let there be light

actorid
scrawl 13 years ago
parent 33c48b9481
commit 71c865e2e9

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit 8af2cce2db40aa67edcba78c534a268e595696c8
Subproject commit ccaaefa59c0500cf790a1f3114c8b5593489afeb

@ -9,6 +9,8 @@
#define NEED_DEPTH
#endif
#define NUM_LIGHTS 8
#define HAS_VERTEXCOLOR @shPropertyBool(has_vertex_colour)
#ifdef SH_VERTEX_SHADER
@ -18,10 +20,15 @@
shInput(float2, uv0)
shOutput(float2, UV)
shNormalInput(float4)
shOutput(float4, normalPassthrough)
#ifdef NEED_DEPTH
shOutput(float, depthPassthrough)
#endif
#if LIGHTING
shOutput(float3, normalPassthrough)
shOutput(float3, objSpacePositionPassthrough)
#endif
#if HAS_VERTEXCOLOR
shColourInput(float4)
shOutput(float4, colorPassthrough)
@ -30,11 +37,15 @@
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
normalPassthrough = normal;
normalPassthrough = normal.xyz;
#ifdef NEED_DEPTH
depthPassthrough = shOutputPosition.z;
#endif
#if LIGHTING
objSpacePositionPassthrough = shInputPosition.xyz;
#endif
#if HAS_VERTEXCOLOR
colorPassthrough = colour;
#endif
@ -48,13 +59,27 @@
#if MRT
shDeclareMrtOutput(1)
#endif
shInput(float4, normalPassthrough)
#ifdef NEED_DEPTH
shInput(float, depthPassthrough)
#endif
shUniform(float far) @shAutoConstant(far, far_clip_distance)
#if LIGHTING
shInput(float3, normalPassthrough)
shInput(float3, objSpacePositionPassthrough)
shUniform(float4 lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
@shForeach(NUM_LIGHTS)
shUniform(float4 lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
shUniform(float4 lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
shUniform(float4 lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
@shEndForeach
#endif
#if FOG
shUniform(float3 fogColor) @shAutoConstant(fogColor, fog_colour)
@ -66,9 +91,29 @@
#endif
SH_START_PROGRAM
{
//shOutputColor(0) = float4((normalize(normalPassthrough.xyz)+float3(1.0,1.0,1.0)) / 2.f, 1.0);
shOutputColor(0) = shSample(diffuseMap, UV);
#if LIGHTING
float3 normal = normalize(normalPassthrough);
float3 lightDir, diffuse;
float d;
float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
@shForeach(NUM_LIGHTS)
lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePositionPassthrough.xyz * lightPosObjSpace@shIterator.w);
d = length(lightDir);
lightDir = normalize(lightDir);
diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
@shEndForeach
shOutputColor(0).xyz *= (ambient + diffuse + materialEmissive.xyz);
#endif
#if HAS_VERTEXCOLOR
shOutputColor(0).xyz *= colorPassthrough.xyz;
#endif

@ -0,0 +1,15 @@
configuration water_reflection
{
fog false
receives_shadows false
mrt_output false
}
configuration local_map
{
fog false
receives_shadows false
simple_water true
mrt_output false
lighting false
}
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