  147. vec3 directionToLight = vPositionW - lightPosition;
  148. float depth = length(directionToLight);
  149. depth = clamp(depth, 0., 1.0);
  150. float diskScale = 2.0 / mapSize;
  151. directionToLight = normalize(directionToLight);
  152. directionToLight.y = -directionToLight.y;
  153. float visibility = 1.;
  154. vec3 poissonDisk[4];
  155. poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
  156. poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
  157. poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
  158. poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
  159. // Poisson Sampling
  160. float biasedDepth = depth - bias;
  161. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
  162. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
  163. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
  164. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
  165. return min(1.0, visibility + darkness);
  166. }
  167. #endif
  168. #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
  169. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
  170. {
  171. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  172. depth = 0.5 * depth + vec3(0.5);
  173. vec2 uv = depth.xy;
  174. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  175. {
  176. return 1.0;
  177. }
  178. float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
  179. if (depth.z > shadow)
  180. {
  181. return darkness;
  182. }
  183. return 1.;
  184. }
  185. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
  186. {
  187. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  188. depth = 0.5 * depth + vec3(0.5);
  189. vec2 uv = depth.xy;
  190. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  191. {
  192. return 1.0;
  193. }
  194. float visibility = 1.;
  195. vec2 poissonDisk[4];
  196. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  197. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  198. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  199. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  200. // Poisson Sampling
  201. float biasedDepth = depth.z - bias;
  202. if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
  203. if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
  204. if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
  205. if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
  206. return min(1.0, visibility + darkness);
  207. }
  208. // Thanks to http://devmaster.net/
  209. float unpackHalf(vec2 color)
  210. {
  211. return color.x + (color.y / 255.0);
  212. }
  213. float linstep(float low, float high, float v) {
  214. return clamp((v - low) / (high - low), 0.0, 1.0);
  215. }
  216. float ChebychevInequality(vec2 moments, float compare, float bias)
  217. {
  218. float p = smoothstep(compare - bias, compare, moments.x);
  219. float variance = max(moments.y - moments.x * moments.x, 0.02);
  220. float d = compare - moments.x;
  221. float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
  222. return clamp(max(p, p_max), 0.0, 1.0);
  223. }
  224. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
  225. {
  226. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  227. depth = 0.5 * depth + vec3(0.5);
  228. vec2 uv = depth.xy;
  229. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
  230. {
  231. return 1.0;
  232. }
  233. vec4 texel = texture2D(shadowSampler, uv);
  234. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  235. return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
  236. }
  237. #endif
  238. #endif
  239. #ifdef CLIPPLANE
  240. varying float fClipDistance;
  241. #endif
  242. // Fog
  243. #ifdef FOG
  244. #define FOGMODE_NONE 0.
  245. #define FOGMODE_EXP 1.
  246. #define FOGMODE_EXP2 2.
  247. #define FOGMODE_LINEAR 3.
  248. #define E 2.71828
  249. uniform vec4 vFogInfos;
  250. uniform vec3 vFogColor;
  251. varying float fFogDistance;
  252. float CalcFogFactor()
  253. {
  254. float fogCoeff = 1.0;
  255. float fogStart = vFogInfos.y;
  256. float fogEnd = vFogInfos.z;
  257. float fogDensity = vFogInfos.w;
  258. if (FOGMODE_LINEAR == vFogInfos.x)
  259. {
  260. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  261. }
  262. else if (FOGMODE_EXP == vFogInfos.x)
  263. {
  264. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  265. }
  266. else if (FOGMODE_EXP2 == vFogInfos.x)
  267. {
  268. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  269. }
  270. return clamp(fogCoeff, 0.0, 1.0);
  271. }
  272. #endif
  273. // Light Computing
  274. struct lightingInfo
  275. {
  276. vec3 diffuse;
  277. #ifdef SPECULARTERM
  278. vec3 specular;
  279. #endif
  280. };
  281. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness, vec3 bumpColor) {
  282. lightingInfo result;
  283. vec3 lightVectorW;
  284. float attenuation = 1.0;
  285. if (lightData.w == 0.)
