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- precision highp float;
- // Constants
- uniform vec3 vEyePosition;
- uniform vec4 vDiffuseColor;
- // Gradient variables
- uniform vec4 topColor;
- uniform vec4 bottomColor;
- uniform float offset;
- uniform float smoothness;
- // Input
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- // Lights
- #ifdef LIGHT0
- uniform vec4 vLightData0;
- uniform vec4 vLightDiffuse0;
- #ifdef SHADOW0
- #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
- varying vec4 vPositionFromLight0;
- uniform sampler2D shadowSampler0;
- #else
- uniform samplerCube shadowSampler0;
- #endif
- uniform vec3 shadowsInfo0;
- #endif
- #ifdef SPOTLIGHT0
- uniform vec4 vLightDirection0;
- #endif
- #ifdef HEMILIGHT0
- uniform vec3 vLightGround0;
- #endif
- #endif
- #ifdef LIGHT1
- uniform vec4 vLightData1;
- uniform vec4 vLightDiffuse1;
- #ifdef SHADOW1
- #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
- varying vec4 vPositionFromLight1;
- uniform sampler2D shadowSampler1;
- #else
- uniform samplerCube shadowSampler1;
- #endif
- uniform vec3 shadowsInfo1;
- #endif
- #ifdef SPOTLIGHT1
- uniform vec4 vLightDirection1;
- #endif
- #ifdef HEMILIGHT1
- uniform vec3 vLightGround1;
- #endif
- #endif
- #ifdef LIGHT2
- uniform vec4 vLightData2;
- uniform vec4 vLightDiffuse2;
- #ifdef SHADOW2
- #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
- varying vec4 vPositionFromLight2;
- uniform sampler2D shadowSampler2;
- #else
- uniform samplerCube shadowSampler2;
- #endif
- uniform vec3 shadowsInfo2;
- #endif
- #ifdef SPOTLIGHT2
- uniform vec4 vLightDirection2;
- #endif
- #ifdef HEMILIGHT2
- uniform vec3 vLightGround2;
- #endif
- #endif
- #ifdef LIGHT3
- uniform vec4 vLightData3;
- uniform vec4 vLightDiffuse3;
- #ifdef SHADOW3
- #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
- varying vec4 vPositionFromLight3;
- uniform sampler2D shadowSampler3;
- #else
- uniform samplerCube shadowSampler3;
- #endif
- uniform vec3 shadowsInfo3;
- #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
- // Shadows
- #ifdef SHADOWS
- float unpack(vec4 color)
- {
- 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);
- return dot(color, bit_shift);
- }
- #if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
- uniform vec2 depthValues;
- float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
- {
- vec3 directionToLight = vPositionW - lightPosition;
- float depth = length(directionToLight);
-
- depth = clamp(depth, 0., 1.0);
- directionToLight = normalize(directionToLight);
- directionToLight.y = - directionToLight.y;
- float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
- if (depth > shadow)
- {
- return darkness;
- }
- return 1.0;
- }
- float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)
- {
- vec3 directionToLight = vPositionW - lightPosition;
- float depth = length(directionToLight);
- depth = clamp(depth, 0., 1.0);
- float diskScale = 2.0 / mapSize;
- directionToLight = normalize(directionToLight);
- directionToLight.y = -directionToLight.y;
- float visibility = 1.;
- vec3 poissonDisk[4];
- poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
- poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
- poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
- poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
- // Poisson Sampling
- float biasedDepth = depth - bias;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
- if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
- return min(1.0, visibility + darkness);
- }
- #endif
- #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
- float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
- {
- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
- depth = 0.5 * depth + vec3(0.5);
- vec2 uv = depth.xy;
- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
- {
- return 1.0;
- }
- float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
- if (depth.z > shadow)
- {
- return darkness;
- }
- return 1.;
- }
- float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
- {
- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
- depth = 0.5 * depth + vec3(0.5);
- vec2 uv = depth.xy;
- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
- {
- return 1.0;
- }
- float visibility = 1.;
- vec2 poissonDisk[4];
- poissonDisk[0] = vec2(-0.94201624, -0.39906216);
- poissonDisk[1] = vec2(0.94558609, -0.76890725);
- poissonDisk[2] = vec2(-0.094184101, -0.92938870);
- poissonDisk[3] = vec2(0.34495938, 0.29387760);
- // Poisson Sampling
- float biasedDepth = depth.z - bias;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
- if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
- return min(1.0, visibility + darkness);
- }
- // Thanks to http://devmaster.net/
- float unpackHalf(vec2 color)
- {
- return color.x + (color.y / 255.0);
- }
- float linstep(float low, float high, float v) {
- return clamp((v - low) / (high - low), 0.0, 1.0);
- }
- float ChebychevInequality(vec2 moments, float compare, float bias)
- {
- float p = smoothstep(compare - bias, compare, moments.x);
- float variance = max(moments.y - moments.x * moments.x, 0.02);
- float d = compare - moments.x;
- float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
- return clamp(max(p, p_max), 0.0, 1.0);
- }
- float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
- {
- vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
- depth = 0.5 * depth + vec3(0.5);
- vec2 uv = depth.xy;
- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
- {
- return 1.0;
- }
- vec4 texel = texture2D(shadowSampler, uv);
- vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
- return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
- }
- #endif
- #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
- struct lightingInfo
- {
- vec3 diffuse;
- };
- lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
- lightingInfo result;
- vec3 lightVectorW;
- float attenuation = 1.0;
- if (lightData.w == 0.)
