legacydefault.fragment.fx 11 KB

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. #define MAP_PROJECTION 4.
  5. // Constants
  6. uniform vec3 vEyePosition;
  7. uniform vec3 vAmbientColor;
  8. uniform vec4 vDiffuseColor;
  9. uniform vec4 vSpecularColor;
  10. uniform vec3 vEmissiveColor;
  11. // Input
  12. varying vec3 vPositionW;
  13. varying vec3 vNormalW;
  14. #ifdef VERTEXCOLOR
  15. varying vec3 vColor;
  16. #endif
  17. // Lights
  18. #ifdef LIGHT0
  19. uniform vec4 vLightData0;
  20. uniform vec3 vLightDiffuse0;
  21. uniform vec3 vLightSpecular0;
  22. #ifdef SHADOW0
  23. varying vec4 vPositionFromLight0;
  24. uniform sampler2D shadowSampler0;
  25. #endif
  26. #ifdef SPOTLIGHT0
  27. uniform vec4 vLightDirection0;
  28. #endif
  29. #ifdef HEMILIGHT0
  30. uniform vec3 vLightGround0;
  31. #endif
  32. #endif
  33. #ifdef LIGHT1
  34. uniform vec4 vLightData1;
  35. uniform vec3 vLightDiffuse1;
  36. uniform vec3 vLightSpecular1;
  37. #ifdef SHADOW1
  38. varying vec4 vPositionFromLight1;
  39. uniform sampler2D shadowSampler1;
  40. #endif
  41. #ifdef SPOTLIGHT1
  42. uniform vec4 vLightDirection1;
  43. #endif
  44. #ifdef HEMILIGHT1
  45. uniform vec3 vLightGround1;
  46. #endif
  47. #endif
  48. #ifdef LIGHT2
  49. uniform vec4 vLightData2;
  50. uniform vec3 vLightDiffuse2;
  51. uniform vec3 vLightSpecular2;
  52. #ifdef SHADOW2
  53. varying vec4 vPositionFromLight2;
  54. uniform sampler2D shadowSampler2;
  55. #endif
  56. #ifdef SPOTLIGHT2
  57. uniform vec4 vLightDirection2;
  58. #endif
  59. #ifdef HEMILIGHT2
  60. uniform vec3 vLightGround2;
  61. #endif
  62. #endif
  63. #ifdef LIGHT3
  64. uniform vec4 vLightData3;
  65. uniform vec3 vLightDiffuse3;
  66. uniform vec3 vLightSpecular3;
  67. #ifdef SHADOW3
  68. varying vec4 vPositionFromLight3;
  69. uniform sampler2D shadowSampler3;
  70. #endif
  71. #ifdef SPOTLIGHT3
  72. uniform vec4 vLightDirection3;
  73. #endif
  74. #ifdef HEMILIGHT3
  75. uniform vec3 vLightGround3;
  76. #endif
  77. #endif
  78. // Samplers
  79. #ifdef DIFFUSE
  80. varying vec2 vDiffuseUV;
  81. uniform sampler2D diffuseSampler;
  82. uniform vec2 vDiffuseInfos;
  83. #endif
  84. #ifdef AMBIENT
  85. varying vec2 vAmbientUV;
  86. uniform sampler2D ambientSampler;
  87. uniform vec2 vAmbientInfos;
  88. #endif
  89. #ifdef OPACITY
  90. varying vec2 vOpacityUV;
  91. uniform sampler2D opacitySampler;
  92. uniform vec2 vOpacityInfos;
  93. #endif
  94. #ifdef REFLECTION
  95. varying vec3 vReflectionUVW;
  96. uniform samplerCube reflectionCubeSampler;
  97. uniform sampler2D reflection2DSampler;
  98. uniform vec3 vReflectionInfos;
  99. #endif
  100. #ifdef EMISSIVE
  101. varying vec2 vEmissiveUV;
  102. uniform vec2 vEmissiveInfos;
  103. uniform sampler2D emissiveSampler;
  104. #endif
  105. #ifdef SPECULAR
  106. varying vec2 vSpecularUV;
  107. uniform vec2 vSpecularInfos;
  108. uniform sampler2D specularSampler;
  109. #endif
  110. // Shadows
  111. #ifdef SHADOWS
  112. float unpack(vec4 color)
  113. {
  114. const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
  115. return dot(color, bitShift);
  116. }
  117. float unpackHalf(vec2 color)
  118. {
  119. return color.x + (color.y / 255.0);
  120. }
  121. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)
  122. {
  123. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  124. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  125. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  126. {
  127. return 1.0;
  128. }
  129. float shadow = unpack(texture2D(shadowSampler, uv));
  130. if (depth.z > shadow)
  131. {
  132. return 0.;
  133. }
  134. return 1.;
  135. }
  136. // Thanks to http://devmaster.net/
  137. float ChebychevInequality(vec2 moments, float t)
  138. {
  139. if (t <= moments.x)
  140. {
  141. return 1.0;
  142. }
  143. float variance = moments.y - (moments.x * moments.x);
  144. variance = max(variance, 0.);
  145. float d = t - moments.x;
  146. return variance / (variance + d * d);
  147. }
  148. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
  149. {
  150. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  151. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  152. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  153. {
  154. return 1.0;
  155. }
  156. vec4 texel = texture2D(shadowSampler, uv);
  157. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  158. return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);
  159. }
  160. #endif
  161. #ifdef CLIPPLANE
  162. varying float fClipDistance;
  163. #endif
  164. // Fog
  165. #ifdef FOG
  166. #define FOGMODE_NONE 0.
