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- #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;
- }
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