default.fragment.fx 15 KB

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. #define MAP_EXPLICIT 0.
  5. #define MAP_SPHERICAL 1.
  6. #define MAP_PLANAR 2.
  7. #define MAP_CUBIC 3.
  8. #define MAP_PROJECTION 4.
  9. #define MAP_SKYBOX 5.
  10. // Constants
  11. uniform vec3 vEyePosition;
  12. uniform vec3 vAmbientColor;
  13. uniform vec4 vDiffuseColor;
  14. uniform vec4 vSpecularColor;
  15. uniform vec3 vEmissiveColor;
  16. // Input
  17. varying vec3 vPositionW;
  18. varying vec3 vNormalW;
  19. #ifdef VERTEXCOLOR
  20. varying vec3 vColor;
  21. #endif
  22. // Lights
  23. #ifdef LIGHT0
  24. uniform vec4 vLightData0;
  25. uniform vec4 vLightDiffuse0;
  26. uniform vec3 vLightSpecular0;
  27. #ifdef SHADOW0
  28. varying vec4 vPositionFromLight0;
  29. uniform sampler2D shadowSampler0;
  30. uniform float darkness0;
  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. uniform vec3 vLightSpecular1;
  43. #ifdef SHADOW1
  44. varying vec4 vPositionFromLight1;
  45. uniform sampler2D shadowSampler1;
  46. uniform float darkness1;
  47. #endif
  48. #ifdef SPOTLIGHT1
  49. uniform vec4 vLightDirection1;
  50. #endif
  51. #ifdef HEMILIGHT1
  52. uniform vec3 vLightGround1;
  53. #endif
  54. #endif
  55. #ifdef LIGHT2
  56. uniform vec4 vLightData2;
  57. uniform vec4 vLightDiffuse2;
  58. uniform vec3 vLightSpecular2;
  59. #ifdef SHADOW2
  60. varying vec4 vPositionFromLight2;
  61. uniform sampler2D shadowSampler2;
  62. uniform float darkness2;
  63. #endif
  64. #ifdef SPOTLIGHT2
  65. uniform vec4 vLightDirection2;
  66. #endif
  67. #ifdef HEMILIGHT2
  68. uniform vec3 vLightGround2;
  69. #endif
  70. #endif
  71. #ifdef LIGHT3
  72. uniform vec4 vLightData3;
  73. uniform vec4 vLightDiffuse3;
  74. uniform vec3 vLightSpecular3;
  75. #ifdef SHADOW3
  76. varying vec4 vPositionFromLight3;
  77. uniform sampler2D shadowSampler3;
  78. uniform float darkness3;
  79. #endif
  80. #ifdef SPOTLIGHT3
  81. uniform vec4 vLightDirection3;
  82. #endif
  83. #ifdef HEMILIGHT3
  84. uniform vec3 vLightGround3;
  85. #endif
  86. #endif
  87. // Samplers
  88. #ifdef DIFFUSE
  89. varying vec2 vDiffuseUV;
  90. uniform sampler2D diffuseSampler;
  91. uniform vec2 vDiffuseInfos;
  92. #endif
  93. #ifdef AMBIENT
  94. varying vec2 vAmbientUV;
  95. uniform sampler2D ambientSampler;
  96. uniform vec2 vAmbientInfos;
  97. #endif
  98. #ifdef OPACITY
  99. varying vec2 vOpacityUV;
  100. uniform sampler2D opacitySampler;
  101. uniform vec2 vOpacityInfos;
  102. #endif
  103. #ifdef EMISSIVE
  104. varying vec2 vEmissiveUV;
  105. uniform vec2 vEmissiveInfos;
  106. uniform sampler2D emissiveSampler;
  107. #endif
  108. #ifdef SPECULAR
  109. varying vec2 vSpecularUV;
  110. uniform vec2 vSpecularInfos;
  111. uniform sampler2D specularSampler;
  112. #endif
  113. // Reflection
  114. #ifdef REFLECTION
  115. varying vec3 vPositionUVW;
  116. uniform samplerCube reflectionCubeSampler;
  117. uniform sampler2D reflection2DSampler;
  118. uniform vec3 vReflectionInfos;
  119. uniform mat4 reflectionMatrix;
  120. uniform mat4 view;
  121. vec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)
  122. {
  123. if (mode == MAP_SPHERICAL)
  124. {
  125. vec3 coords = vec3(view * vec4(worldNormal, 0.0));
  126. return vec3(reflectionMatrix * vec4(coords, 1.0));
  127. }
  128. else if (mode == MAP_PLANAR)
  129. {
  130. vec3 viewDir = worldPos.xyz - vEyePosition;
  131. vec3 coords = normalize(reflect(viewDir, worldNormal));
