shadow.glslf 7.4 KB

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  1. #version GLSL_VERSION
  2. /*==============================================================================
  3. VARS
  4. ==============================================================================*/
  5. #var PRECISION highp
  6. #var NODES 0
  7. #var REFLECTION_TYPE REFL_NONE
  8. #var USE_TBN_SHADING 0
  9. #var SHADELESS 0
  10. #var USE_VIEW_TSR_INVERSE 0
  11. #var USE_MODEL_TSR_INVERSE 0
  12. #var USE_VIEW_TSR 0
  13. #var USE_MODEL_TSR 0
  14. #var USE_ENVIRONMENT_LIGHT 0
  15. #var SKY_TEXTURE 0
  16. #var SKY_COLOR 0
  17. #var USE_REFRACTION 0
  18. #var CALC_TBN_SPACE 0
  19. #var CAMERA_TYPE CAM_TYPE_PERSP
  20. #var USE_POSITION_CLIP 0
  21. #var USE_REFRACTION_CORRECTION 0
  22. #var CSM_SECTION1 0
  23. #var CSM_SECTION2 0
  24. #var CSM_SECTION3 0
  25. #var NUM_LIGHTS 0
  26. #var NUM_LAMP_LIGHTS 0
  27. #var TEXTURE_BLEND_TYPE TEXTURE_BLEND_TYPE_MIX
  28. #var NUM_VALUES 0
  29. #var NUM_RGBS 0
  30. #var NUM_CAST_LAMPS 0
  31. #var TEXTURE_COLOR 0
  32. #var ALPHA 0
  33. #var SHADOW_USAGE NO_SHADOWS
  34. #var POISSON_DISK_NUM NO_SOFT_SHADOWS
  35. #var USE_DERIVATIVES_EXT 0
  36. # if USE_DERIVATIVES_EXT
  37. #extension GL_OES_standard_derivatives: enable
  38. # endif
  39. /*==============================================================================
  40. INCLUDES
  41. ==============================================================================*/
  42. #include <precision_statement.glslf>
  43. #include <std.glsl>
  44. #if NODES && ALPHA
  45. #include <math.glslv>
  46. #endif
  47. /*==============================================================================
  48. UNIFORMS
  49. ==============================================================================*/
  50. #if NODES && ALPHA
  51. uniform float u_time;
  52. uniform float u_environment_energy;
  53. # if NUM_LIGHTS > 0
  54. // light_factors packed in the w componnets
  55. uniform vec4 u_light_positions[NUM_LIGHTS];
  56. uniform vec3 u_light_directions[NUM_LIGHTS];
  57. uniform vec4 u_light_color_intensities[NUM_LIGHTS];
  58. # endif
  59. uniform vec3 u_camera_eye_frag;
  60. #if (USE_NODE_FRESNEL || USE_NODE_LAYER_WEIGHT) && CAMERA_TYPE == CAM_TYPE_ORTHO
  61. uniform vec3 u_camera_direction;
  62. #endif
  63. # if REFLECTION_TYPE == REFL_PLANE || USE_VIEW_TSR
  64. uniform mat3 u_view_tsr_frag;
  65. # endif
  66. #if USE_VIEW_TSR_INVERSE
  67. uniform mat3 u_view_tsr_inverse;
  68. #endif
  69. #if USE_MODEL_TSR
  70. // it's always dynamic object
  71. uniform mat3 u_model_tsr;
  72. #endif
  73. #if USE_MODEL_TSR_INVERSE
  74. uniform mat3 u_model_tsr_inverse;
  75. #endif
  76. # if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE
  77. uniform samplerCube u_sky_texture;
  78. # elif USE_ENVIRONMENT_LIGHT && SKY_COLOR
  79. uniform vec3 u_horizon_color;
  80. uniform vec3 u_zenith_color;
  81. # endif
  82. # if REFLECTION_TYPE == REFL_PLANE
  83. uniform sampler2D u_plane_reflection;
  84. # elif REFLECTION_TYPE == REFL_CUBE
  85. uniform samplerCube u_cube_reflection;
  86. # elif REFLECTION_TYPE == REFL_MIRRORMAP
  87. uniform samplerCube u_mirrormap;
  88. # endif
  89. uniform float u_emit;
  90. uniform float u_ambient;
  91. uniform vec4 u_fresnel_params;
  92. # if REFLECTION_TYPE == REFL_MIRRORMAP
  93. uniform float u_mirror_factor;
  94. # elif REFLECTION_TYPE == REFL_PLANE
  95. uniform vec4 u_refl_plane;
  96. # endif
  97. # if USE_NODE_LAMP
  98. uniform vec3 u_lamp_light_positions[NUM_LAMP_LIGHTS];
  99. uniform vec3 u_lamp_light_directions[NUM_LAMP_LIGHTS];
  100. uniform vec3 u_lamp_light_color_intensities[NUM_LAMP_LIGHTS];
  101. # endif
  102. # if USE_NODE_VALUE
  103. uniform float u_node_values[NUM_VALUES];
  104. # endif
  105. # if USE_NODE_RGB
  106. uniform vec3 u_node_rgbs[NUM_RGBS];
  107. # endif
  108. #else
  109. # if TEXTURE_COLOR
  110. uniform sampler2D u_colormap0;
  111. uniform float u_alpha_factor;
  112. # endif
  113. uniform vec4 u_diffuse_color;
  114. #endif // NODES && ALPHA
  115. #if SHADOW_USAGE == SHADOW_MASK_GENERATION
  116. # if POISSON_DISK_NUM != NO_SOFT_SHADOWS
  117. uniform vec4 u_pcf_blur_radii;
  118. # endif
  119. uniform vec4 u_csm_center_dists;
  120. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map0;
  121. # if CSM_SECTION1 || NUM_CAST_LAMPS > 1
  122. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map1;
