normal.fragment.fx 15 KB

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