mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
165 lines
3.7 KiB
GLSL
165 lines
3.7 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 lightPos;
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uniform int useSolid;
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uniform sampler2D solid;
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uniform float pointLightRadius;
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uniform float lightRadius;
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uniform float lightDensity;
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uniform int lightType;
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uniform int renderSolid;
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uniform int bgUse;
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uniform float bgThres;
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uniform float lightBand;
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uniform float lightAttn;
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uniform float ao;
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uniform float aoStr;
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uniform int mask;
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uniform vec4 lightAmb;
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uniform vec4 lightClr;
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uniform float lightInt;
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#define TAU 6.283185307179586
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void main() {
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vec4 bg = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 sl = texture2D( solid, v_vTexcoord );
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if(useSolid == 1 && sl.a == 1.) {
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if(mask == 0)
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gl_FragColor = renderSolid == 1? sl : lightAmb;
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else if(mask == 1)
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gl_FragColor = vec4(vec3(0.), bg.a);
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return;
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}
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float bright = 1.;
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vec2 tx = 1. / dimension;
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vec2 ang, lang;
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vec2 lightPosTx = lightPos * tx;
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float dst;
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if(lightType == 0) {
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ang = normalize(lightPosTx - v_vTexcoord) * tx;
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lang = vec2(ang.y, -ang.x) * lightRadius;
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dst = length(lightPos - v_vTexcoord * dimension);
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} else if(lightType == 1) {
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ang = normalize(lightPosTx - vec2(.5)) * tx;
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lang = vec2(ang.y, -ang.x) * lightRadius;
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dst = length(dimension);
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}
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float softlight = lightDensity - 1.;
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float lightAmo = softlight * 2. + 1.;
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int iLightAmo = int(lightAmo);
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int lightCatch[33];
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for(int i = 0; i < iLightAmo; i++)
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lightCatch[i] = 1;
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for(float i = 1.; i < dst; i++) {
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for(int j = 0; j <= iLightAmo; j++) {
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if(lightCatch[j] == 0) continue;
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vec2 _lightPos, _ang;
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if(lightType == 0) {
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_lightPos = lightPosTx + lang * (float(j) - softlight);
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_ang = normalize(_lightPos - v_vTexcoord) * tx;
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} else if(lightType == 1) {
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_lightPos = vec2(.5) + ang * dimension + lang * (float(j) - softlight);
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_ang = normalize(_lightPos - vec2(.5)) * tx;
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}
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vec2 _pos = v_vTexcoord + _ang * i;
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vec2 _posPx = _pos * dimension;
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if(lightType == 0 && floor(abs(lightPos.x - _posPx.x)) + floor(abs(lightPos.y - _posPx.y)) < 1.)
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continue;
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if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
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continue;
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if(useSolid == 1) {
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vec4 _sl = texture2D( solid, _pos );
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if(_sl.a == 1.)
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lightCatch[j] = 0;
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}
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if(bgUse == 1) {
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vec4 hg = texture2D( gm_BaseTexture, _pos );
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if(distance(bg, hg) >= bgThres)
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lightCatch[j] = 0;
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}
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}
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}
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if(ao > 0.) {
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float tauDiv = TAU / 32.;
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float ambient = 0.;
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for(float i = 0.; i < ao; i++)
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for(float j = 0.; j < 32.; j++) {
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float ang = j * tauDiv;
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vec2 _pos = v_vTexcoord + vec2(cos(ang), sin(ang)) * i * tx;
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if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
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continue;
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if(useSolid == 1) {
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vec4 _sl = texture2D( solid, _pos );
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if(_sl.a == 1.)
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ambient++;
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}
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if(bgUse == 1) {
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vec4 hg = texture2D( gm_BaseTexture, _pos );
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if(distance(bg, hg) >= bgThres)
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ambient++;
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}
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}
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lightAmo += ambient * aoStr;
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}
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int lightCatched = 0;
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for(int i = 0; i < iLightAmo; i++) {
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if(lightCatch[i] == 1)
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lightCatched++;
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}
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float shadow = float(lightCatched) / lightAmo;
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if(lightType == 0) {
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float dist = distance(v_vTexcoord * dimension, lightPos);
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float prg = 1. - clamp(dist / pointLightRadius, 0., 1.);
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shadow *= prg * prg;
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}
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if(lightAttn == 0.)
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shadow = shadow * shadow;
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else if(lightAttn == 1.)
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shadow = 1. - (shadow - 1.) * (shadow - 1.);
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else if(lightAttn == 2.)
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shadow = shadow;
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if(lightBand > 0.)
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shadow = ceil(shadow * lightBand) / lightBand;
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if(mask == 0)
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gl_FragColor = vec4(bg.rgb * mix(lightAmb, lightClr, shadow * lightInt).rgb, bg.a);
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else if(mask == 1)
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gl_FragColor = vec4(vec3(shadow * lightInt), bg.a);
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}
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