mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 13:29:18 +02:00
shader changes
This commit is contained in:
@@ -5,6 +5,7 @@ namespace gl
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const std::string glsl_common =
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"const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" +
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"const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" +
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"const uint ENVMAP_SIZE = " + std::to_string(ENVMAP_SIZE) + "U;\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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@@ -65,7 +65,7 @@ std::unordered_map<std::string, gl::shader::defaultparam_e> gl::shader::defaultp
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{
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{ "required", defaultparam_e::required },
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{ "nan", defaultparam_e::nan },
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{ "none", defaultparam_e::zero },
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{ "zero", defaultparam_e::zero },
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{ "one", defaultparam_e::one },
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{ "ambient", defaultparam_e::ambient },
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{ "diffuse", defaultparam_e::diffuse },
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1
gl/ubo.h
1
gl/ubo.h
@@ -32,6 +32,7 @@ namespace gl
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#pragma pack(push, 1)
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const size_t MAX_TEXTURES = 8;
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const size_t ENVMAP_SIZE = 1024;
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struct scene_ubs
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{
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21
renderer.cpp
21
renderer.cpp
@@ -25,7 +25,6 @@ opengl_renderer GfxRenderer;
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extern TWorld World;
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int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the pick framebuffer
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int const EU07_ENVIRONMENTBUFFERSIZE{256}; // size of (square) environmental cube map texture
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void opengl_light::apply_intensity(float const Factor)
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{
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@@ -222,9 +221,9 @@ bool opengl_renderer::Init(GLFWwindow *Window)
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return false;
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m_env_rb = std::make_unique<gl::renderbuffer>();
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m_env_rb->alloc(GL_DEPTH_COMPONENT24, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE);
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m_env_rb->alloc(GL_DEPTH_COMPONENT24, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE);
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m_env_tex = std::make_unique<gl::cubemap>();
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m_env_tex->alloc(GL_RGB16F, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, GL_RGB, GL_FLOAT);
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m_env_tex->alloc(GL_RGB16F, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE, GL_RGB, GL_FLOAT);
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m_empty_cubemap = std::make_unique<gl::cubemap>();
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m_empty_cubemap->alloc(GL_RGB16F, 16, 16, GL_RGB, GL_FLOAT);
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@@ -451,9 +450,8 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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glDebug("rendermode::shadows");
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// bias (TBD: here or in glsl?)
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// glEnable(GL_POLYGON_OFFSET_FILL);
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// glPolygonOffset(1.0f, 1.0f);
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glPolygonOffset(1.0f, 1.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_DEPTH_TEST);
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@@ -474,7 +472,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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m_shadowpass = m_renderpass;
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// glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_POLYGON_OFFSET_FILL);
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m_shadow_fb->unbind();
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@@ -487,9 +485,8 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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{
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glDebug("rendermode::cabshadows");
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// bias (TBD: here or in glsl?)
