main.glslf 9.0 KB

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  1. #version GLSL_VERSION
  2. /*==============================================================================
  3. VARS
  4. ==============================================================================*/
  5. #var PRECISION highp
  6. #var SHADELESS 0
  7. #var CAUSTICS 0
  8. #var USE_ENVIRONMENT_LIGHT 0
  9. #var SKY_TEXTURE 0
  10. #var SKY_COLOR 0
  11. #var NORMAL_TEXCOORD 0
  12. #var USE_VIEW_TSR 0
  13. #var USE_VIEW_TSR_INVERSE 0
  14. #var USE_MODEL_TSR 0
  15. #var USE_MODEL_TSR_INVERSE 0
  16. #var WATER_EFFECTS 0
  17. #var USE_FOG 0
  18. #var CALC_TBN_SPACE 0
  19. #var TEXTURE_NORM_CO TEXTURE_COORDS_NONE
  20. #var PARALLAX 0
  21. #var USE_TBN_SHADING 0
  22. #var CAMERA_TYPE CAM_TYPE_PERSP
  23. #var USE_POSITION_CLIP 0
  24. #var NODES 0
  25. #var ALPHA 0
  26. #var ALPHA_CLIP 0
  27. #var WETTABLE 0
  28. #var NUM_VALUES 0
  29. #var NUM_RGBS 0
  30. #var DISABLE_FOG 0
  31. #var SHADOW_USAGE NO_SHADOWS
  32. #var NUM_LIGHTS 0
  33. #var NUM_LAMP_LIGHTS 0
  34. #var SSAO_ONLY 0
  35. #var REFLECTION_TYPE REFL_NONE
  36. #var PROCEDURAL_FOG 0
  37. #var REFRACTIVE 0
  38. #var USE_REFRACTION 0
  39. #var USE_REFRACTION_CORRECTION 0
  40. #var CSM_SECTION1 0
  41. #var CSM_SECTION2 0
  42. #var CSM_SECTION3 0
  43. #var NUM_CAST_LAMPS 0
  44. #var WATER_LEVEL 0.0
  45. #var POISSON_DISK_NUM NO_SOFT_SHADOWS
  46. #var USE_DERIVATIVES_EXT 0
  47. # if USE_DERIVATIVES_EXT
  48. #extension GL_OES_standard_derivatives: enable
  49. # endif
  50. /*==============================================================================
  51. INCLUDES
  52. ==============================================================================*/
  53. #include <precision_statement.glslf>
  54. #include <std.glsl>
  55. #include <color_util.glslf>
  56. #include <math.glslv>
  57. #if !SHADELESS
  58. # if CAUSTICS
  59. #include <caustics.glslf>
  60. # endif
  61. #endif
  62. /*==============================================================================
  63. GLOBAL UNIFORMS
  64. ==============================================================================*/
  65. uniform float u_time;
  66. uniform vec2 u_texel_size;
  67. #if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE
  68. uniform samplerCube u_sky_texture;
  69. #elif USE_ENVIRONMENT_LIGHT && SKY_COLOR
  70. uniform vec3 u_horizon_color;
  71. uniform vec3 u_zenith_color;
  72. #endif
  73. uniform float u_environment_energy;
  74. #if !SHADELESS
  75. # if NUM_LIGHTS > 0
  76. // light_factors packed in the w componnets
  77. uniform vec4 u_light_positions[NUM_LIGHTS];
  78. uniform vec3 u_light_directions[NUM_LIGHTS];
  79. uniform vec4 u_light_color_intensities[NUM_LIGHTS];
  80. # endif
  81. # if CAUSTICS
  82. uniform vec4 u_sun_quaternion;
  83. uniform vec3 u_sun_intensity;
  84. uniform vec3 u_sun_direction;
  85. # endif
  86. #endif
  87. uniform vec3 u_camera_eye_frag;
  88. #if (USE_NODE_FRESNEL || USE_NODE_LAYER_WEIGHT) && CAMERA_TYPE == CAM_TYPE_ORTHO
  89. uniform vec3 u_camera_direction;
  90. #endif
  91. #if NORMAL_TEXCOORD || REFLECTION_TYPE == REFL_PLANE || USE_VIEW_TSR
  92. uniform mat3 u_view_tsr_frag;
  93. #endif
  94. #if USE_VIEW_TSR_INVERSE
  95. uniform mat3 u_view_tsr_inverse;
  96. #endif
  97. #if USE_MODEL_TSR
  98. // it's always dynamic object
  99. uniform mat3 u_model_tsr;
  100. #endif
  101. #if USE_MODEL_TSR_INVERSE
  102. uniform mat3 u_model_tsr_inverse;
  103. #endif
  104. #if !DISABLE_FOG
  105. uniform vec4 u_fog_color_density;
