Pixel-Composer/shaders/sh_d3d_default/sh_d3d_default.fsh

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// PC3D rendering shader
// - BRDF By Xpanda and OGLDEV
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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vNormal;
varying vec4 v_worldPosition;
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varying vec3 v_viewPosition;
varying float v_cameraDistance;
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#define PI 3.14159265359
#define TAU 6.28318530718
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#region ---- light ----
uniform vec4 light_ambient;
uniform float shadowBias;
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#define LIGHT_DIR_LIMIT 16
uniform int light_dir_count;
uniform vec3 light_dir_direction[LIGHT_DIR_LIMIT];
uniform vec4 light_dir_color[LIGHT_DIR_LIMIT];
uniform float light_dir_intensity[LIGHT_DIR_LIMIT];
uniform mat4 light_dir_view[LIGHT_DIR_LIMIT];
uniform mat4 light_dir_proj[LIGHT_DIR_LIMIT];
uniform int light_dir_shadow_active[LIGHT_DIR_LIMIT];
uniform float light_dir_shadow_bias[LIGHT_DIR_LIMIT];
uniform sampler2D light_dir_shadowmap_0;
uniform sampler2D light_dir_shadowmap_1;
uniform sampler2D light_dir_shadowmap_2;
uniform sampler2D light_dir_shadowmap_3;
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#define LIGHT_PNT_LIMIT 16
uniform int light_pnt_count;
uniform vec3 light_pnt_position[LIGHT_PNT_LIMIT];
uniform vec4 light_pnt_color[LIGHT_PNT_LIMIT];
uniform float light_pnt_intensity[LIGHT_PNT_LIMIT];
uniform float light_pnt_radius[LIGHT_PNT_LIMIT];
uniform mat4 light_pnt_view[96];
uniform mat4 light_pnt_proj[LIGHT_PNT_LIMIT];
uniform int light_pnt_shadow_active[LIGHT_PNT_LIMIT];
uniform float light_pnt_shadow_bias[LIGHT_DIR_LIMIT];
uniform sampler2D light_pnt_shadowmap_0;
uniform sampler2D light_pnt_shadowmap_1;
uniform sampler2D light_pnt_shadowmap_2;
uniform sampler2D light_pnt_shadowmap_3;
uniform sampler2D light_pnt_shadowmap_4;
uniform sampler2D light_pnt_shadowmap_5;
uniform sampler2D light_pnt_shadowmap_6;
uniform sampler2D light_pnt_shadowmap_7;
#endregion
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#region ---- material ----
vec4 mat_baseColor;
uniform float mat_diffuse;
uniform float mat_specular;
uniform float mat_shine;
uniform int mat_metalic;
#endregion
#region ---- rendering ----
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uniform vec3 cameraPosition;
uniform int gammaCorrection;
#endregion
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#region ++++ matrix ++++
float matrixGet(mat4 matrix, int index) {
if(index < 0 || index > 15) return 0.;
int _x = int(floor(float(index) / 4.));
int _y = int(mod(float(index), 4.));
return matrix[_x][_y];
}
mat4 matrixSet(mat4 matrix, int index, float value) {
if(index < 0 || index > 15) return matrix;
int _x = int(floor(float(index) / 4.));
int _y = int(mod(float(index), 4.));
matrix[_x][_y] = value;
return matrix;
}
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#endregion
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#region ++++ shadow sampler ++++
float sampleDirShadowMap(int index, vec2 position) {
if(index == 0) return texture2D(light_dir_shadowmap_0, position).r;
if(index == 1) return texture2D(light_dir_shadowmap_1, position).r;
if(index == 2) return texture2D(light_dir_shadowmap_2, position).r;
if(index == 3) return texture2D(light_dir_shadowmap_3, position).r;
return 0.;
}
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float samplePntShadowMap(int index, vec2 position, int side) {
position.x /= 2.;
if(side >= 3) {
position.x += 0.5;
side -= 3;
}
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if(index == 0) return texture2D(light_pnt_shadowmap_0, position)[side];
if(index == 1) return texture2D(light_pnt_shadowmap_1, position)[side];
if(index == 2) return texture2D(light_pnt_shadowmap_2, position)[side];
if(index == 3) return texture2D(light_pnt_shadowmap_3, position)[side];
return 0.;
}
#endregion
#region ++++ Phong shading ++++
vec3 phongLight(vec3 normal, vec3 lightVec, vec3 viewVec, vec3 light) {
vec3 lightDir = normalize(lightVec);
vec3 viewDir = normalize(viewVec);
vec3 refcDir = reflect(-lightDir, normal);
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float kD = 1., kS = 0.;
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if(mat_diffuse + mat_specular != 0.) {
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kD = mat_diffuse / (mat_diffuse + mat_specular);
kS = mat_specular / (mat_diffuse + mat_specular);
}
vec3 lLambert = max(0., dot(normal, lightDir)) * light;
float specular = pow(max(dot(viewDir, refcDir), 0.), max(0.001, mat_shine));
vec3 lSpecular = specular * light;
if(mat_metalic == 1) lSpecular *= mat_baseColor.rgb;
return kD * lLambert + kS * lSpecular;
}
#endregion
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void main() {
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mat_baseColor = texture2D( gm_BaseTexture, v_vTexcoord );
mat_baseColor *= v_vColour;
vec4 final_color = mat_baseColor;
vec3 normal = normalize(v_vNormal);
vec3 viewDirection = normalize(cameraPosition - v_worldPosition.xyz);
gl_FragData[0] = vec4(0.);
gl_FragData[1] = vec4(0.);
gl_FragData[2] = vec4(0.);
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#region ++++ light ++++
int shadow_map_index = 0;
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vec3 light_effect = light_ambient.rgb;
float val = 0.;
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#region ++++ directional ++++
float light_dir_strength;
float light_map_depth;
float lightDistance;
float shadow_culled;
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shadow_map_index = 0;
for(int i = 0; i < light_dir_count; i++) {
vec3 lightVector = normalize(light_dir_direction[i]);
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//light_dir_strength = dot(normal, lightVector);
//if(light_dir_strength < 0.)
