123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352 |
- #version GLSL_VERSION
- /*==============================================================================
- VARS
- ==============================================================================*/
- #var PRECISION highp
- #var SHADELESS 0
- #var CAUSTICS 0
- #var USE_ENVIRONMENT_LIGHT 0
- #var SKY_TEXTURE 0
- #var SKY_COLOR 0
- #var NORMAL_TEXCOORD 0
- #var USE_VIEW_TSR 0
- #var USE_VIEW_TSR_INVERSE 0
- #var USE_MODEL_TSR 0
- #var USE_MODEL_TSR_INVERSE 0
- #var WATER_EFFECTS 0
- #var USE_FOG 0
- #var CALC_TBN_SPACE 0
- #var TEXTURE_NORM_CO TEXTURE_COORDS_NONE
- #var PARALLAX 0
- #var USE_TBN_SHADING 0
- #var CAMERA_TYPE CAM_TYPE_PERSP
- #var USE_POSITION_CLIP 0
- #var NODES 0
- #var ALPHA 0
- #var ALPHA_CLIP 0
- #var WETTABLE 0
- #var NUM_VALUES 0
- #var NUM_RGBS 0
- #var DISABLE_FOG 0
- #var SHADOW_USAGE NO_SHADOWS
- #var NUM_LIGHTS 0
- #var NUM_LAMP_LIGHTS 0
- #var SSAO_ONLY 0
- #var REFLECTION_TYPE REFL_NONE
- #var PROCEDURAL_FOG 0
- #var REFRACTIVE 0
- #var USE_REFRACTION 0
- #var USE_REFRACTION_CORRECTION 0
- #var CSM_SECTION1 0
- #var CSM_SECTION2 0
- #var CSM_SECTION3 0
- #var NUM_CAST_LAMPS 0
- #var WATER_LEVEL 0.0
- #var POISSON_DISK_NUM NO_SOFT_SHADOWS
- #var USE_DERIVATIVES_EXT 0
- # if USE_DERIVATIVES_EXT
- #extension GL_OES_standard_derivatives: enable
- # endif
- /*==============================================================================
- INCLUDES
- ==============================================================================*/
- #include <precision_statement.glslf>
- #include <std.glsl>
- #include <color_util.glslf>
- #include <math.glslv>
- #if !SHADELESS
- # if CAUSTICS
- #include <caustics.glslf>
- # endif
- #endif
- /*==============================================================================
- GLOBAL UNIFORMS
- ==============================================================================*/
- uniform float u_time;
- uniform vec2 u_texel_size;
- #if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE
- uniform samplerCube u_sky_texture;
- #elif USE_ENVIRONMENT_LIGHT && SKY_COLOR
- uniform vec3 u_horizon_color;
- uniform vec3 u_zenith_color;
- #endif
- uniform float u_environment_energy;
- #if !SHADELESS
- # if NUM_LIGHTS > 0
- // light_factors packed in the w componnets
- uniform vec4 u_light_positions[NUM_LIGHTS];
- uniform vec3 u_light_directions[NUM_LIGHTS];
- uniform vec4 u_light_color_intensities[NUM_LIGHTS];
- # endif
- # if CAUSTICS
- uniform vec4 u_sun_quaternion;
- uniform vec3 u_sun_intensity;
- uniform vec3 u_sun_direction;
- # endif
- #endif
- uniform vec3 u_camera_eye_frag;
- #if (USE_NODE_FRESNEL || USE_NODE_LAYER_WEIGHT) && CAMERA_TYPE == CAM_TYPE_ORTHO
- uniform vec3 u_camera_direction;
- #endif
- #if NORMAL_TEXCOORD || REFLECTION_TYPE == REFL_PLANE || USE_VIEW_TSR
- uniform mat3 u_view_tsr_frag;
- #endif
- #if USE_VIEW_TSR_INVERSE
- uniform mat3 u_view_tsr_inverse;
- #endif
- #if USE_MODEL_TSR
- // it's always dynamic object
- uniform mat3 u_model_tsr;
- #endif
- #if USE_MODEL_TSR_INVERSE
- uniform mat3 u_model_tsr_inverse;
- #endif
- #if !DISABLE_FOG
