gradient.fragment.fx 15 KB

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  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. // Gradient variables
  6. uniform vec4 topColor;
  7. uniform vec4 bottomColor;
  8. uniform float offset;
  9. uniform float smoothness;
  10. // Input
  11. varying vec3 vPositionW;
  12. #ifdef NORMAL
  13. varying vec3 vNormalW;
  14. #endif
  15. #ifdef VERTEXCOLOR
  16. varying vec4 vColor;
  17. #endif
  18. // Lights
  19. #ifdef LIGHT0
  20. uniform vec4 vLightData0;
  21. uniform vec4 vLightDiffuse0;
  22. #ifdef SHADOW0
  23. #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
  24. varying vec4 vPositionFromLight0;
  25. uniform sampler2D shadowSampler0;
  26. #else
  27. uniform samplerCube shadowSampler0;
  28. #endif
  29. uniform vec3 shadowsInfo0;
  30. #endif
  31. #ifdef SPOTLIGHT0
  32. uniform vec4 vLightDirection0;
  33. #endif
  34. #ifdef HEMILIGHT0
  35. uniform vec3 vLightGround0;
  36. #endif
  37. #endif
  38. #ifdef LIGHT1
  39. uniform vec4 vLightData1;
  40. uniform vec4 vLightDiffuse1;
  41. #ifdef SHADOW1
  42. #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
  43. varying vec4 vPositionFromLight1;
  44. uniform sampler2D shadowSampler1;
  45. #else
  46. uniform samplerCube shadowSampler1;
  47. #endif
  48. uniform vec3 shadowsInfo1;
  49. #endif
  50. #ifdef SPOTLIGHT1
  51. uniform vec4 vLightDirection1;
  52. #endif
  53. #ifdef HEMILIGHT1
  54. uniform vec3 vLightGround1;
  55. #endif
  56. #endif
  57. #ifdef LIGHT2
  58. uniform vec4 vLightData2;
  59. uniform vec4 vLightDiffuse2;
  60. #ifdef SHADOW2
  61. #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
  62. varying vec4 vPositionFromLight2;
  63. uniform sampler2D shadowSampler2;
  64. #else
  65. uniform samplerCube shadowSampler2;
  66. #endif
  67. uniform vec3 shadowsInfo2;
  68. #endif
  69. #ifdef SPOTLIGHT2
  70. uniform vec4 vLightDirection2;
  71. #endif
  72. #ifdef HEMILIGHT2
  73. uniform vec3 vLightGround2;
  74. #endif
  75. #endif
  76. #ifdef LIGHT3
  77. uniform vec4 vLightData3;
  78. uniform vec4 vLightDiffuse3;
  79. #ifdef SHADOW3
  80. #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
  81. varying vec4 vPositionFromLight3;
  82. uniform sampler2D shadowSampler3;
  83. #else
  84. uniform samplerCube shadowSampler3;
  85. #endif
  86. uniform vec3 shadowsInfo3;
  87. #endif
  88. #ifdef SPOTLIGHT3
  89. uniform vec4 vLightDirection3;
  90. #endif
  91. #ifdef HEMILIGHT3
  92. uniform vec3 vLightGround3;
  93. #endif
  94. #endif
  95. // Samplers
  96. #ifdef DIFFUSE
  97. varying vec2 vDiffuseUV;
  98. uniform sampler2D diffuseSampler;
  99. uniform vec2 vDiffuseInfos;
  100. #endif
  101. // Shadows
  102. #ifdef SHADOWS
  103. float unpack(vec4 color)
  104. {
  105. 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);
  106. return dot(color, bit_shift);
  107. }
  108. #if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
  109. uniform vec2 depthValues;
  110. float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
  111. {
  112. vec3 directionToLight = vPositionW - lightPosition;
  113. float depth = length(directionToLight);
  114. depth = clamp(depth, 0., 1.0);
  115. directionToLight = normalize(directionToLight);
  116. directionToLight.y = - directionToLight.y;
  117. float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
  118. if (depth > shadow)
  119. {
  120. return darkness;
  121. }
  122. return 1.0;
  123. }
  124. float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)
  125. {
  126. vec3 directionToLight = vPositionW - lightPosition;
  127. float depth = length(directionToLight);
  128. depth = clamp(depth, 0., 1.0);
  129. float diskScale = 2.0 / mapSize;
  130. directionToLight = normalize(directionToLight);
  131. directionToLight.y = -directionToLight.y;
  132. float visibility = 1.;
  133. vec3 poissonDisk[4];
  134. poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
  135. poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
  136. poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
  137. poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
  138. // Poisson Sampling
