gradient.fragment.fx 15 KB

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