  167. #define FOGMODE_EXP 1.
  168. #define FOGMODE_EXP2 2.
  169. #define FOGMODE_LINEAR 3.
  170. #define E 2.71828
  171. uniform vec4 vFogInfos;
  172. uniform vec3 vFogColor;
  173. varying float fFogDistance;
  174. float CalcFogFactor()
  175. {
  176. float fogCoeff = 1.0;
  177. float fogStart = vFogInfos.y;
  178. float fogEnd = vFogInfos.z;
  179. float fogDensity = vFogInfos.w;
  180. if (FOGMODE_LINEAR == vFogInfos.x)
  181. {
  182. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  183. }
  184. else if (FOGMODE_EXP == vFogInfos.x)
  185. {
  186. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  187. }
  188. else if (FOGMODE_EXP2 == vFogInfos.x)
  189. {
  190. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  191. }
  192. return clamp(fogCoeff, 0.0, 1.0);
  193. }
  194. #endif
  195. // Light Computing
  196. mat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor) {
  197. mat3 result;
  198. vec3 lightVectorW;
  199. if (lightData.w == 0.)
  200. {
  201. lightVectorW = normalize(lightData.xyz - vPositionW);
  202. }
  203. else
  204. {
  205. lightVectorW = normalize(-lightData.xyz);
  206. }
  207. // diffuse
  208. float ndl = max(0., dot(vNormal, lightVectorW));
  209. // Specular
  210. vec3 angleW = normalize(viewDirectionW + lightVectorW);
  211. float specComp = max(0., dot(vNormal, angleW));
  212. specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));
  213. result[0] = ndl * diffuseColor;
  214. result[1] = specComp * specularColor;
  215. result[2] = vec3(0.);
  216. return result;
  217. }
  218. mat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor) {
  219. mat3 result;
  220. vec3 lightVectorW = normalize(lightData.xyz - vPositionW);
  221. // diffuse
  222. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  223. float spotAtten = 0.0;
  224. if (cosAngle >= lightDirection.w)
  225. {
  226. cosAngle = max(0., pow(cosAngle, lightData.w));
  227. spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));
  228. // Diffuse
  229. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  230. // Specular
  231. vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
  232. float specComp = max(0., dot(vNormal, angleW));
  233. specComp = pow(specComp, vSpecularColor.a);
  234. result[0] = ndl * spotAtten * diffuseColor;
  235. result[1] = specComp * specularColor * spotAtten;
  236. result[2] = vec3(0.);
  237. return result;
  238. }
  239. result[0] = vec3(0.);
  240. result[1] = vec3(0.);
  241. result[2] = vec3(0.);
  242. return result;
  243. }
  244. mat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {
  245. mat3 result;
  246. // Diffuse
  247. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  248. // Specular
  249. vec3 angleW = normalize(viewDirectionW + lightData.xyz);
  250. float specComp = max(0., dot(vNormal, angleW));
  251. specComp = pow(specComp, vSpecularColor.a);
  252. result[0] = mix(groundColor, diffuseColor, ndl);
  253. result[1] = specComp * specularColor;
  254. result[2] = vec3(0.);
  255. return result;
  256. }
  257. void main(void) {
  258. // Clip plane
  259. #ifdef CLIPPLANE
  260. if (fClipDistance > 0.0)
  261. discard;
  262. #endif
  263. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  264. // Base color
  265. vec4 baseColor = vec4(1., 1., 1., 1.);
  266. vec3 diffuseColor = vDiffuseColor.rgb;
  267. #ifdef VERTEXCOLOR
  268. diffuseColor *= vColor;
  269. #endif
  270. #ifdef DIFFUSE
  271. baseColor = texture2D(diffuseSampler, vDiffuseUV);
  272. #ifdef ALPHATEST
  273. if (baseColor.a < 0.4)
  274. discard;
  275. #endif
  276. baseColor.rgb *= vDiffuseInfos.y;
  277. #endif
  278. // Bump
  279. vec3 normalW = vNormalW;
  280. // Ambient color
  281. vec3 baseAmbientColor = vec3(1., 1., 1.);
  282. #ifdef AMBIENT
  283. baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
  284. #endif
  285. // Lighting
  286. vec3 diffuseBase = vec3(0., 0., 0.);
  287. vec3 specularBase = vec3(0., 0., 0.);
  288. float shadow = 1.;
  289. #ifdef LIGHT0
  290. #ifdef SPOTLIGHT0
  291. mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);