- uniform vec4 u_fog_color_density;
- # if WATER_EFFECTS
- uniform vec4 u_underwater_fog_color_density;
- uniform float u_cam_water_depth;
- # endif
- # if PROCEDURAL_FOG
- uniform mat4 u_cube_fog;
- # endif
- # if USE_FOG
- uniform vec4 u_fog_params; // intensity, depth, start, height
- # endif
- #endif
- /*==============================================================================
- SAMPLER UNIFORMS
- ==============================================================================*/
- #if REFLECTION_TYPE == REFL_PLANE
- uniform sampler2D u_plane_reflection;
- #elif REFLECTION_TYPE == REFL_CUBE
- uniform samplerCube u_cube_reflection;
- #elif REFLECTION_TYPE == REFL_MIRRORMAP
- uniform samplerCube u_mirrormap;
- #endif
- #if SHADOW_USAGE == SHADOW_MAPPING_OPAQUE
- uniform sampler2D u_shadow_mask;
- #elif SHADOW_USAGE == SHADOW_MAPPING_BLEND
- # if POISSON_DISK_NUM != NO_SOFT_SHADOWS
- uniform vec4 u_pcf_blur_radii;
- # endif
- uniform vec4 u_csm_center_dists;
- uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map0;
- # if CSM_SECTION1 || NUM_CAST_LAMPS > 1
- uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map1;
- # endif
- # if CSM_SECTION2 || NUM_CAST_LAMPS > 2
- uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map2;
- # endif
- # if CSM_SECTION3 || NUM_CAST_LAMPS > 3
- uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map3;
- # endif
- #endif
- #if REFRACTIVE || USE_NODE_B4W_REFRACTION
- uniform sampler2D u_refractmap;
- #endif
- #if USE_NODE_B4W_REFRACTION && USE_REFRACTION && REFRACTIVE && USE_REFRACTION_CORRECTION
- uniform PRECISION sampler2D u_scene_depth;
- #endif
- /*==============================================================================
- MATERIAL UNIFORMS
- ==============================================================================*/
- uniform float u_emit;
- uniform float u_ambient;
- uniform vec4 u_fresnel_params;
- #if REFLECTION_TYPE == REFL_PLANE || REFLECTION_TYPE == REFL_CUBE
- #elif REFLECTION_TYPE == REFL_MIRRORMAP
- uniform float u_mirror_factor;
- #endif
- #if REFLECTION_TYPE == REFL_PLANE
- uniform vec4 u_refl_plane;
- #endif
- #if USE_NODE_LAMP
- uniform vec3 u_lamp_light_positions[NUM_LAMP_LIGHTS];
- uniform vec3 u_lamp_light_directions[NUM_LAMP_LIGHTS];
- uniform vec3 u_lamp_light_color_intensities[NUM_LAMP_LIGHTS];
- #endif
- #if USE_NODE_VALUE
- uniform float u_node_values[NUM_VALUES];
- #endif
- #if USE_NODE_RGB
- uniform vec3 u_node_rgbs[NUM_RGBS];
- #endif
- #if USE_NODE_CURVE_VEC || USE_NODE_CURVE_RGB || USE_NODE_VALTORGB
- uniform sampler2D u_nodes_texture;
- #endif
- #if USE_NODE_OBJECT_INFO
- uniform vec3 u_obj_info;
- #endif
- /*==============================================================================
- SHADER INTERFACE
- ==============================================================================*/
- GLSL_IN vec3 v_pos_world;
- GLSL_IN vec3 v_normal;
- #if NODES || !DISABLE_FOG || (TEXTURE_NORM_CO != TEXTURE_COORDS_NONE && PARALLAX) \
- || (!SHADELESS && CAUSTICS && WATER_EFFECTS) \
- || SHADOW_USAGE == SHADOW_MASK_GENERATION || SHADOW_USAGE == SHADOW_MAPPING_BLEND
- GLSL_IN vec4 v_pos_view;
