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openmw-tes3coop/files/materials/terrain.shader

508 lines
16 KiB
GLSL

/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "core.h"
#define IS_FIRST_PASS (@shPropertyString(pass_index) == 0)
#define FOG (@shGlobalSettingBool(fog) && !@shPropertyBool(render_composite_map))
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
#define SHADOWS @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#define NUM_LAYERS @shPropertyString(num_layers)
#if FOG || SHADOWS_PSSM
#define NEED_DEPTH 1
#endif
#define UNDERWATER @shGlobalSettingBool(render_refraction)
#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
#define RENDERCMP @shPropertyBool(render_composite_map)
#define LIGHTING !RENDERCMP
#define COMPOSITE_MAP @shPropertyBool(display_composite_map)
#define NORMAL_MAP @shPropertyBool(normal_map_enabled)
#define PARALLAX @shPropertyBool(parallax_enabled)
#define VERTEX_LIGHTING (!NORMAL_MAP)
#define PARALLAX_SCALE 0.04
#define PARALLAX_BIAS -0.02
// This is just for the permutation handler
#define NORMAL_MAPS @shPropertyString(normal_maps)
#if NEED_DEPTH
@shAllocatePassthrough(1, depth)
#endif
@shAllocatePassthrough(2, UV)
@shAllocatePassthrough(3, worldPos)
#if LIGHTING
@shAllocatePassthrough(3, normalPassthrough)
#if VERTEX_LIGHTING
@shAllocatePassthrough(3, lightResult)
@shAllocatePassthrough(3, directionalResult)
#else
@shAllocatePassthrough(3, colourPassthrough)
#endif
#if SHADOWS
@shAllocatePassthrough(4, lightSpacePos0)
#endif
#if SHADOWS_PSSM
@shForeach(3)
@shAllocatePassthrough(4, lightSpacePos@shIterator)
@shEndForeach
#endif
#endif
#ifdef SH_VERTEX_SHADER
// ------------------------------------- VERTEX ---------------------------------------
SH_BEGIN_PROGRAM
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
#if VIEWPROJ_FIX
shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
#endif
shVertexInput(float2, uv0)
#if LIGHTING
shNormalInput(float4)
shColourInput(float4)
#if VERTEX_LIGHTING
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_object_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
#endif
#if SHADOWS
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
#endif
#endif
@shPassthroughVertexOutputs
SH_START_PROGRAM
{
float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
#if NEED_DEPTH
#if VIEWPROJ_FIX
float4x4 vpFixed = viewProjMatrix;
#if !SH_GLSL && !SH_GLSLES
vpFixed[2] = vpRow2Fix;
#else
vpFixed[0][2] = vpRow2Fix.x;
vpFixed[1][2] = vpRow2Fix.y;
vpFixed[2][2] = vpRow2Fix.z;
vpFixed[3][2] = vpRow2Fix.w;
#endif
float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
float depth = shMatrixMult(fixedWVP, shInputPosition).z;
@shPassthroughAssign(depth, depth);
#else
@shPassthroughAssign(depth, shOutputPosition.z);
#endif
#endif
@shPassthroughAssign(UV, uv0);
@shPassthroughAssign(worldPos, worldPos.xyz);
#if LIGHTING
@shPassthroughAssign(normalPassthrough, normal.xyz);
#endif
#if LIGHTING && !VERTEX_LIGHTING
@shPassthroughAssign(colourPassthrough, colour.xyz);
#endif
#if LIGHTING
#if SHADOWS
float4 lightSpacePos = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
@shPassthroughAssign(lightSpacePos0, lightSpacePos);
#endif
#if SHADOWS_PSSM
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
float4 lightSpacePos;
@shForeach(3)
lightSpacePos = shMatrixMult(texViewProjMatrix@shIterator, wPos);
@shPassthroughAssign(lightSpacePos@shIterator, lightSpacePos);
@shEndForeach
#endif
#if VERTEX_LIGHTING
// Lighting
float3 lightDir;
float d;
float3 lightResult = float3(0,0,0);
