/* * Copyright (c) 2015 scrawl * * 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, layerUV); #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