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475 lines
14 KiB
GLSL
475 lines
14 KiB
GLSL
#include "core.h"
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#define IS_FIRST_PASS (@shPropertyString(pass_index) == 0)
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#define FOG (@shGlobalSettingBool(fog) && !@shPropertyBool(render_composite_map))
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#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#define NUM_LAYERS @shPropertyString(num_layers)
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#if FOG || SHADOWS_PSSM
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#define NEED_DEPTH 1
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#endif
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#define UNDERWATER @shGlobalSettingBool(render_refraction)
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#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#define RENDERCMP @shPropertyBool(render_composite_map)
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#define LIGHTING !RENDERCMP
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#define COMPOSITE_MAP @shPropertyBool(display_composite_map)
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#define NORMAL_MAP @shPropertyBool(normal_map_enabled)
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#define PARALLAX @shPropertyBool(parallax_enabled)
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#define VERTEX_LIGHTING (!NORMAL_MAP)
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#define PARALLAX_SCALE 0.04
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#define PARALLAX_BIAS -0.02
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// This is just for the permutation handler
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#define NORMAL_MAPS @shPropertyString(normal_maps)
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#if NEED_DEPTH
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@shAllocatePassthrough(1, depth)
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#endif
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@shAllocatePassthrough(2, UV)
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@shAllocatePassthrough(3, worldPos)
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#if LIGHTING
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@shAllocatePassthrough(3, normalPassthrough)
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#if VERTEX_LIGHTING
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@shAllocatePassthrough(3, lightResult)
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@shAllocatePassthrough(3, directionalResult)
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#else
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@shAllocatePassthrough(3, colourPassthrough)
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#endif
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#if SHADOWS
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@shAllocatePassthrough(4, lightSpacePos0)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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@shAllocatePassthrough(4, lightSpacePos@shIterator)
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@shEndForeach
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#endif
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#endif
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#ifdef SH_VERTEX_SHADER
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// ------------------------------------- VERTEX ---------------------------------------
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SH_BEGIN_PROGRAM
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
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#if VIEWPROJ_FIX
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shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
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#endif
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shVertexInput(float2, uv0)
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#if LIGHTING
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shNormalInput(float4)
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shColourInput(float4)
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#if VERTEX_LIGHTING
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_object_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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#endif
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#if SHADOWS
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#endif
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#endif
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@shPassthroughVertexOutputs
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SH_START_PROGRAM
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{
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float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
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shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
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#if NEED_DEPTH
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#if VIEWPROJ_FIX
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float4x4 vpFixed = viewProjMatrix;
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#if !SH_GLSL
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vpFixed[2] = vpRow2Fix;
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#else
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vpFixed[0][2] = vpRow2Fix.x;
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vpFixed[1][2] = vpRow2Fix.y;
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vpFixed[2][2] = vpRow2Fix.z;
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vpFixed[3][2] = vpRow2Fix.w;
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#endif
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float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
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float depth = shMatrixMult(fixedWVP, shInputPosition).z;
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@shPassthroughAssign(depth, depth);
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#else
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@shPassthroughAssign(depth, shOutputPosition.z);
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#endif
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#endif
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@shPassthroughAssign(UV, uv0);
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@shPassthroughAssign(worldPos, worldPos.xyz);
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#if LIGHTING
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@shPassthroughAssign(normalPassthrough, normal.xyz);
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#endif
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#if LIGHTING && !VERTEX_LIGHTING
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@shPassthroughAssign(colourPassthrough, colour.xyz);
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#endif
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#if LIGHTING
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#if SHADOWS
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float4 lightSpacePos = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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@shPassthroughAssign(lightSpacePos0, lightSpacePos);
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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float4 lightSpacePos;
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@shForeach(3)
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lightSpacePos = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shPassthroughAssign(lightSpacePos@shIterator, lightSpacePos);
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@shEndForeach
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#endif
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#if VERTEX_LIGHTING
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// Lighting
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float3 lightDir;
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float d;
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float3 lightResult = float3(0,0,0);
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float3 directionalResult = float3(0,0,0);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (shInputPosition.xyz * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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lightResult.xyz += lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(normal.xyz, lightDir), 0.0);
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#if @shIterator == 0
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directionalResult = lightResult.xyz;
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#endif
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@shEndForeach
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lightResult.xyz += lightAmbient.xyz;
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lightResult.xyz *= colour.xyz;
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directionalResult.xyz *= colour.xyz;
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@shPassthroughAssign(lightResult, lightResult);
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@shPassthroughAssign(directionalResult, directionalResult);
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#endif
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#endif
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}
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#else
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// ----------------------------------- FRAGMENT ------------------------------------------
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#if UNDERWATER
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#include "underwater.h"
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#endif
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SH_BEGIN_PROGRAM
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#if COMPOSITE_MAP
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shSampler2D(compositeMap)
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#else
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@shForeach(@shPropertyString(num_blendmaps))
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shSampler2D(blendMap@shIterator)
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@shEndForeach
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@shForeach(@shPropertyString(num_layers))
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shSampler2D(diffuseMap@shIterator)
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#if @shPropertyBool(use_normal_map_@shIterator)
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shSampler2D(normalMap@shIterator)
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#endif
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@shEndForeach
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#endif
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#if FOG
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shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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#endif
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@shPassthroughFragmentInputs
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#if LIGHTING
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#if !VERTEX_LIGHTING
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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#endif
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#if SHADOWS
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(@shPropertyString(shadowtexture_offset)))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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#endif
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#if (UNDERWATER) || (FOG)
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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#if UNDERWATER
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shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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#endif