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// glEnable(GL_POLYGON_OFFSET_FILL);
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// glPolygonOffset(1.0f, 1.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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@@ -507,7 +504,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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Render_cab(World.Train->Dynamic(), true);
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m_cabshadowpass = m_renderpass;
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// glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_POLYGON_OFFSET_FILL);
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m_cabshadows_fb->unbind();
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@@ -623,7 +620,7 @@ bool opengl_renderer::Render_reflections()
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m_environmentupdatetime = timestamp;
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m_environmentupdatelocation = m_renderpass.camera.position();
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glViewport(0, 0, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE);
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glViewport(0, 0, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE);
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for (m_environmentcubetextureface = 0; m_environmentcubetextureface < 6; ++m_environmentcubetextureface)
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{
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m_env_fb->attach(*m_env_tex, m_environmentcubetextureface, GL_COLOR_ATTACHMENT0);
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79
shaders/light_common.glsl
Normal file
79
shaders/light_common.glsl
Normal file
@@ -0,0 +1,79 @@
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz / f_light_pos.w;
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if (coords.z > 1.0f)
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return 1.0f;
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float bias = 0.0f;
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//sampler PCF
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//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
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//sampler PCF + PCF
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float shadow = 0.0;
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vec2 texel = 1.0 / textureSize(shadowmap, 0);
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, -bias));
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shadow /= 16.0;
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return shadow;
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}
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
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sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
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vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
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float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
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return mix(color, fog_color_v, fog_amount_v);
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}
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// [0] - diffuse, [1] - specular
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// do magic here
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vec2 calc_light(vec3 light_dir)
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{
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#ifdef NORMALMAP
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vec3 normal = f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0);
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#else
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vec3 normal = normalize(f_normal);
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#endif
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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vec2 val = calc_light(light_dir);
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float distance = length(light.pos - f_pos);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir);
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}
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@@ -8,103 +8,36 @@ in vec4 f_light_pos;
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#include <common>
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#param (color, 0, 0, 4, diffuse)
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#param (diffuse, 1, 0, 1, one)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, zero)
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uniform sampler2DShadow shadowmap;
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uniform samplerCube envmap;
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz / f_light_pos.w;
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// do something better
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float bias = 0.0001f;
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//sampler PCF
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//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
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//sampler PCF + PCF
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float shadow = 0.0;
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vec2 texel = 1.0 / textureSize(shadowmap, 0);
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, -bias));
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shadow /= 16.0;
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if (coords.z > 1.0f)
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shadow = 1.0f;
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return shadow;
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}
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