  286. {
  287. vec3 direction = lightData.xyz - vPositionW;
  288. attenuation = max(0., 1.0 - length(direction) / range);
  289. lightVectorW = normalize(direction);
  290. }
  291. else
  292. {
  293. lightVectorW = normalize(-lightData.xyz);
  294. }
  295. // diffuse
  296. float ndl = max(0., dot(vNormal, lightVectorW));
  297. result.diffuse = ndl * diffuseColor * attenuation;
  298. // Specular
  299. #ifdef SPECULARTERM
  300. vec3 angleW = normalize(viewDirectionW + lightVectorW);
  301. vec3 perturbation = bumpHeight * (bumpColor.rgb - 0.5);
  302. vec3 halfvec = normalize(angleW + lightVectorW + vec3(perturbation.x, perturbation.y, perturbation.z));
  303. float temp = max(0., dot(vNormal, halfvec));
  304. temp = pow(temp, max(1., glossiness));
  305. result.specular = temp * specularColor * attenuation;
  306. #endif
  307. return result;
  308. }
  309. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 specularColor, vec3 diffuseColor, float range, float glossiness, vec3 bumpColor) {
  310. lightingInfo result;
  311. vec3 direction = lightData.xyz - vPositionW;
  312. vec3 lightVectorW = normalize(direction);
  313. float attenuation = max(0., 1.0 - length(direction) / range);
  314. // diffuse
  315. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  316. float spotAtten = 0.0;
  317. if (cosAngle >= lightDirection.w)
  318. {
  319. cosAngle = max(0., pow(cosAngle, lightData.w));
  320. spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
  321. // Diffuse
  322. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  323. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  324. // Specular
  325. #ifdef SPECULARTERM
  326. vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
  327. vec3 perturbation = bumpHeight * (bumpColor.rgb - 0.5);
  328. vec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, perturbation.z));
  329. float temp = max(0., dot(vNormal, halfvec));
  330. temp = pow(temp, max(1., glossiness));
  331. result.specular = specularColor * temp * spotAtten * attenuation;
  332. #endif
  333. return result;
  334. }
  335. result.diffuse = vec3(0.);
  336. #ifdef SPECULARTERM
  337. result.specular = vec3(0.);
  338. #endif
  339. return result;
  340. }
  341. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness, vec3 bumpColor) {
  342. lightingInfo result;
  343. // Diffuse
  344. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  345. result.diffuse = mix(groundColor, diffuseColor, ndl);
  346. // Specular
  347. #ifdef SPECULARTERM
  348. vec3 angleW = normalize(viewDirectionW + lightData.xyz);
  349. vec3 perturbation = bumpHeight * (bumpColor.rgb - 0.5);
  350. vec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, perturbation.z));
  351. float temp = max(0.0, dot(vNormal, halfvec));
  352. temp = pow(temp, max(1.0, glossiness));
  353. result.specular = temp * specularColor;
  354. #endif
  355. return result;
  356. }
  357. void main(void) {
  358. // Clip plane
  359. #ifdef CLIPPLANE
  360. if (fClipDistance > 0.0)
  361. discard;
  362. #endif
  363. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  364. // Base color
  365. vec4 baseColor = vec4(1., 1., 1., 1.);
  366. vec3 diffuseColor = vDiffuseColor.rgb;
  367. #ifdef SPECULARTERM
  368. float glossiness = vSpecularColor.a;
  369. vec3 specularColor = vSpecularColor.rgb;
  370. #else
  371. float glossiness = 0.;
  372. #endif
  373. // Alpha
  374. float alpha = vDiffuseColor.a;
  375. #ifdef BUMP
  376. baseColor = texture2D(normalSampler, vNormalUV);
  377. vec3 bumpColor = baseColor.rgb;
  378. #ifdef ALPHATEST
  379. if (baseColor.a < 0.4)
  380. discard;
  381. #endif
  382. baseColor.rgb *= vNormalInfos.y;
  383. #else
  384. vec3 bumpColor = vec3(1.0);
  385. #endif
  386. #ifdef VERTEXCOLOR
  387. baseColor.rgb *= vColor.rgb;
  388. #endif
  389. // Bump
  390. #ifdef NORMAL
  391. vec3 normalW = normalize(vNormalW);
  392. vec2 perturbation = bumpHeight * (baseColor.rg - 0.5);
  393. #else
  394. vec3 normalW = vec3(1.0, 1.0, 1.0);
  395. vec2 perturbation = bumpHeight * (vec2(1.0, 1.0) - 0.5);
  396. #endif
  397. #ifdef REFLECTION
  398. // Water
  399. vec3 eyeVector = normalize(vEyePosition - vPosition);
  400. vec2 projectedRefractionTexCoords = clamp(vRefractionMapTexCoord.xy / vRefractionMapTexCoord.z + perturbation, 0.0, 1.0);
  401. vec4 refractiveColor = texture2D(refractionSampler, projectedRefractionTexCoords);
  402. vec2 projectedReflectionTexCoords = clamp(vReflectionMapTexCoord.xy / vReflectionMapTexCoord.z + perturbation, 0.0, 1.0);
  403. vec4 reflectiveColor = texture2D(reflectionSampler, projectedReflectionTexCoords);
  404. vec3 upVector = vec3(0.0, 1.0, 0.0);
  405. float fresnelTerm = max(dot(eyeVector, upVector), 0.0);
  406. vec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);
  407. baseColor = colorBlendFactor * waterColor + (1.0 - colorBlendFactor) * combinedColor;
  408. #endif
  409. // Lighting
  410. vec3 diffuseBase = vec3(0., 0., 0.);
  411. #ifdef SPECULARTERM
  412. vec3 specularBase = vec3(0., 0., 0.);
  413. #endif
  414. float shadow = 1.;
  415. #ifdef LIGHT0
  416. #ifndef SPECULARTERM
  417. vec3 vLightSpecular0 = vec3(0.0);
  418. #endif
  419. #ifdef SPOTLIGHT0