  139. float biasedDepth = depth - bias;
  140. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
  141. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
  142. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
  143. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
  144. return min(1.0, visibility + darkness);
  145. }
  146. #endif
  147. #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
  148. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
  149. {
  150. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  151. depth = 0.5 * depth + vec3(0.5);
  152. vec2 uv = depth.xy;
  153. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  154. {
  155. return 1.0;
  156. }
  157. float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
  158. if (depth.z > shadow)
  159. {
  160. return darkness;
  161. }
  162. return 1.;
  163. }
  164. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
  165. {
  166. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  167. depth = 0.5 * depth + vec3(0.5);
  168. vec2 uv = depth.xy;
  169. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  170. {
  171. return 1.0;
  172. }
  173. float visibility = 1.;
  174. vec2 poissonDisk[4];
  175. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  176. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  177. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  178. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  179. // Poisson Sampling
  180. float biasedDepth = depth.z - bias;
  181. if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
  182. if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
  183. if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
  184. if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
  185. return min(1.0, visibility + darkness);
  186. }
  187. // Thanks to http://devmaster.net/
  188. float unpackHalf(vec2 color)
  189. {
  190. return color.x + (color.y / 255.0);
  191. }
  192. float linstep(float low, float high, float v) {
  193. return clamp((v - low) / (high - low), 0.0, 1.0);
  194. }
  195. float ChebychevInequality(vec2 moments, float compare, float bias)
  196. {
  197. float p = smoothstep(compare - bias, compare, moments.x);
  198. float variance = max(moments.y - moments.x * moments.x, 0.02);
  199. float d = compare - moments.x;
  200. float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
  201. return clamp(max(p, p_max), 0.0, 1.0);
  202. }
  203. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
  204. {
  205. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  206. depth = 0.5 * depth + vec3(0.5);
  207. vec2 uv = depth.xy;
  208. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
  209. {
  210. return 1.0;
  211. }
  212. vec4 texel = texture2D(shadowSampler, uv);
  213. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  214. return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
  215. }
  216. #endif
  217. #endif
  218. #ifdef CLIPPLANE
  219. varying float fClipDistance;
  220. #endif
  221. // Fog
  222. #ifdef FOG
  223. #define FOGMODE_NONE 0.
  224. #define FOGMODE_EXP 1.
  225. #define FOGMODE_EXP2 2.
  226. #define FOGMODE_LINEAR 3.
  227. #define E 2.71828
  228. uniform vec4 vFogInfos;
  229. uniform vec3 vFogColor;
  230. varying float fFogDistance;
  231. float CalcFogFactor()
  232. {
  233. float fogCoeff = 1.0;
  234. float fogStart = vFogInfos.y;
  235. float fogEnd = vFogInfos.z;
  236. float fogDensity = vFogInfos.w;
  237. if (FOGMODE_LINEAR == vFogInfos.x)
  238. {
  239. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  240. }
  241. else if (FOGMODE_EXP == vFogInfos.x)
  242. {
  243. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  244. }
  245. else if (FOGMODE_EXP2 == vFogInfos.x)
  246. {
  247. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  248. }
  249. return clamp(fogCoeff, 0.0, 1.0);
  250. }
  251. #endif
  252. // Light Computing
  253. struct lightingInfo
  254. {
  255. vec3 diffuse;
  256. };
  257. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
  258. lightingInfo result;
  259. vec3 lightVectorW;
  260. float attenuation = 1.0;
  261. if (lightData.w == 0.)