  132. return vec3(reflectionMatrix * vec4(coords, 1));
  133. }
  134. else if (mode == MAP_CUBIC)
  135. {
  136. vec3 viewDir = worldPos.xyz - vEyePosition;
  137. vec3 coords = reflect(viewDir, worldNormal);
  138. return vec3(reflectionMatrix * vec4(coords, 0));
  139. }
  140. else if (mode == MAP_PROJECTION)
  141. {
  142. return vec3(reflectionMatrix * (view * worldPos));
  143. }
  144. else if (mode == MAP_SKYBOX)
  145. {
  146. return vPositionUVW;
  147. }
  148. return vec3(0, 0, 0);
  149. }
  150. #endif
  151. // Shadows
  152. #ifdef SHADOWS
  153. float unpack(vec4 color)
  154. {
  155. const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
  156. return dot(color, bitShift);
  157. }
  158. float unpackHalf(vec2 color)
  159. {
  160. return color.x + (color.y / 255.0);
  161. }
  162. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness)
  163. {
  164. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  165. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  166. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  167. {
  168. return 1.0;
  169. }
  170. float shadow = unpack(texture2D(shadowSampler, uv));
  171. if (depth.z > shadow)
  172. {
  173. return darkness;
  174. }
  175. return 1.;
  176. }
  177. // Thanks to http://devmaster.net/
  178. float ChebychevInequality(vec2 moments, float t)
  179. {
  180. if (t <= moments.x)
  181. {
  182. return 1.0;
  183. }
  184. float variance = moments.y - (moments.x * moments.x);
  185. variance = max(variance, 0.);
  186. float d = t - moments.x;
  187. return variance / (variance + d * d);
  188. }
  189. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
  190. {
  191. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  192. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  193. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  194. {
  195. return 1.0;
  196. }
  197. vec4 texel = texture2D(shadowSampler, uv);
  198. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  199. return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);
  200. }
  201. #endif
  202. // Bump
  203. #ifdef BUMP
  204. #extension GL_OES_standard_derivatives : enable
  205. varying vec2 vBumpUV;
  206. uniform vec2 vBumpInfos;
  207. uniform sampler2D bumpSampler;
  208. // Thanks to http://www.thetenthplanet.de/archives/1180
  209. mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)
  210. {
  211. // get edge vectors of the pixel triangle
  212. vec3 dp1 = dFdx(p);
  213. vec3 dp2 = dFdy(p);
  214. vec2 duv1 = dFdx(uv);
  215. vec2 duv2 = dFdy(uv);
  216. // solve the linear system
  217. vec3 dp2perp = cross(dp2, normal);
  218. vec3 dp1perp = cross(normal, dp1);
  219. vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
  220. vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;
  221. // construct a scale-invariant frame
  222. float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));
  223. return mat3(tangent * invmax, binormal * invmax, normal);
  224. }
  225. vec3 perturbNormal(vec3 viewDir)
  226. {
  227. vec3 map = texture2D(bumpSampler, vBumpUV).xyz * vBumpInfos.y;
  228. map = map * 255. / 127. - 128. / 127.;
  229. mat3 TBN = cotangent_frame(vNormalW, -viewDir, vBumpUV);
  230. return normalize(TBN * map);
  231. }
  232. #endif
  233. #ifdef CLIPPLANE
  234. varying float fClipDistance;
  235. #endif
  236. // Fog
  237. #ifdef FOG
  238. #define FOGMODE_NONE 0.
  239. #define FOGMODE_EXP 1.
  240. #define FOGMODE_EXP2 2.
  241. #define FOGMODE_LINEAR 3.