- {
- vec3 direction = lightData.xyz - vPositionW;
- attenuation = max(0., 1.0 - length(direction) / range);
- lightVectorW = normalize(direction);
- }
- else
- {
- lightVectorW = normalize(-lightData.xyz);
- }
- // diffuse
- float ndl = max(0., dot(vNormal, lightVectorW));
- result.diffuse = ndl * diffuseColor * attenuation;
- return result;
- }
- lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
- lightingInfo result;
- vec3 direction = lightData.xyz - vPositionW;
- vec3 lightVectorW = normalize(direction);
- float attenuation = max(0., 1.0 - length(direction) / range);
- // 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 = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
- // Diffuse
- float ndl = max(0., dot(vNormal, -lightDirection.xyz));
- result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
- return result;
- }
- result.diffuse = vec3(0.);
- return result;
- }
- lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
- lightingInfo result;
- // Diffuse
- float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
- result.diffuse = mix(groundColor, diffuseColor, ndl);
- return result;
- }
- void main(void) {
- // Clip plane
- #ifdef CLIPPLANE
- if (fClipDistance > 0.0)
- discard;
- #endif
- vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
- float h = normalize(vPositionW).y + offset;
- float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));
- vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));
- // Base color
- vec3 diffuseColor = vDiffuseColor.rgb;
- // Alpha
- float alpha = baseColor.a;
- #ifdef ALPHATEST
- if (baseColor.a < 0.4)
- discard;
- #endif
- #ifdef VERTEXCOLOR
- baseColor.rgb *= vColor.rgb;
- #endif
- // Bump
- #ifdef NORMAL
- vec3 normalW = normalize(vNormalW);
- #else
- vec3 normalW = vec3(1.0, 1.0, 1.0);
- #endif
- // Lighting
- vec3 diffuseBase = vec3(0., 0., 0.);
- float shadow = 1.;
- #ifdef LIGHT0
- #ifdef SPOTLIGHT0
- lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
- #endif
- #ifdef HEMILIGHT0
- lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
- #endif
- #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
- lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
- #endif
- #ifdef SHADOW0
- #ifdef SHADOWVSM0
- shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
- #else
- #ifdef SHADOWPCF0
- #if defined(POINTLIGHT0)
- shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
- #endif
- #else
- #if defined(POINTLIGHT0)
- shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
- #else
- shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- #endif
- #ifdef LIGHT1
- #ifdef SPOTLIGHT1
- info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
- #endif
- #ifdef HEMILIGHT1
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
- #endif
- #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
- info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
- #endif
- #ifdef SHADOW1
- #ifdef SHADOWVSM1
- shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
- #else
- #ifdef SHADOWPCF1
- #if defined(POINTLIGHT1)
- shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
- #endif
- #else
- #if defined(POINTLIGHT1)
- shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
- #else
- shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- #endif
- #ifdef LIGHT2
- #ifdef SPOTLIGHT2
- info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
- #endif
- #ifdef HEMILIGHT2
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
- #endif
- #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
- info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
- #endif
- #ifdef SHADOW2
- #ifdef SHADOWVSM2
- shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
- #else
- #ifdef SHADOWPCF2
- #if defined(POINTLIGHT2)
- shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
- #endif
- #else
- #if defined(POINTLIGHT2)
- shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
- #else
- shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- #endif
- #ifdef LIGHT3
- #ifdef SPOTLIGHT3
- info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
- #endif
- #ifdef HEMILIGHT3
- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
- #endif
- #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
- info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
- #endif
- #ifdef SHADOW3
- #ifdef SHADOWVSM3
- shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
- #else
- #ifdef SHADOWPCF3
- #if defined(POINTLIGHT3)
- shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);
- #else
- shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
- #endif
- #else
- #if defined(POINTLIGHT3)
- shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
- #else
- shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
- #endif
- #endif
- #endif
- #else
- shadow = 1.;
- #endif
- diffuseBase += info.diffuse * shadow;
- #endif
- #ifdef VERTEXALPHA
- alpha *= vColor.a;
- #endif
- vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
- // Composition
- vec4 color = vec4(finalDiffuse, alpha);
- #ifdef FOG
- float fog = CalcFogFactor();
- color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
- #endif
- gl_FragColor = color;
- }
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