// continue;
if(light_dir_shadow_active[i] == 1) {
vec4 cameraSpace = light_dir_view[i] * v_worldPosition;
vec4 screenSpace = light_dir_proj[i] * cameraSpace;
float v_lightDistance = screenSpace.z / screenSpace.w;
vec2 lightMapPosition = (screenSpace.xy / screenSpace.w * 0.5) + 0.5;
light_map_depth = sampleDirShadowMap(shadow_map_index, lightMapPosition);
shadow_map_index++;
lightDistance = v_lightDistance;
float shadowFactor = dot(normal, lightVector);
float bias = mix(light_dir_shadow_bias[i], 0., shadowFactor);
if(lightDistance > light_map_depth + bias)
continue;
}
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//light_dir_strength = max(light_dir_strength * light_dir_intensity[i], 0.);
vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_dir_color[i].rgb);
light_effect += light_phong;
}
#endregion
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#region ++++ point ++++
float light_pnt_strength;
float light_distance;
float light_attenuation;
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shadow_map_index = 0;
for(int i = 0; i < light_pnt_count; i++) {
vec3 lightVector = normalize(light_pnt_position[i] - v_worldPosition.xyz);
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//light_pnt_strength = dot(normal, lightVector);
//if(light_pnt_strength < 0.)
// continue;
light_distance = length(lightVector);
if(light_distance > light_pnt_radius[i])
continue;
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if(light_pnt_shadow_active[i] == 1) {
vec3 dirAbs = abs(lightVector);
int side = dirAbs.x > dirAbs.y ?
(dirAbs.x > dirAbs.z ? 0 : 2) :
(dirAbs.y > dirAbs.z ? 1 : 2);
side *= 2;
if(side == 0 && lightVector.x < 0.) side += 1;
else if(side == 2 && lightVector.y < 0.) side += 1;
else if(side == 4 && lightVector.z < 0.) side += 1;
vec4 cameraSpace = light_pnt_view[i * 6 + side] * v_worldPosition;
vec4 screenSpace = light_pnt_proj[i] * cameraSpace;
float v_lightDistance = screenSpace.z / screenSpace.w;
vec2 lightMapPosition = (screenSpace.xy / screenSpace.w * 0.5) + 0.5;
float shadowFactor = dot(normal, lightVector);
float bias = mix(light_pnt_shadow_bias[i], 0., shadowFactor);
light_map_depth = samplePntShadowMap(shadow_map_index, lightMapPosition, side);
shadow_map_index++;
if(v_lightDistance > light_map_depth + bias)
continue;
}
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light_attenuation = 1. - pow(light_distance / light_pnt_radius[i], 2.);
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//light_pnt_strength = max(light_pnt_strength * light_pnt_intensity[i] * light_attenuation, 0.);
vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_pnt_color[i].rgb * light_attenuation);
light_effect += light_phong;
}
#endregion
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light_effect = max(light_effect, 0.);
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if(gammaCorrection == 1) {
light_effect.r = pow(light_effect.r, 1. / 2.2);
light_effect.g = pow(light_effect.g, 1. / 2.2);
light_effect.b = pow(light_effect.b, 1. / 2.2);
}
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final_color.rgb *= light_effect;
#endregion
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gl_FragData[0] = final_color;
gl_FragData[1] = vec4(0.5 + normal * 0.5, 1.);
gl_FragData[2] = vec4(vec3(v_cameraDistance), 1.);
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}