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// For specular
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#if LIGHTING
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shUniform(float3, lightSpec0) @shAutoConstant(lightSpec0, light_specular_colour, 0)
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shUniform(float3, lightPos0) @shAutoConstant(lightPos0, light_position, 0)
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#endif
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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SH_START_PROGRAM
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{
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#if NEED_DEPTH
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float depth = @shPassthroughReceive(depth);
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#endif
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float2 UV = @shPassthroughReceive(UV);
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float3 worldPos = @shPassthroughReceive(worldPos);
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#if LIGHTING
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float3 normal = @shPassthroughReceive(normalPassthrough);
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#endif
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#if LIGHTING && !VERTEX_LIGHTING
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#if NORMAL_MAP
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// derive the tangent space basis
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float3 tangent = float3(1,0, 0);
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float3 binormal = normalize(cross(tangent, normal));
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tangent = normalize(cross(normal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
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// derive final matrix
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float3x3 tbn = float3x3(tangent, binormal, normal);
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#if SH_GLSL
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tbn = transpose(tbn);
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#endif
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#endif
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#endif
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#if UNDERWATER
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float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
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#endif
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#if !IS_FIRST_PASS
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// Opacity the previous passes should have, i.e. 1 - (opacity of this pass)
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float previousAlpha = 1.0;
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#endif
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shOutputColour(0) = float4(1,1,1,1);
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float3 TSnormal = float3(0,0,1);
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#if COMPOSITE_MAP
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shOutputColour(0).xyz = shSample(compositeMap, UV).xyz;
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#else
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// Layer calculations
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// rescale UV to directly map edge vertices to texel centers - this is
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// important to get correct blending at cell transitions
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// TODO: parameterize texel size
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float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
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@shForeach(@shPropertyString(num_blendmaps))
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float4 blendValues@shIterator = shSaturate(shSample(blendMap@shIterator, blendUV));
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@shEndForeach
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float4 albedo = float4(0,0,0,1);
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float2 layerUV = float2(UV.x, 1.0-UV.y) * 16.0; // Reverse Y, required to get proper tangents
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float2 thisLayerUV;
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float4 normalTex;
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float4 diffuseTex;
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float3 eyeDir = normalize(cameraPos.xyz - worldPos);
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#if PARALLAX
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float3 TSeyeDir = normalize(shMatrixMult(tbn, eyeDir));
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#endif
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@shForeach(@shPropertyString(num_layers))
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thisLayerUV = layerUV;
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#if @shPropertyBool(use_normal_map_@shIterator)
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normalTex = shSample(normalMap@shIterator, thisLayerUV);
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#if @shIterator == 0 && IS_FIRST_PASS
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TSnormal = normalize(normalTex.xyz * 2.0 - 1.0);
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#else
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TSnormal = shLerp(TSnormal, normalTex.xyz * 2.0 - 1.0, blendValues@shPropertyString(blendmap_component_@shIterator));
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#endif
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#endif
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#if @shPropertyBool(use_parallax_@shIterator)
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thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
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#endif
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diffuseTex = shSample(diffuseMap@shIterator, layerUV);
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#if !@shPropertyBool(use_specular_@shIterator)
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diffuseTex.a = 0.0;
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#endif
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#if @shIterator == 0
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albedo = diffuseTex;
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#else
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albedo = shLerp(albedo, diffuseTex, blendValues@shPropertyString(blendmap_component_@shIterator));
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#endif
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#if !IS_FIRST_PASS
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previousAlpha *= 1.0-blendValues@shPropertyString(blendmap_component_@shIterator);
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#endif
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@shEndForeach
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shOutputColour(0).rgb *= albedo.xyz;
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#endif
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#if LIGHTING
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#if VERTEX_LIGHTING
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// Lighting
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float3 lightResult = @shPassthroughReceive(lightResult);
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float3 directionalResult = @shPassthroughReceive(directionalResult);
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#else
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#if NORMAL_MAP
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normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
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#endif
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float3 colour = @shPassthroughReceive(colourPassthrough);
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float3 lightDir;
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float d;
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float3 lightResult = float3(0,0,0);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (worldPos * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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lightResult.xyz += lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(normal.xyz, lightDir), 0.0);
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#if @shIterator == 0
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float3 directionalResult = lightResult.xyz;
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#endif
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@shEndForeach
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lightResult.xyz += lightAmbient.xyz;
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lightResult.xyz *= colour.xyz;
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directionalResult.xyz *= colour.xyz;
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#endif
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// shadows only for the first (directional) light
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#if SHADOWS
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float4 lightSpacePos0 = @shPassthroughReceive(lightSpacePos0);
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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float4 lightSpacePos@shIterator = @shPassthroughReceive(lightSpacePos@shIterator);
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@shEndForeach
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depth, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depth > shadowFar_fadeStart.x) ? 1.0 : ((depth > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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shOutputColour(0).xyz *= (lightResult - directionalResult * (1.0-shadow));
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#endif
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#if LIGHTING && !COMPOSITE_MAP
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// Specular
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float3 light0Dir = normalize(lightPos0.xyz);
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float NdotL = max(dot(normal, light0Dir), 0.0);
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float3 halfVec = normalize (light0Dir + eyeDir);
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float3 specular = pow(max(dot(normal, halfVec), 0.0), 32.0) * lightSpec0;
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shOutputColour(0).xyz += specular * (albedo.a) * shadow;
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#endif
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#if FOG
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float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
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#if UNDERWATER
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
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#else
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
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#endif
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#endif
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// prevent negative colour output (for example with negative lights)
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shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
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#if IS_FIRST_PASS
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shOutputColour(0).a = 1.0;
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#else
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shOutputColour(0).a = 1.0-previousAlpha;
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#endif
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}
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#endif
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