  242. #define E 2.71828
  243. uniform vec4 vFogInfos;
  244. uniform vec3 vFogColor;
  245. varying float fFogDistance;
  246. float CalcFogFactor()
  247. {
  248. float fogCoeff = 1.0;
  249. float fogStart = vFogInfos.y;
  250. float fogEnd = vFogInfos.z;
  251. float fogDensity = vFogInfos.w;
  252. if (FOGMODE_LINEAR == vFogInfos.x)
  253. {
  254. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  255. }
  256. else if (FOGMODE_EXP == vFogInfos.x)
  257. {
  258. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  259. }
  260. else if (FOGMODE_EXP2 == vFogInfos.x)
  261. {
  262. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  263. }
  264. return clamp(fogCoeff, 0.0, 1.0);
  265. }
  266. #endif
  267. // Light Computing
  268. struct lightingInfo
  269. {
  270. vec3 diffuse;
  271. vec3 specular;
  272. };
  273. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {
  274. lightingInfo result;
  275. vec3 lightVectorW;
  276. float attenuation = 1.0;
  277. if (lightData.w == 0.)
  278. {
  279. vec3 direction = lightData.xyz - vPositionW;
  280. attenuation = max(0., 1.0 - length(direction) / range);
  281. lightVectorW = normalize(direction);
  282. }
  283. else
  284. {
  285. lightVectorW = normalize(-lightData.xyz);
  286. }
  287. // diffuse
  288. float ndl = max(0., dot(vNormal, lightVectorW));
  289. // Specular
  290. vec3 angleW = normalize(viewDirectionW + lightVectorW);
  291. float specComp = max(0., dot(vNormal, angleW));
  292. specComp = pow(specComp, max(1., vSpecularColor.a));
  293. result.diffuse = ndl * diffuseColor * attenuation;
  294. result.specular = specComp * specularColor * attenuation;
  295. return result;
  296. }
  297. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {
  298. lightingInfo result;
  299. vec3 direction = lightData.xyz - vPositionW;
  300. vec3 lightVectorW = normalize(direction);
  301. float attenuation = max(0., 1.0 - length(direction) / range);
  302. // diffuse
  303. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  304. float spotAtten = 0.0;
  305. if (cosAngle >= lightDirection.w)
  306. {
  307. cosAngle = max(0., pow(cosAngle, lightData.w));
  308. spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));
  309. // Diffuse
  310. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  311. // Specular
  312. vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
  313. float specComp = max(0., dot(vNormal, angleW));
  314. specComp = pow(specComp, vSpecularColor.a);
  315. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  316. result.specular = specComp * specularColor * spotAtten * attenuation;
  317. return result;
  318. }
  319. result.diffuse = vec3(0.);
  320. result.specular = vec3(0.);
  321. return result;
  322. }
  323. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {
  324. lightingInfo result;
  325. // Diffuse
  326. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  327. // Specular
  328. vec3 angleW = normalize(viewDirectionW + lightData.xyz);
  329. float specComp = max(0., dot(vNormal, angleW));
  330. specComp = pow(specComp, vSpecularColor.a);
  331. result.diffuse = mix(groundColor, diffuseColor, ndl);
  332. result.specular = specComp * specularColor;
  333. return result;
  334. }
  335. void main(void) {
  336. // Clip plane
  337. #ifdef CLIPPLANE
  338. if (fClipDistance > 0.0)
  339. discard;
  340. #endif
  341. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  342. // Base color
  343. vec4 baseColor = vec4(1., 1., 1., 1.);
  344. vec3 diffuseColor = vDiffuseColor.rgb;
  345. #ifdef VERTEXCOLOR
  346. diffuseColor *= vColor;
  347. #endif
  348. #ifdef DIFFUSE
  349. baseColor = texture2D(diffuseSampler, vDiffuseUV);
  350. #ifdef ALPHATEST
  351. if (baseColor.a < 0.4)
  352. discard;
  353. #endif
  354. baseColor.rgb *= vDiffuseInfos.y;
  355. #endif
  356. // Bump
  357. vec3 normalW = vNormalW;
  358. #ifdef BUMP
  359. normalW = perturbNormal(viewDirectionW);
  360. #endif
  361. // Ambient color
  362. vec3 baseAmbientColor = vec3(1., 1., 1.);
  363. #ifdef AMBIENT
  364. baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
  365. #endif
  366. // Lighting
  367. vec3 diffuseBase = vec3(0., 0., 0.);
  368. vec3 specularBase = vec3(0., 0., 0.);
  369. float shadow = 1.;