  106. # if WATER_EFFECTS
  107. uniform vec4 u_underwater_fog_color_density;
  108. uniform float u_cam_water_depth;
  109. # endif
  110. # if PROCEDURAL_FOG
  111. uniform mat4 u_cube_fog;
  112. # endif
  113. # if USE_FOG
  114. uniform vec4 u_fog_params; // intensity, depth, start, height
  115. # endif
  116. #endif
  117. /*==============================================================================
  118. SAMPLER UNIFORMS
  119. ==============================================================================*/
  120. #if REFLECTION_TYPE == REFL_PLANE
  121. uniform sampler2D u_plane_reflection;
  122. #elif REFLECTION_TYPE == REFL_CUBE
  123. uniform samplerCube u_cube_reflection;
  124. #elif REFLECTION_TYPE == REFL_MIRRORMAP
  125. uniform samplerCube u_mirrormap;
  126. #endif
  127. #if SHADOW_USAGE == SHADOW_MAPPING_OPAQUE
  128. uniform sampler2D u_shadow_mask;
  129. #elif SHADOW_USAGE == SHADOW_MAPPING_BLEND
  130. # if POISSON_DISK_NUM != NO_SOFT_SHADOWS
  131. uniform vec4 u_pcf_blur_radii;
  132. # endif
  133. uniform vec4 u_csm_center_dists;
  134. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map0;
  135. # if CSM_SECTION1 || NUM_CAST_LAMPS > 1
  136. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map1;
  137. # endif
  138. # if CSM_SECTION2 || NUM_CAST_LAMPS > 2
  139. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map2;
  140. # endif
  141. # if CSM_SECTION3 || NUM_CAST_LAMPS > 3
  142. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map3;
  143. # endif
  144. #endif
  145. #if REFRACTIVE || USE_NODE_B4W_REFRACTION
  146. uniform sampler2D u_refractmap;
  147. #endif
  148. #if USE_NODE_B4W_REFRACTION && USE_REFRACTION && REFRACTIVE && USE_REFRACTION_CORRECTION
  149. uniform PRECISION sampler2D u_scene_depth;
  150. #endif
  151. /*==============================================================================
  152. MATERIAL UNIFORMS
  153. ==============================================================================*/
  154. uniform float u_emit;
  155. uniform float u_ambient;
  156. uniform vec4 u_fresnel_params;
  157. #if REFLECTION_TYPE == REFL_PLANE || REFLECTION_TYPE == REFL_CUBE
  158. #elif REFLECTION_TYPE == REFL_MIRRORMAP
  159. uniform float u_mirror_factor;
  160. #endif
  161. #if REFLECTION_TYPE == REFL_PLANE
  162. uniform vec4 u_refl_plane;
  163. #endif
  164. #if USE_NODE_LAMP
  165. uniform vec3 u_lamp_light_positions[NUM_LAMP_LIGHTS];
  166. uniform vec3 u_lamp_light_directions[NUM_LAMP_LIGHTS];
  167. uniform vec3 u_lamp_light_color_intensities[NUM_LAMP_LIGHTS];
  168. #endif
  169. #if USE_NODE_VALUE
  170. uniform float u_node_values[NUM_VALUES];
  171. #endif
  172. #if USE_NODE_RGB
  173. uniform vec3 u_node_rgbs[NUM_RGBS];
  174. #endif
  175. #if USE_NODE_CURVE_VEC || USE_NODE_CURVE_RGB || USE_NODE_VALTORGB
  176. uniform sampler2D u_nodes_texture;
  177. #endif
  178. #if USE_NODE_OBJECT_INFO
  179. uniform vec3 u_obj_info;
  180. #endif
  181. /*==============================================================================
  182. SHADER INTERFACE
  183. ==============================================================================*/
  184. GLSL_IN vec3 v_pos_world;
  185. GLSL_IN vec3 v_normal;
  186. #if NODES || !DISABLE_FOG || (TEXTURE_NORM_CO != TEXTURE_COORDS_NONE && PARALLAX) \
  187. || (!SHADELESS && CAUSTICS && WATER_EFFECTS) \
  188. || SHADOW_USAGE == SHADOW_MASK_GENERATION || SHADOW_USAGE == SHADOW_MAPPING_BLEND
  189. GLSL_IN vec4 v_pos_view;
  190. #endif