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sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
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vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
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float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
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return mix(color, fog_color_v, fog_amount_v);
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}
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float calc_light(vec3 light_dir)
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{
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vec3 normal = normalize(f_normal);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
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//return specular_v * param[1].y + diffuse_v * param[1].x;
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return specular_v + diffuse_v;
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}
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float calc_point_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float val = calc_light(light_dir);
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float distance = length(light.pos - f_pos);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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float calc_spot_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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float point = calc_point_light(light);
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return point * intensity;
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}
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float calc_dir_light(light_s light)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir);
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}
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#include <light_common.glsl>
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void main()
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{
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vec4 tex_color = vec4(param[0].rgb, 1.0f);
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if (tex_color.a < opacity)
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discard;
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vec3 normal = normalize(f_normal);
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vec3 refvec = reflect(f_pos, normal);
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vec3 envcolor = texture(envmap, refvec).rgb;
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vec3 envcolor = texture(envmap, reflect(f_pos, normalize(f_normal))).rgb;
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vec3 result = ambient * 0.5 + param[0].rgb * emission;
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + vec3(1.0) * emission;
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for (uint i = 0U; i < lights_count; i++)
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if (lights_count > 0U)
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{
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vec2 part = calc_dir_light(lights[0]);
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vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
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result += mix(c, envcolor, param[1].z);
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}
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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float part = 0.0;
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vec2 part = vec2(0.0);
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if (light.type == LIGHT_SPOT)
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part = calc_spot_light(light);
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@@ -113,11 +46,8 @@ void main()
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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if (i == 0U)
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part *= shadow;
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result += light.color * part;// * envcolor;
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result += light.color * (part.x * param[1].x + part.y * param[1].y);
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}
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vec3 c = apply_fog(result * tex_color.xyz);
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gl_FragColor = vec4(c, tex_color.w);
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gl_FragColor = vec4(apply_fog(result * tex_color.rgb), tex_color.a);
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}
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@@ -8,106 +8,42 @@ in vec4 f_light_pos;
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#include <common>
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#param (color, 0, 0, 4, diffuse)
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#param (diffuse, 1, 0, 1, one)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, zero)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D tex1;
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uniform sampler2D diffuse;
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uniform sampler2DShadow shadowmap;
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uniform samplerCube envmap;
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz / f_light_pos.w;
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// do something better
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float bias = 0.0001f;
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//sampler PCF
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//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
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//sampler PCF + PCF
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float shadow = 0.0;