  292. #endif
  293. #ifdef HEMILIGHT0
  294. mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);
  295. #endif
  296. #ifdef POINTDIRLIGHT0
  297. mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);
  298. #endif
  299. #ifdef SHADOW0
  300. #ifdef SHADOWVSM0
  301. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
  302. #else
  303. shadow = computeShadow(vPositionFromLight0, shadowSampler0);
  304. #endif
  305. #else
  306. shadow = 1.;
  307. #endif
  308. diffuseBase += info[0] * shadow;
  309. specularBase += info[1] * shadow;
  310. #endif
  311. #ifdef LIGHT1
  312. #ifdef SPOTLIGHT1
  313. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);
  314. #endif
  315. #ifdef HEMILIGHT1
  316. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);
  317. #endif
  318. #ifdef POINTDIRLIGHT1
  319. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);
  320. #endif
  321. #ifdef SHADOW1
  322. #ifdef SHADOWVSM1
  323. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
  324. #else
  325. shadow = computeShadow(vPositionFromLight1, shadowSampler1);
  326. #endif
  327. #else
  328. shadow = 1.;
  329. #endif
  330. diffuseBase += info[0] * shadow;
  331. specularBase += info[1] * shadow;
  332. #endif
  333. #ifdef LIGHT2
  334. #ifdef SPOTLIGHT2
  335. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);
  336. #endif
  337. #ifdef HEMILIGHT2
  338. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);
  339. #endif
  340. #ifdef POINTDIRLIGHT2
  341. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);
  342. #endif
  343. #ifdef SHADOW2
  344. #ifdef SHADOWVSM2
  345. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
  346. #else
  347. shadow = computeShadow(vPositionFromLight2, shadowSampler2);
  348. #endif
  349. #else
  350. shadow = 1.;
  351. #endif
  352. diffuseBase += info[0] * shadow;
  353. specularBase += info[1] * shadow;
  354. #endif
  355. #ifdef LIGHT3
  356. #ifdef SPOTLIGHT3
  357. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);
  358. #endif
  359. #ifdef HEMILIGHT3
  360. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);
  361. #endif
  362. #ifdef POINTDIRLIGHT3
  363. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);
  364. #endif
  365. #ifdef SHADOW3
  366. #ifdef SHADOWVSM3
  367. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
  368. #else
  369. shadow = computeShadow(vPositionFromLight3, shadowSampler3);
  370. #endif
  371. #else
  372. shadow = 1.;
  373. #endif
  374. diffuseBase += info[0] * shadow;
  375. specularBase += info[1] * shadow;
  376. #endif
  377. // Reflection
  378. vec3 reflectionColor = vec3(0., 0., 0.);
  379. #ifdef REFLECTION
  380. if (vReflectionInfos.z != 0.0)
  381. {
  382. reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;
  383. }
  384. else
  385. {
  386. vec2 coords = vReflectionUVW.xy;
  387. if (vReflectionInfos.x == MAP_PROJECTION)
  388. {
  389. coords /= vReflectionUVW.z;
  390. }
  391. coords.y = 1.0 - coords.y;
  392. reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;
  393. }
  394. #endif
  395. // Alpha
  396. float alpha = vDiffuseColor.a;
  397. #ifdef OPACITY
  398. vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
  399. opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11) * opacityMap.a;
  400. alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
  401. #endif
  402. // Emissive
  403. vec3 emissiveColor = vEmissiveColor;
  404. #ifdef EMISSIVE
  405. emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;
  406. #endif
  407. // Specular map
  408. vec3 specularColor = vSpecularColor.rgb;
  409. #ifdef SPECULAR
  410. specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;
  411. #endif
  412. // Composition
  413. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
  414. vec3 finalSpecular = specularBase * specularColor;
  415. vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
  416. #ifdef FOG
  417. float fog = CalcFogFactor();
  418. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  419. #endif
  420. gl_FragColor = color;
  421. }