  123. # endif
  124. # if CSM_SECTION2 || NUM_CAST_LAMPS > 2
  125. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map2;
  126. # endif
  127. # if CSM_SECTION3 || NUM_CAST_LAMPS > 3
  128. uniform PRECISION GLSL_SMPLR2D_SHDW u_shadow_map3;
  129. # endif
  130. #endif // SHADOW_USAGE == SHADOW_MASK_GENERATION
  131. // NOTE: impossible case, needed for shader validator
  132. #if SHADOW_USAGE == SHADOW_MAPPING_OPAQUE
  133. uniform sampler2D u_shadow_mask;
  134. #endif
  135. #if USE_NODE_B4W_REFRACTION
  136. uniform sampler2D u_refractmap;
  137. # if USE_REFRACTION && USE_REFRACTION_CORRECTION
  138. uniform PRECISION sampler2D u_scene_depth;
  139. # endif
  140. #endif
  141. #if USE_NODE_CURVE_VEC || USE_NODE_CURVE_RGB || USE_NODE_VALTORGB
  142. uniform sampler2D u_nodes_texture;
  143. #endif
  144. #if USE_NODE_OBJECT_INFO
  145. uniform vec3 u_obj_info;
  146. #endif
  147. /*==============================================================================
  148. SHADER INTERFACE
  149. ==============================================================================*/
  150. #if NODES && ALPHA
  151. GLSL_IN vec3 v_pos_world;
  152. GLSL_IN vec3 v_normal;
  153. # if CALC_TBN_SPACE
  154. GLSL_IN vec4 v_tangent;
  155. # endif
  156. #else
  157. # if TEXTURE_COLOR
  158. GLSL_IN vec2 v_texcoord;
  159. # endif
  160. #endif // NODES && ALPHA
  161. #if SHADOW_USAGE == SHADOW_MASK_GENERATION || NODES && ALPHA
  162. GLSL_IN vec4 v_pos_view;
  163. #endif
  164. #if SHADOW_USAGE == SHADOW_MASK_GENERATION
  165. GLSL_IN vec4 v_shadow_coord0;
  166. # if CSM_SECTION1 || NUM_CAST_LAMPS > 1
  167. GLSL_IN vec4 v_shadow_coord1;
  168. # endif
  169. # if CSM_SECTION2 || NUM_CAST_LAMPS > 2
  170. GLSL_IN vec4 v_shadow_coord2;
  171. # endif
  172. # if CSM_SECTION3 || NUM_CAST_LAMPS > 3
  173. GLSL_IN vec4 v_shadow_coord3;
  174. # endif
  175. #endif
  176. #if REFLECTION_TYPE == REFL_PLANE || USE_POSITION_CLIP
  177. GLSL_IN vec3 v_tex_pos_clip;
  178. #endif
  179. #if NODES && ALPHA
  180. # if USE_NODE_B4W_REFRACTION && USE_REFRACTION
  181. GLSL_IN float v_view_depth;
  182. # endif
  183. #endif
  184. #if USE_TBN_SHADING
  185. GLSL_IN vec3 v_shade_tang;
  186. #endif
  187. //------------------------------------------------------------------------------
  188. GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
  189. /*==============================================================================
  190. INCLUDE
  191. ==============================================================================*/
  192. #if !SHADELESS || NODES && ALPHA || SHADOW_USAGE == SHADOW_MASK_GENERATION
  193. #include <shadow.glslf>
  194. #endif
  195. #if NODES && ALPHA
  196. #include <nodes.glslf>
  197. #endif
  198. /*==============================================================================
  199. MAIN
  200. ==============================================================================*/
  201. void main(void) {
  202. #if ALPHA
  203. # if NODES
  204. vec3 eye_dir = normalize(u_camera_eye_frag - v_pos_world);
  205. vec3 nout_color;
  206. vec3 nout_specular_color;
  207. vec3 nout_normal;
  208. vec4 nout_shadow_factor;
  209. float nout_alpha;
  210. nodes_main(eye_dir,
  211. nout_color,
  212. nout_specular_color,
  213. nout_normal,
  214. nout_shadow_factor,
  215. nout_alpha);
  216. float alpha = nout_alpha;
  217. # else // NODES
  218. # if TEXTURE_COLOR
  219. float alpha = (GLSL_TEXTURE(u_colormap0, v_texcoord)).a;
  220. # if TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MIX
  221. float texture_alpha = u_alpha_factor * alpha;
  222. texture_alpha += (1.0 - step(0.0, texture_alpha));
  223. alpha = mix(texture_alpha, 1.0, u_diffuse_color.a);
  224. # endif
  225. # else
  226. float alpha = u_diffuse_color.a;
  227. # endif
  228. # endif // NODES
  229. if (alpha < 0.5)
  230. discard;
  231. #endif
  232. #if SHADOW_USAGE == NO_SHADOWS || SHADOW_USAGE == SHADOW_CASTING
  233. GLSL_OUT_FRAG_COLOR = vec4(1.0);
  234. #elif SHADOW_USAGE == SHADOW_MASK_GENERATION
  235. GLSL_OUT_FRAG_COLOR = shadow_visibility(v_pos_view.z);
  236. #endif
  237. // NOTE: It's a hack for PC using Arch Linux and Intel graphic card with open source drivers
  238. #if NODES && ALPHA
  239. # if CALC_TBN_SPACE
  240. GLSL_OUT_FRAG_COLOR.a *= clamp(v_tangent.r, 0.999999999, 1.0);
  241. # endif
  242. #endif
  243. }