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vec2 texel = 1.0 / textureSize(shadowmap, 0);
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, -bias));
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shadow /= 16.0;
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if (coords.z > 1.0f)
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shadow = 1.0f;
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return shadow;
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}
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
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sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
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vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
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float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
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return mix(color, fog_color_v, fog_amount_v);
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}
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float calc_light(vec3 light_dir)
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{
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vec3 normal = normalize(f_normal);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
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//return specular_v * param[1].y + diffuse_v * param[1].x;
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return specular_v + diffuse_v;
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}
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float calc_point_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float val = calc_light(light_dir);
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float distance = length(light.pos - f_pos);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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float calc_spot_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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float point = calc_point_light(light);
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return point * intensity;
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}
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float calc_dir_light(light_s light)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir);
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}
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#include <light_common.glsl>
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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vec4 tex_color = texture(diffuse, f_coord);
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if (tex_color.a < opacity)
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discard;
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vec3 envcolor = texture(envmap, reflect(f_pos, normalize(f_normal))).rgb;
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vec3 normal = normalize(f_normal);
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vec3 refvec = reflect(f_pos, normal);
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vec3 envcolor = texture(envmap, refvec).rgb;
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + vec3(1.0) * emission;
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for (uint i = 0U; i < lights_count; i++)
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vec3 result = ambient * 0.5 + param[0].rgb * emission;
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if (lights_count > 0U)
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{
|
||||
vec2 part = calc_dir_light(lights[0]);
|
||||
vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
|
||||
result += mix(c, envcolor, param[1].z);
|
||||
}
|
||||
|
||||
for (uint i = 1U; i < lights_count; i++)
|
||||
{
|
||||
light_s light = lights[i];
|
||||
float part = 0.0;
|
||||
vec2 part = vec2(0.0);
|
||||
|
||||
if (light.type == LIGHT_SPOT)
|
||||
part = calc_spot_light(light);
|
||||
@@ -116,11 +52,8 @@ void main()
|
||||
else if (light.type == LIGHT_DIR)
|
||||
part = calc_dir_light(light);
|
||||
|
||||
if (i == 0U)
|
||||
part *= shadow;
|
||||
result += light.color * part;// * envcolor;
|
||||
result += light.color * (part.x * param[1].x + part.y * param[1].y);
|
||||
}
|
||||
|
||||
vec3 c = apply_fog(result * tex_color.xyz);
|
||||
gl_FragColor = vec4(c, tex_color.w);
|
||||
gl_FragColor = vec4(apply_fog(result * tex_color.rgb), tex_color.a);
|
||||
}
|
||||
|
||||
@@ -1 +1 @@
|
||||
#include <mat_default.frag>
|
||||
#include <mat_reflmap.frag>
|
||||
|
||||
@@ -1,98 +0,0 @@
|
||||
#version 330
|
||||
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec3 f_pos;
|
||||
in mat3 f_tbn;
|
||||
in vec4 f_tangent;
|
||||
|
||||
#texture (tex1, 0, sRGB_A)
|
||||
uniform sampler2D tex1;
|
||||
|
||||
#texture (tex2, 1, RGB)
|
||||
uniform sampler2D tex2;
|
||||
|
||||
#param(color, 0, 0, 1, one)
|
||||
#param(color2, 0, 1, 1, zero)
|
||||
#param(color3, 0, 2, 1, one)
|
||||
|
||||
#include <common>
|
||||
|
||||
vec3 apply_fog(vec3 color)
|
||||
{
|
||||
float sun_amount = 0.0;
|
||||
if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
|
||||
sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
|
||||
vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
|
||||
float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
|
||||
return mix(color, fog_color_v, fog_amount_v);
|
||||
}
|
||||
|
||||
float calc_light(vec3 light_dir)
|
||||
{
|
||||
//vec3 normal = normalize(f_normal);
|
||||
vec3 normal = f_tbn * normalize(texture(tex2, f_coord).rgb * 2.0 - 1.0);
|
||||
vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
|
||||
vec3 halfway_dir = normalize(light_dir + view_dir);
|
||||
|
||||
float diffuse_v = max(dot(normal, light_dir), 0.0);
|
||||
float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0) * 0.2;
|
||||
|
||||
return specular_v + diffuse_v;
|
||||
}
|
||||
|
||||
float calc_point_light(light_s light)