  262. {
  263. vec3 direction = lightData.xyz - vPositionW;
  264. attenuation = max(0., 1.0 - length(direction) / range);
  265. lightVectorW = normalize(direction);
  266. }
  267. else
  268. {
  269. lightVectorW = normalize(-lightData.xyz);
  270. }
  271. // diffuse
  272. float ndl = max(0., dot(vNormal, lightVectorW));
  273. result.diffuse = ndl * diffuseColor * attenuation;
  274. return result;
  275. }
  276. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
  277. lightingInfo result;
  278. vec3 direction = lightData.xyz - vPositionW;
  279. vec3 lightVectorW = normalize(direction);
  280. float attenuation = max(0., 1.0 - length(direction) / range);
  281. // diffuse
  282. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  283. float spotAtten = 0.0;
  284. if (cosAngle >= lightDirection.w)
  285. {
  286. cosAngle = max(0., pow(cosAngle, lightData.w));
  287. spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
  288. // Diffuse
  289. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  290. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  291. return result;
  292. }
  293. result.diffuse = vec3(0.);
  294. return result;
  295. }
  296. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
  297. lightingInfo result;
  298. // Diffuse
  299. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  300. result.diffuse = mix(groundColor, diffuseColor, ndl);
  301. return result;
  302. }
  303. void main(void) {
  304. // Clip plane
  305. #ifdef CLIPPLANE
  306. if (fClipDistance > 0.0)
  307. discard;
  308. #endif
  309. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  310. float h = normalize(vPositionW).y + offset;
  311. float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));
  312. vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));
  313. // Base color
  314. vec3 diffuseColor = vDiffuseColor.rgb;
  315. // Alpha
  316. float alpha = baseColor.a;
  317. #ifdef ALPHATEST
  318. if (baseColor.a < 0.4)
  319. discard;
  320. #endif
  321. #ifdef VERTEXCOLOR
  322. baseColor.rgb *= vColor.rgb;
  323. #endif
  324. // Bump
  325. #ifdef NORMAL
  326. vec3 normalW = normalize(vNormalW);
  327. #else
  328. vec3 normalW = vec3(1.0, 1.0, 1.0);
  329. #endif
  330. // Lighting
  331. vec3 diffuseBase = vec3(0., 0., 0.);
  332. float shadow = 1.;
  333. #ifdef LIGHT0
  334. #ifdef SPOTLIGHT0
  335. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  336. #endif
  337. #ifdef HEMILIGHT0
  338. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
  339. #endif
  340. #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
  341. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  342. #endif
  343. #ifdef SHADOW0
  344. #ifdef SHADOWVSM0
  345. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  346. #else
  347. #ifdef SHADOWPCF0
  348. #if defined(POINTLIGHT0)
  349. shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);
  350. #else
  351. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
  352. #endif
  353. #else
  354. #if defined(POINTLIGHT0)
  355. shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  356. #else
  357. shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  358. #endif
  359. #endif
  360. #endif
  361. #else
  362. shadow = 1.;
  363. #endif
  364. diffuseBase += info.diffuse * shadow;
  365. #endif
  366. #ifdef LIGHT1
  367. #ifdef SPOTLIGHT1
  368. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  369. #endif
  370. #ifdef HEMILIGHT1
  371. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
  372. #endif
  373. #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
  374. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  375. #endif
  376. #ifdef SHADOW1
  377. #ifdef SHADOWVSM1
  378. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  379. #else
  380. #ifdef SHADOWPCF1
  381. #if defined(POINTLIGHT1)
  382. shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);
  383. #else
  384. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
  385. #endif
  386. #else
  387. #if defined(POINTLIGHT1)
  388. shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  389. #else
  390. shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  391. #endif
  392. #endif
  393. #endif
  394. #else
  395. shadow = 1.;
  396. #endif
  397. diffuseBase += info.diffuse * shadow;
  398. #endif
  399. #ifdef LIGHT2
  400. #ifdef SPOTLIGHT2
  401. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  402. #endif
  403. #ifdef HEMILIGHT2
  404. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
  405. #endif
  406. #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
  407. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  408. #endif
  409. #ifdef SHADOW2
  410. #ifdef SHADOWVSM2
  411. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  412. #else
  413. #ifdef SHADOWPCF2
  414. #if defined(POINTLIGHT2)
  415. shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);
  416. #else
  417. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
  418. #endif
  419. #else
  420. #if defined(POINTLIGHT2)
  421. shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  422. #else
  423. shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  424. #endif
  425. #endif
  426. #endif
  427. #else
  428. shadow = 1.;
  429. #endif
  430. diffuseBase += info.diffuse * shadow;
  431. #endif
  432. #ifdef LIGHT3
  433. #ifdef SPOTLIGHT3
  434. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  435. #endif
  436. #ifdef HEMILIGHT3
  437. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
  438. #endif
  439. #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
  440. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  441. #endif
  442. #ifdef SHADOW3
  443. #ifdef SHADOWVSM3
  444. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  445. #else
  446. #ifdef SHADOWPCF3
  447. #if defined(POINTLIGHT3)
  448. shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);
  449. #else
  450. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
  451. #endif
  452. #else
  453. #if defined(POINTLIGHT3)
  454. shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  455. #else
  456. shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  457. #endif
  458. #endif
  459. #endif
  460. #else
  461. shadow = 1.;
  462. #endif
  463. diffuseBase += info.diffuse * shadow;
  464. #endif
  465. #ifdef VERTEXALPHA
  466. alpha *= vColor.a;
  467. #endif
  468. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  469. // Composition
  470. vec4 color = vec4(finalDiffuse, alpha);
  471. #ifdef FOG
  472. float fog = CalcFogFactor();
  473. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  474. #endif
  475. gl_FragColor = color;
  476. }