  420. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);
  421. #endif
  422. #ifdef HEMILIGHT0
  423. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness, bumpColor);
  424. #endif
  425. #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
  426. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);
  427. #endif
  428. #ifdef SHADOW0
  429. #ifdef SHADOWVSM0
  430. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  431. #else
  432. #ifdef SHADOWPCF0
  433. #if defined(POINTLIGHT0)
  434. shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);
  435. #else
  436. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
  437. #endif
  438. #else
  439. #if defined(POINTLIGHT0)
  440. shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  441. #else
  442. shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  443. #endif
  444. #endif
  445. #endif
  446. #else
  447. shadow = 1.;
  448. #endif
  449. diffuseBase += info.diffuse * shadow;
  450. #ifdef SPECULARTERM
  451. specularBase += info.specular * shadow;
  452. #endif
  453. #endif
  454. #ifdef LIGHT1
  455. #ifndef SPECULARTERM
  456. vec3 vLightSpecular1 = vec3(0.0);
  457. #endif
  458. #ifdef SPOTLIGHT1
  459. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);
  460. #endif
  461. #ifdef HEMILIGHT1
  462. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1.a, glossiness, bumpColor);
  463. #endif
  464. #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
  465. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);
  466. #endif
  467. #ifdef SHADOW1
  468. #ifdef SHADOWVSM1
  469. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  470. #else
  471. #ifdef SHADOWPCF1
  472. #if defined(POINTLIGHT1)
  473. shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);
  474. #else
  475. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
  476. #endif
  477. #else
  478. #if defined(POINTLIGHT1)
  479. shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  480. #else
  481. shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  482. #endif
  483. #endif
  484. #endif
  485. #else
  486. shadow = 1.;
  487. #endif
  488. diffuseBase += info.diffuse * shadow;
  489. #ifdef SPECULARTERM
  490. specularBase += info.specular * shadow;
  491. #endif
  492. #endif
  493. #ifdef LIGHT2
  494. #ifndef SPECULARTERM
  495. vec3 vLightSpecular2 = vec3(0.0);
  496. #endif
  497. #ifdef SPOTLIGHT2
  498. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);
  499. #endif
  500. #ifdef HEMILIGHT2
  501. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness, bumpColor);
  502. #endif
  503. #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
  504. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);
  505. #endif
  506. #ifdef SHADOW2
  507. #ifdef SHADOWVSM2
  508. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  509. #else
  510. #ifdef SHADOWPCF2
  511. #if defined(POINTLIGHT2)
  512. shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);
  513. #else
  514. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
  515. #endif
  516. #else
  517. #if defined(POINTLIGHT2)
  518. shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  519. #else
  520. shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  521. #endif
  522. #endif
  523. #endif
  524. #else
  525. shadow = 1.;
  526. #endif
  527. diffuseBase += info.diffuse * shadow;
  528. #ifdef SPECULARTERM
  529. specularBase += info.specular * shadow;
  530. #endif
  531. #endif
  532. #ifdef LIGHT3
  533. #ifndef SPECULARTERM
  534. vec3 vLightSpecular3 = vec3(0.0);
  535. #endif
  536. #ifdef SPOTLIGHT3
  537. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);
  538. #endif
  539. #ifdef HEMILIGHT3
  540. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness, bumpColor);
  541. #endif
  542. #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
  543. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);
  544. #endif
  545. #ifdef SHADOW3
  546. #ifdef SHADOWVSM3
  547. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  548. #else
  549. #ifdef SHADOWPCF3
  550. #if defined(POINTLIGHT3)
  551. shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);
  552. #else
  553. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
  554. #endif
  555. #else
  556. #if defined(POINTLIGHT3)
  557. shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  558. #else
  559. shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  560. #endif
  561. #endif
  562. #endif
  563. #else
  564. shadow = 1.;
  565. #endif
  566. diffuseBase += info.diffuse * shadow;
  567. #ifdef SPECULARTERM
  568. specularBase += info.specular * shadow;
  569. #endif
  570. #endif
  571. #ifdef VERTEXALPHA
  572. alpha *= vColor.a;
  573. #endif
  574. #ifdef SPECULARTERM
  575. vec3 finalSpecular = specularBase * specularColor;
  576. #else
  577. vec3 finalSpecular = vec3(0.0);
  578. #endif
  579. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  580. // Composition
  581. vec4 color = vec4(finalDiffuse + finalSpecular, alpha);
  582. #ifdef FOG
  583. float fog = CalcFogFactor();
  584. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  585. #endif
  586. gl_FragColor = color;
  587. }