  191. #if TEXTURE_NORM_CO != TEXTURE_COORDS_NONE || CALC_TBN_SPACE
  192. GLSL_IN vec4 v_tangent;
  193. #endif
  194. #if USE_TBN_SHADING
  195. GLSL_IN vec3 v_shade_tang;
  196. #endif
  197. #if SHADOW_USAGE == SHADOW_MAPPING_BLEND
  198. GLSL_IN vec4 v_shadow_coord0;
  199. # if CSM_SECTION1 || NUM_CAST_LAMPS > 1
  200. GLSL_IN vec4 v_shadow_coord1;
  201. # endif
  202. # if CSM_SECTION2 || NUM_CAST_LAMPS > 2
  203. GLSL_IN vec4 v_shadow_coord2;
  204. # endif
  205. # if CSM_SECTION3 || NUM_CAST_LAMPS > 3
  206. GLSL_IN vec4 v_shadow_coord3;
  207. # endif
  208. #endif
  209. #if REFLECTION_TYPE == REFL_PLANE || SHADOW_USAGE == SHADOW_MAPPING_OPAQUE \
  210. || REFRACTIVE || USE_POSITION_CLIP
  211. GLSL_IN vec3 v_tex_pos_clip;
  212. #endif
  213. #if REFRACTIVE && USE_NODE_B4W_REFRACTION
  214. GLSL_IN float v_view_depth;
  215. #endif
  216. //------------------------------------------------------------------------------
  217. GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
  218. /*==============================================================================
  219. INCLUDES
  220. ==============================================================================*/
  221. #include <nodes.glslf>
  222. #if !DISABLE_FOG
  223. #include <fog.glslf>
  224. #endif
  225. /*==============================================================================
  226. MAIN
  227. ==============================================================================*/
  228. void main(void) {
  229. #if NODES || !DISABLE_FOG || (TEXTURE_NORM_CO != TEXTURE_COORDS_NONE && PARALLAX) \
  230. || (!SHADELESS && CAUSTICS && WATER_EFFECTS)
  231. float view_dist = length(v_pos_view);
  232. #endif
  233. #if WATER_EFFECTS
  234. float dist_to_water = v_pos_world.z - WATER_LEVEL;
  235. #endif
  236. vec3 eye_dir = normalize(u_camera_eye_frag - v_pos_world);
  237. vec3 nout_color;
  238. vec3 nout_specular_color;
  239. vec3 nout_normal;
  240. vec4 nout_shadow_factor;
  241. float nout_alpha;
  242. nodes_main(eye_dir,
  243. nout_color,
  244. nout_specular_color,
  245. nout_normal,
  246. nout_shadow_factor,
  247. nout_alpha);
  248. vec3 color = nout_color;
  249. float alpha = nout_alpha;
  250. vec3 normal = nout_normal;
  251. vec4 shadow_factor = nout_shadow_factor;
  252. #if !SHADELESS && WATER_EFFECTS
  253. # if WETTABLE
  254. //darken slightly to simulate wet surface
  255. color = max(color - sqrt(0.01 * -min(dist_to_water, 0.0)), 0.5 * color);
  256. # endif
  257. # if CAUSTICS
  258. apply_caustics(color, dist_to_water, u_time, shadow_factor, normal,
  259. u_sun_direction, u_sun_intensity, u_sun_quaternion,
  260. v_pos_world, view_dist);
  261. # endif // CAUSTICS
  262. #endif //SHADELESS
  263. #if ALPHA
  264. # if ALPHA_CLIP
  265. if (alpha < 0.5)
  266. discard;
  267. alpha = 1.0; // prevent blending with html content
  268. # else
  269. alpha = min(1.0, alpha);
  270. # endif // ALPHA CLIP
  271. #else // ALPHA
  272. alpha = 1.0;
  273. #endif // ALPHA
  274. #if !DISABLE_FOG
  275. # if WATER_EFFECTS
  276. fog(color, view_dist, eye_dir, dist_to_water);
  277. # else
  278. fog(color, view_dist, eye_dir, 1.0);
  279. # endif
  280. #endif
  281. #if SSAO_ONLY && SHADOW_USAGE == SHADOW_MAPPING_OPAQUE
  282. float ssao = GLSL_TEXTURE_PROJ(u_shadow_mask, v_tex_pos_clip).a;
  283. color = vec3(ssao);
  284. #endif
  285. color = max(vec3(0.0), color);
  286. lin_to_srgb(color);
  287. #if ALPHA && !ALPHA_CLIP
  288. premultiply_alpha(color, alpha);
  289. #endif
  290. GLSL_OUT_FRAG_COLOR = vec4(color, alpha);
  291. }