// PC3D rendering shader varying vec2 v_vTexcoord; varying vec4 v_vColour; varying vec3 v_vNormal; varying vec4 v_worldPosition; varying vec3 v_viewPosition; varying float v_cameraDistance; #define PI 3.14159265359 #define TAU 6.28318530718 #region ---- light ---- uniform vec4 light_ambient; uniform float shadowBias; #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; #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; #endregion #region ---- material ---- vec4 mat_baseColor; uniform float mat_diffuse; uniform float mat_specular; uniform float mat_shine; uniform int mat_metalic; uniform float mat_reflective; uniform int mat_use_normal; uniform float mat_normal_strength; uniform sampler2D mat_normal_map; #endregion #region ---- rendering ---- uniform vec3 cameraPosition; uniform int gammaCorrection; uniform int env_use_mapping; uniform sampler2D env_map; uniform vec2 env_map_dimension; #endregion #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; } #endregion #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.; } float samplePntShadowMap(int index, vec2 position, int side) { position.x /= 2.; if(side >= 3) { position.x += 0.5; side -= 3; } 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); float kD = 1., kS = 0.; if(mat_diffuse + mat_specular != 0.) { 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 #region ++++ mapping ++++ vec2 equirectangularUv(vec3 dir) { vec3 n = normalize(dir); return vec2((atan(n.x, n.y) / TAU) + 0.5, 1. - acos(n.z) / PI); } #endregion void main() { mat_baseColor = texture2D( gm_BaseTexture, v_vTexcoord ); mat_baseColor *= v_vColour; vec4 final_color = mat_baseColor; vec3 viewDirection = normalize(cameraPosition - v_worldPosition.xyz); #region ++++ normal ++++ vec3 _norm = v_vNormal; if(mat_use_normal == 1) { vec3 _sampled_normal = texture2D(mat_normal_map, v_vTexcoord).rgb; _norm += (_sampled_normal - 0.5) * 2. * mat_normal_strength; } vec3 normal = normalize(_norm); #endregion #region ++++ environment ++++ if(env_use_mapping == 1 && mat_reflective > 0.) { vec3 reflectDir = reflect(viewDirection, normal); float refRad = mix(16., 0., mat_reflective); vec2 tx = 1. / env_map_dimension; vec2 reflect_sample_pos = equirectangularUv(reflectDir); vec4 env_sampled = vec4(0.); float weight = 0.; for(float i = -refRad; i <= refRad; i++) for(float j = -refRad; j <= refRad; j++) { vec2 _map_pos = reflect_sample_pos + vec2(i, j) * tx; if(_map_pos.y < 0.) _map_pos.y = -_map_pos.y; else if(_map_pos.y > 1.) _map_pos.y = 1. - (_map_pos.y - 1.); vec4 _samp = texture2D(env_map, _map_pos); env_sampled += _samp; weight += _samp.a; } env_sampled /= weight; env_sampled.a = 1.; vec4 env_effect = mat_metalic == 1? env_sampled * final_color : env_sampled; env_effect = 1. - ( mat_reflective * ( 1. - env_effect )); final_color *= env_effect; } #endregion #region ++++ light ++++ int shadow_map_index = 0; vec3 light_effect = light_ambient.rgb; float val = 0.; #region ++++ directional ++++ float light_map_depth; float lightDistance; float shadow_culled; shadow_map_index = 0; for(int i = 0; i < light_dir_count; i++) { vec3 lightVector = normalize(light_dir_direction[i]); 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; } vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_dir_color[i].rgb); light_effect += light_phong; } #endregion #region ++++ point ++++ float light_distance; float light_attenuation; shadow_map_index = 0; for(int i = 0; i < light_pnt_count; i++) { vec3 lightVector = normalize(light_pnt_position[i] - v_worldPosition.xyz); light_distance = length(lightVector); if(light_distance > light_pnt_radius[i]) continue; 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; } light_attenuation = 1. - pow(light_distance / light_pnt_radius[i], 2.); vec3 light_phong = phongLight(normal, lightVector, viewDirection, light_pnt_color[i].rgb * light_attenuation); light_effect += light_phong; } #endregion light_effect = max(light_effect, 0.); 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); } final_color.rgb *= light_effect; #endregion gl_FragData[0] = final_color; gl_FragData[1] = vec4(0.5 + normal * 0.5, 1.); gl_FragData[2] = vec4(vec3(v_cameraDistance), 1.); }