  370. #ifdef LIGHT0
  371. #ifdef SPOTLIGHT0
  372. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0);
  373. #endif
  374. #ifdef HEMILIGHT0
  375. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);
  376. #endif
  377. #ifdef POINTDIRLIGHT0
  378. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
  379. #endif
  380. #ifdef SHADOW0
  381. #ifdef SHADOWVSM0
  382. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
  383. #else
  384. shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0);
  385. #endif
  386. #else
  387. shadow = 1.;
  388. #endif
  389. diffuseBase += info.diffuse * shadow;
  390. specularBase += info.specular * shadow;
  391. #endif
  392. #ifdef LIGHT1
  393. #ifdef SPOTLIGHT1
  394. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1);
  395. #endif
  396. #ifdef HEMILIGHT1
  397. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);
  398. #endif
  399. #ifdef POINTDIRLIGHT1
  400. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
  401. #endif
  402. #ifdef SHADOW1
  403. #ifdef SHADOWVSM1
  404. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
  405. #else
  406. shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1);
  407. #endif
  408. #else
  409. shadow = 1.;
  410. #endif
  411. diffuseBase += info.diffuse * shadow;
  412. specularBase += info.specular * shadow;
  413. #endif
  414. #ifdef LIGHT2
  415. #ifdef SPOTLIGHT2
  416. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2);
  417. #endif
  418. #ifdef HEMILIGHT2
  419. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);
  420. #endif
  421. #ifdef POINTDIRLIGHT2
  422. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
  423. #endif
  424. #ifdef SHADOW2
  425. #ifdef SHADOWVSM2
  426. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
  427. #else
  428. shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2);
  429. #endif
  430. #else
  431. shadow = 1.;
  432. #endif
  433. diffuseBase += info.diffuse * shadow;
  434. specularBase += info.specular * shadow;
  435. #endif
  436. #ifdef LIGHT3
  437. #ifdef SPOTLIGHT3
  438. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3);
  439. #endif
  440. #ifdef HEMILIGHT3
  441. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);
  442. #endif
  443. #ifdef POINTDIRLIGHT3
  444. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
  445. #endif
  446. #ifdef SHADOW3
  447. #ifdef SHADOWVSM3
  448. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
  449. #else
  450. shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3);
  451. #endif
  452. #else
  453. shadow = 1.;
  454. #endif
  455. diffuseBase += info.diffuse * shadow;
  456. specularBase += info.specular * shadow;
  457. #endif
  458. // Reflection
  459. vec3 reflectionColor = vec3(0., 0., 0.);
  460. #ifdef REFLECTION
  461. vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);
  462. if (vReflectionInfos.z != 0.0)
  463. {
  464. reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;
  465. }
  466. else
  467. {
  468. vec2 coords = vReflectionUVW.xy;
  469. if (vReflectionInfos.x == MAP_PROJECTION)
  470. {
  471. coords /= vReflectionUVW.z;
  472. }
  473. coords.y = 1.0 - coords.y;
  474. reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;
  475. }
  476. #endif
  477. // Alpha
  478. float alpha = vDiffuseColor.a;
  479. #ifdef OPACITY
  480. vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
  481. opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11) * opacityMap.a;
  482. alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
  483. #endif
  484. // Emissive
  485. vec3 emissiveColor = vEmissiveColor;
  486. #ifdef EMISSIVE
  487. emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;
  488. #endif
  489. // Specular map
  490. vec3 specularColor = vSpecularColor.rgb;
  491. #ifdef SPECULAR
  492. specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;
  493. #endif
  494. // Composition
  495. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
  496. vec3 finalSpecular = specularBase * specularColor;
  497. vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
  498. #ifdef FOG
  499. float fog = CalcFogFactor();
  500. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  501. #endif
  502. gl_FragColor = color;
  503. }