mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
100 lines
2.9 KiB
GLSL
100 lines
2.9 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main() {
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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#define TAU 6.28318530718
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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 sampler2D normalMap;
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uniform sampler2D heightMap;
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uniform int useHeightMap;
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uniform float normalHeight;
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uniform vec4 ambiance;
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uniform int lightType;
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uniform vec4 lightPosition;
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uniform vec4 lightPosition2;
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uniform float lightIntensity;
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uniform vec4 lightColor;
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uniform vec4 lightColor2;
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uniform float spotRadius;
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vec3 closestPointOnLine(vec3 P, vec3 A, vec3 B, out float t) {
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vec3 AP = P - A;
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vec3 AB = B - A;
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t = dot(AP, AB) / dot(AB, AB);
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t = clamp(t, 0.0, 1.0);
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return A + t * AB;
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}
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void main() {
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float aspect = dimension.x / dimension.y;
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vec3 normal = texture2D( normalMap, v_vTexcoord ).rgb * -2.0 + 1.0;
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normal = normalize(normal);
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vec3 hsamp = texture2D( heightMap, v_vTexcoord ).rgb;
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float h = useHeightMap == 1? (hsamp.r + hsamp.g + hsamp.b) / 3. * normalHeight : 0.;
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vec3 lightPos = vec3(lightPosition.x / dimension.x, lightPosition.y / dimension.y, lightPosition.z);
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float attenuation = lightIntensity;
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float range = lightPosition.a / max(dimension.x, dimension.y);
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vec3 curr = vec3(v_vTexcoord.x, v_vTexcoord.y, h);
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vec3 lightDir;
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vec3 diffuse;
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vec4 lightClr = lightColor;
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if(lightType == 0) {
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vec3 lig = lightPos - curr;
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lightDir = normalize(lig);
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attenuation *= 1. - length(lig) / range;
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} else if(lightType == 1) {
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lightDir = normalize(lightPos - vec3(0.5, 0.5, 0.));
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} else if(lightType == 2) {
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float t = 0.;
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vec3 lightPos2 = vec3(lightPosition2.x / dimension.x, lightPosition2.y / dimension.y, lightPosition2.z);
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vec3 lightPosC = closestPointOnLine(curr, lightPos, lightPos2, t);
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vec3 lig = lightPosC - curr;
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lightDir = normalize(lig);
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attenuation *= 1. - length(lig) / range;
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lightClr = mix(lightColor, lightColor2, t);
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} else if(lightType == 3) {
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vec3 lightPos2 = vec3(lightPosition2.x / dimension.x, lightPosition2.y / dimension.y, lightPosition2.z);
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vec3 spotDir = normalize(lightPos - lightPos2);
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vec3 lig = lightPos - curr;
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lightDir = normalize(lig);
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attenuation *= 1. - acos(dot(spotDir, lightDir)) / range;
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}
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float d = max(dot(normal, lightDir), 0.0);
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diffuse = d * lightClr.rgb * lightClr.a * attenuation;
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gl_FragColor = vec4(diffuse, 1.);
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}
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