float3 directionalResult = float3(0,0,0);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (shInputPosition.xyz * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
lightResult.xyz += lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(normal.xyz, lightDir), 0.0);
#if @shIterator == 0
directionalResult = lightResult.xyz;
#endif
@shEndForeach
lightResult.xyz += lightAmbient.xyz;
lightResult.xyz *= colour.xyz;
directionalResult.xyz *= colour.xyz;
@shPassthroughAssign(lightResult, lightResult);
@shPassthroughAssign(directionalResult, directionalResult);
#endif
#endif
}
#else
// ----------------------------------- FRAGMENT ------------------------------------------
#if UNDERWATER
#include "underwater.h"
#endif
#if NORMAL_MAP && SH_GLSLES
mat3 transpose(mat3 m);
#endif
SH_BEGIN_PROGRAM
#if COMPOSITE_MAP
shSampler2D(compositeMap)
#else
@shForeach(@shPropertyString(num_blendmaps))
shSampler2D(blendMap@shIterator)
@shEndForeach
@shForeach(@shPropertyString(num_layers))
shSampler2D(diffuseMap@shIterator)
#if @shPropertyBool(use_normal_map_@shIterator)
shSampler2D(normalMap@shIterator)
#endif
@shEndForeach
#endif
#if FOG
shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif
@shPassthroughFragmentInputs
#if LIGHTING
#if !VERTEX_LIGHTING
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
#endif
#if SHADOWS
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
#endif
#if SHADOWS_PSSM
@shForeach(3)
shSampler2D(shadowMap@shIterator)
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(@shPropertyString(shadowtexture_offset)))
@shEndForeach
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
#endif
#if (UNDERWATER) || (FOG)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
#if UNDERWATER
shUniform(float, waterLevel) @shSharedParameter(waterLevel)
#endif
// For specular
#if LIGHTING
shUniform(float3, lightSpec0) @shAutoConstant(lightSpec0, light_specular_colour, 0)
shUniform(float3, lightPos0) @shAutoConstant(lightPos0, light_position, 0)
#endif
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
SH_START_PROGRAM
{
#if NEED_DEPTH
float depth = @shPassthroughReceive(depth);
#endif
float2 UV = @shPassthroughReceive(UV);
float3 worldPos = @shPassthroughReceive(worldPos);
#if LIGHTING
float3 normal = @shPassthroughReceive(normalPassthrough);
#endif
#if LIGHTING && !VERTEX_LIGHTING
#if NORMAL_MAP
// derive the tangent space basis
float3 tangent = float3(1,0, 0);
float3 binormal = normalize(cross(tangent, normal));
tangent = normalize(cross(normal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
// derive final matrix
float3x3 tbn = float3x3(tangent, binormal, normal);
#if SH_GLSL || SH_GLSLES
tbn = transpose(tbn);
#endif
#endif
#endif
#if UNDERWATER
float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
#endif
#if !IS_FIRST_PASS
// Opacity the previous passes should have, i.e. 1 - (opacity of this pass)
float previousAlpha = 1.0;
#endif
shOutputColour(0) = float4(1,1,1,1);
float3 TSnormal = float3(0,0,1);
#if COMPOSITE_MAP
shOutputColour(0).xyz = shSample(compositeMap, UV).xyz;
#else
// Layer calculations
// rescale UV to directly map edge vertices to texel centers - this is
// important to get correct blending at cell transitions
// TODO: parameterize texel size
float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
@shForeach(@shPropertyString(num_blendmaps))
float4 blendValues@shIterator = shSaturate(shSample(blendMap@shIterator, blendUV));
@shEndForeach
float4 albedo = float4(0,0,0,1);