|
||||
{
|
||||
vec3 light_dir = normalize(light.pos - f_pos);
|
||||
float val = calc_light(light_dir);
|
||||
|
||||
float distance = length(light.pos - f_pos);
|
||||
float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
return val * atten;
|
||||
}
|
||||
|
||||
float calc_spot_light(light_s light)
|
||||
{
|
||||
vec3 light_dir = normalize(light.pos - f_pos);
|
||||
|
||||
float theta = dot(light_dir, normalize(-light.dir));
|
||||
float epsilon = light.in_cutoff - light.out_cutoff;
|
||||
float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
|
||||
|
||||
float point = calc_point_light(light);
|
||||
return point * intensity;
|
||||
}
|
||||
|
||||
float calc_dir_light(light_s light)
|
||||
{
|
||||
vec3 light_dir = normalize(-light.dir);
|
||||
return calc_light(light_dir);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 result = ambient * 0.3 + param[0].rgb * emission;
|
||||
for (uint i = 0U; i < lights_count; i++)
|
||||
{
|
||||
light_s light = lights[i];
|
||||
float part = 0.0;
|
||||
|
||||
if (light.type == LIGHT_SPOT)
|
||||
part = calc_spot_light(light);
|
||||
else if (light.type == LIGHT_POINT)
|
||||
part = calc_point_light(light);
|
||||
else if (light.type == LIGHT_DIR)
|
||||
part = calc_dir_light(light);
|
||||
|
||||
result += light.color * part;
|
||||
}
|
||||
|
||||
|
||||
vec4 tex_color = texture(tex1, f_coord);
|
||||
vec3 c = apply_fog(result * tex_color.xyz);
|
||||
gl_FragColor = vec4(c, tex_color.w);
|
||||
|
||||
|
||||
// gl_FragColor = vec4(f_tangent.xyz, 1.0f);
|
||||
}
|
||||
64
shaders/mat_normalmap.frag
Normal file
64
shaders/mat_normalmap.frag
Normal file
@@ -0,0 +1,64 @@
|
||||
#version 330
|
||||
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec3 f_pos;
|
||||
in mat3 f_tbn;
|
||||
in vec4 f_light_pos;
|
||||
|
||||
#include <common>
|
||||
|
||||
#param (color, 0, 0, 4, diffuse)
|
||||
#param (diffuse, 1, 0, 1, diffuse)
|
||||
#param (specular, 1, 1, 1, specular)
|
||||
#param (reflection, 1, 2, 1, zero)
|
||||
|
||||
#texture (diffuse, 0, sRGB_A)
|
||||
uniform sampler2D diffuse;
|
||||
|
||||
#texture (normalmap, 1, RGB)
|
||||
uniform sampler2D normalmap;
|
||||
|
||||
uniform sampler2DShadow shadowmap;
|
||||
uniform samplerCube envmap;
|
||||
|
||||
#define NORMALMAP
|
||||
#include <light_common.glsl>
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 tex_color = texture(diffuse, f_coord);
|
||||
|
||||
if (tex_color.a < opacity)
|
||||
discard;
|
||||
|
||||
vec3 normal = normalize(f_normal);
|
||||
vec3 refvec = reflect(f_pos, normal);
|
||||
vec3 envcolor = texture(envmap, refvec).rgb;
|
||||
|
||||
vec3 result = ambient * 0.5 + param[0].rgb * emission;
|
||||
|
||||
if (lights_count > 0U)
|
||||
{
|
||||
vec2 part = calc_dir_light(lights[0]);
|
||||
vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
|
||||
result += mix(c, envcolor, param[1].z);
|
||||
}
|
||||
|
||||
for (uint i = 1U; i < lights_count; i++)
|
||||
{
|
||||
light_s light = lights[i];
|
||||
vec2 part = vec2(0.0);
|
||||
|
||||
if (light.type == LIGHT_SPOT)
|
||||
part = calc_spot_light(light);
|
||||
else if (light.type == LIGHT_POINT)
|
||||
part = calc_point_light(light);
|
||||
else if (light.type == LIGHT_DIR)
|
||||
part = calc_dir_light(light);
|
||||
|
||||
result += light.color * (part.x * param[1].x + part.y * param[1].y);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(apply_fog(result * tex_color.rgb), tex_color.a);
|
||||
}
|
||||
62
shaders/mat_reflmap.frag
Normal file
62
shaders/mat_reflmap.frag
Normal file
@@ -0,0 +1,62 @@
|
||||
#version 330
|
||||
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec3 f_pos;
|
||||
in vec4 f_light_pos;
|
||||
|
||||
#include <common>
|
||||
|
||||
#param (color, 0, 0, 4, diffuse)
|
||||
#param (diffuse, 1, 0, 1, diffuse)
|
||||
#param (specular, 1, 1, 1, specular)
|
||||
#param (reflection, 1, 2, 1, one)
|
||||
|
||||
#texture (diffuse, 0, sRGB_A)
|
||||
uniform sampler2D diffuse;
|
||||
|
||||
#texture (reflmap, 1, R)
|
||||
uniform sampler2D reflmap;
|
||||
|
||||
uniform sampler2DShadow shadowmap;
|
||||
uniform samplerCube envmap;
|
||||
|
||||
#include <light_common.glsl>
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 tex_color = texture(diffuse, f_coord);
|
||||
|
||||
if (tex_color.a < opacity)
|
||||
discard;
|
||||
|
||||
vec3 normal = normalize(f_normal);
|
||||
vec3 refvec = reflect(f_pos, normal);
|
||||
vec3 envcolor = texture(envmap, refvec).rgb;
|
||||
|
||||
vec3 result = ambient * 0.5 + param[0].rgb * emission;
|
||||
|
||||
if (lights_count > 0U)
|
||||
{
|
||||
vec2 part = calc_dir_light(lights[0]);
|
||||
vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
|
||||
result += mix(c, envcolor, param[1].z * texture(reflmap, f_coord).r);
|
||||
}
|
||||
|
||||
for (uint i = 1U; i < lights_count; i++)
|
||||
{
|
||||
light_s light = lights[i];
|
||||
vec2 part = vec2(0.0);
|
||||
|
||||
if (light.type == LIGHT_SPOT)
|
||||
part = calc_spot_light(light);
|
||||
else if (light.type == LIGHT_POINT)
|
||||
part = calc_point_light(light);
|
||||
else if (light.type == LIGHT_DIR)
|
||||
part = calc_dir_light(light);
|
||||
|
||||
result += light.color * (part.x * param[1].x + part.y * param[1].y);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(apply_fog(result * tex_color.rgb), tex_color.a);
|
||||
}
|
||||
@@ -42,17 +42,8 @@ vec3 filmic(vec3 x)
|
||||
void main()
|
||||
{
|
||||
vec2 texcoord = f_coords;
|
||||
// float x = texcoord.x;
|
||||
// texcoord.x += sin(texcoord.y * 4*2*3.14159 + 0) / 100;
|
||||
// texcoord.y += sin(x * 4*2*3.14159 + 0) / 100;
|
||||
vec3 hdr_color = texture(tex1, texcoord).xyz;
|
||||
|
||||
vec3 mapped;
|
||||
//if (texcoord.x < 0.33f)
|
||||
// mapped = reinhard(hdr_color);
|
||||
//else if (texcoord.x < 0.66f)
|
||||
// mapped = filmic(hdr_color);
|
||||
//else
|
||||
mapped = ACESFilm(hdr_color);
|
||||
vec3 mapped= ACESFilm(hdr_color);
|
||||
gl_FragColor = vec4(mapped, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user