- #endif
- #if TEXTURE_NORM_CO != TEXTURE_COORDS_NONE || CALC_TBN_SPACE
- GLSL_IN vec4 v_tangent;
- #endif
- #if USE_TBN_SHADING
- GLSL_IN vec3 v_shade_tang;
- #endif
- #if SHADOW_USAGE == SHADOW_MAPPING_BLEND
- GLSL_IN vec4 v_shadow_coord0;
- # if CSM_SECTION1 || NUM_CAST_LAMPS > 1
- GLSL_IN vec4 v_shadow_coord1;
- # endif
- # if CSM_SECTION2 || NUM_CAST_LAMPS > 2
- GLSL_IN vec4 v_shadow_coord2;
- # endif
- # if CSM_SECTION3 || NUM_CAST_LAMPS > 3
- GLSL_IN vec4 v_shadow_coord3;
- # endif
- #endif
- #if REFLECTION_TYPE == REFL_PLANE || SHADOW_USAGE == SHADOW_MAPPING_OPAQUE \
- || REFRACTIVE || USE_POSITION_CLIP
- GLSL_IN vec3 v_tex_pos_clip;
- #endif
- #if REFRACTIVE && USE_NODE_B4W_REFRACTION
- GLSL_IN float v_view_depth;
- #endif
- //------------------------------------------------------------------------------
- GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
- /*==============================================================================
- INCLUDES
- ==============================================================================*/
- #include <nodes.glslf>
- #if !DISABLE_FOG
- #include <fog.glslf>
- #endif
- /*==============================================================================
- MAIN
- ==============================================================================*/
- void main(void) {
- #if NODES || !DISABLE_FOG || (TEXTURE_NORM_CO != TEXTURE_COORDS_NONE && PARALLAX) \
- || (!SHADELESS && CAUSTICS && WATER_EFFECTS)
- float view_dist = length(v_pos_view);
- #endif
- #if WATER_EFFECTS
- float dist_to_water = v_pos_world.z - WATER_LEVEL;
- #endif
- vec3 eye_dir = normalize(u_camera_eye_frag - v_pos_world);
- vec3 nout_color;
- vec3 nout_specular_color;
- vec3 nout_normal;
- vec4 nout_shadow_factor;
- float nout_alpha;
- nodes_main(eye_dir,
- nout_color,
- nout_specular_color,
- nout_normal,
- nout_shadow_factor,
- nout_alpha);
- vec3 color = nout_color;
- float alpha = nout_alpha;
- vec3 normal = nout_normal;
- vec4 shadow_factor = nout_shadow_factor;
- #if !SHADELESS && WATER_EFFECTS
- # if WETTABLE
- //darken slightly to simulate wet surface
- color = max(color - sqrt(0.01 * -min(dist_to_water, 0.0)), 0.5 * color);
- # endif
- # if CAUSTICS
- apply_caustics(color, dist_to_water, u_time, shadow_factor, normal,
- u_sun_direction, u_sun_intensity, u_sun_quaternion,
- v_pos_world, view_dist);
- # endif // CAUSTICS
- #endif //SHADELESS
- #if ALPHA
- # if ALPHA_CLIP
- if (alpha < 0.5)
- discard;
- alpha = 1.0; // prevent blending with html content
- # else
- alpha = min(1.0, alpha);
- # endif // ALPHA CLIP
- #else // ALPHA
- alpha = 1.0;
- #endif // ALPHA
- #if !DISABLE_FOG
- # if WATER_EFFECTS
- fog(color, view_dist, eye_dir, dist_to_water);
- # else
- fog(color, view_dist, eye_dir, 1.0);
- # endif
- #endif
- #if SSAO_ONLY && SHADOW_USAGE == SHADOW_MAPPING_OPAQUE
- float ssao = GLSL_TEXTURE_PROJ(u_shadow_mask, v_tex_pos_clip).a;
- color = vec3(ssao);
- #endif
- color = max(vec3(0.0), color);
- lin_to_srgb(color);
- #if ALPHA && !ALPHA_CLIP
- premultiply_alpha(color, alpha);
- #endif
- GLSL_OUT_FRAG_COLOR = vec4(color, alpha);
- }
|