float2 layerUV = float2(UV.x, 1.0-UV.y) * 16.0; // Reverse Y, required to get proper tangents
float2 thisLayerUV;
float4 normalTex;
float4 diffuseTex;
float3 eyeDir = normalize(cameraPos.xyz - worldPos);
#if PARALLAX
float3 TSeyeDir = normalize(shMatrixMult(tbn, eyeDir));
#endif
@shForeach(@shPropertyString(num_layers))
thisLayerUV = layerUV;
#if @shPropertyBool(use_normal_map_@shIterator)
normalTex = shSample(normalMap@shIterator, thisLayerUV);
#if @shIterator == 0 && IS_FIRST_PASS
TSnormal = normalize(normalTex.xyz * 2.0 - 1.0);
#else
TSnormal = shLerp(TSnormal, normalTex.xyz * 2.0 - 1.0, blendValues@shPropertyString(blendmap_component_@shIterator));
#endif
#endif
#if @shPropertyBool(use_parallax_@shIterator)
thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
#endif
diffuseTex = shSample(diffuseMap@shIterator, thisLayerUV);
#if !@shPropertyBool(use_specular_@shIterator)
diffuseTex.a = 0.0;
#endif
#if @shIterator == 0
albedo = diffuseTex;
#else
albedo = shLerp(albedo, diffuseTex, blendValues@shPropertyString(blendmap_component_@shIterator));
#endif
#if !IS_FIRST_PASS
previousAlpha *= 1.0-blendValues@shPropertyString(blendmap_component_@shIterator);
#endif
@shEndForeach
shOutputColour(0).rgb *= albedo.xyz;
#endif
#if LIGHTING
#if VERTEX_LIGHTING
// Lighting
float3 lightResult = @shPassthroughReceive(lightResult);
float3 directionalResult = @shPassthroughReceive(directionalResult);
#else
#if NORMAL_MAP
normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
#endif
float3 colour = @shPassthroughReceive(colourPassthrough);
float3 lightDir;
float d;
float3 lightResult = float3(0,0,0);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (worldPos * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
lightResult.xyz += lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(normal.xyz, lightDir), 0.0);
#if @shIterator == 0
float3 directionalResult = lightResult.xyz;
#endif
@shEndForeach
lightResult.xyz += lightAmbient.xyz;
lightResult.xyz *= colour.xyz;
directionalResult.xyz *= colour.xyz;
#endif
// shadows only for the first (directional) light
#if SHADOWS
float4 lightSpacePos0 = @shPassthroughReceive(lightSpacePos0);
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
@shForeach(3)
float4 lightSpacePos@shIterator = @shPassthroughReceive(lightSpacePos@shIterator);
@shEndForeach
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depth, pssmSplitPoints);
#endif
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
shadow = (depth > shadowFar_fadeStart.x) ? 1.0 : ((depth > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
shOutputColour(0).xyz *= (lightResult - directionalResult * (1.0-shadow));
#endif
#if LIGHTING && !COMPOSITE_MAP
// Specular
float3 light0Dir = normalize(lightPos0.xyz);
float NdotL = max(dot(normal, light0Dir), 0.0);
float3 halfVec = normalize (light0Dir + eyeDir);
float3 specular = pow(max(dot(normal, halfVec), 0.0), 32.0) * lightSpec0;
shOutputColour(0).xyz += specular * (albedo.a) * shadow;
#endif
#if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
#if UNDERWATER
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
#else
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif
#endif
// prevent negative colour output (for example with negative lights)
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
#if IS_FIRST_PASS
shOutputColour(0).a = 1.0;
#else
shOutputColour(0).a = 1.0-previousAlpha;
#endif
}
#if NORMAL_MAP && SH_GLSLES
mat3 transpose(mat3 m){
return mat3(
m[0][0],m[1][0],m[2][0],
m[0][1],m[1][1],m[2][1],
m[0][2],m[1][2],m[2][2]
);
}
#endif
#endif