simple.fragment.fx 11 KB

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  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. // Input
  6. varying vec3 vPositionW;
  7. #ifdef NORMAL
  8. varying vec3 vNormalW;
  9. #endif
  10. #ifdef VERTEXCOLOR
  11. varying vec4 vColor;
  12. #endif
  13. // Lights
  14. #ifdef LIGHT0
  15. uniform vec4 vLightData0;
  16. uniform vec4 vLightDiffuse0;
  17. #ifdef SHADOW0
  18. varying vec4 vPositionFromLight0;
  19. uniform sampler2D shadowSampler0;
  20. uniform vec3 shadowsInfo0;
  21. #endif
  22. #ifdef SPOTLIGHT0
  23. uniform vec4 vLightDirection0;
  24. #endif
  25. #ifdef HEMILIGHT0
  26. uniform vec3 vLightGround0;
  27. #endif
  28. #endif
  29. #ifdef LIGHT1
  30. uniform vec4 vLightData1;
  31. uniform vec4 vLightDiffuse1;
  32. #ifdef SHADOW1
  33. varying vec4 vPositionFromLight1;
  34. uniform sampler2D shadowSampler1;
  35. uniform vec3 shadowsInfo1;
  36. #endif
  37. #ifdef SPOTLIGHT1
  38. uniform vec4 vLightDirection1;
  39. #endif
  40. #ifdef HEMILIGHT1
  41. uniform vec3 vLightGround1;
  42. #endif
  43. #endif
  44. #ifdef LIGHT2
  45. uniform vec4 vLightData2;
  46. uniform vec4 vLightDiffuse2;
  47. #ifdef SHADOW2
  48. varying vec4 vPositionFromLight2;
  49. uniform sampler2D shadowSampler2;
  50. uniform vec3 shadowsInfo2;
  51. #endif
  52. #ifdef SPOTLIGHT2
  53. uniform vec4 vLightDirection2;
  54. #endif
  55. #ifdef HEMILIGHT2
  56. uniform vec3 vLightGround2;
  57. #endif
  58. #endif
  59. #ifdef LIGHT3
  60. uniform vec4 vLightData3;
  61. uniform vec4 vLightDiffuse3;
  62. #ifdef SHADOW3
  63. varying vec4 vPositionFromLight3;
  64. uniform sampler2D shadowSampler3;
  65. uniform vec3 shadowsInfo3;
  66. #endif
  67. #ifdef SPOTLIGHT3
  68. uniform vec4 vLightDirection3;
  69. #endif
  70. #ifdef HEMILIGHT3
  71. uniform vec3 vLightGround3;
  72. #endif
  73. #endif
  74. // Samplers
  75. #ifdef DIFFUSE
  76. varying vec2 vDiffuseUV;
  77. uniform sampler2D diffuseSampler;
  78. uniform vec2 vDiffuseInfos;
  79. #endif
  80. // Shadows
  81. #ifdef SHADOWS
  82. float unpack(vec4 color)
  83. {
  84. const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  85. return dot(color, bit_shift);
  86. }
  87. float unpackHalf(vec2 color)
  88. {
  89. return color.x + (color.y / 255.0);
  90. }
  91. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
  92. {
  93. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  94. depth = 0.5 * depth + vec3(0.5);
  95. vec2 uv = depth.xy;
  96. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  97. {
  98. return 1.0;
  99. }
  100. float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
  101. if (depth.z > shadow)
  102. {
  103. return darkness;
  104. }
  105. return 1.;
  106. }
  107. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
  108. {
  109. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  110. depth = 0.5 * depth + vec3(0.5);
  111. vec2 uv = depth.xy;
  112. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  113. {
  114. return 1.0;
  115. }
  116. float visibility = 1.;
  117. vec2 poissonDisk[4];
  118. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  119. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  120. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  121. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  122. // Poisson Sampling
  123. float biasedDepth = depth.z - bias;
  124. if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
  125. if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
  126. if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
  127. if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
  128. return min(1.0, visibility + darkness);
  129. }
  130. // Thanks to http://devmaster.net/
  131. float linstep(float low, float high, float v) {
  132. return clamp((v - low) / (high - low), 0.0, 1.0);
  133. }
  134. float ChebychevInequality(vec2 moments, float compare, float bias)
  135. {
  136. float p = smoothstep(compare - bias, compare, moments.x);
  137. float variance = max(moments.y - moments.x * moments.x, 0.02);
  138. float d = compare - moments.x;
  139. float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
  140. return clamp(max(p, p_max), 0.0, 1.0);
  141. }
  142. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
  143. {
  144. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  145. depth = 0.5 * depth + vec3(0.5);
  146. vec2 uv = depth.xy;
  147. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
  148. {
  149. return 1.0;
  150. }
  151. vec4 texel = texture2D(shadowSampler, uv);
  152. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  153. return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
  154. }
  155. #endif
  156. #ifdef CLIPPLANE
  157. varying float fClipDistance;
  158. #endif
  159. // Fog
  160. #ifdef FOG
  161. #define FOGMODE_NONE 0.
  162. #define FOGMODE_EXP 1.
  163. #define FOGMODE_EXP2 2.
  164. #define FOGMODE_LINEAR 3.
  165. #define E 2.71828
  166. uniform vec4 vFogInfos;
  167. uniform vec3 vFogColor;
  168. varying float fFogDistance;
  169. float CalcFogFactor()
  170. {
  171. float fogCoeff = 1.0;
  172. float fogStart = vFogInfos.y;
  173. float fogEnd = vFogInfos.z;
  174. float fogDensity = vFogInfos.w;
  175. if (FOGMODE_LINEAR == vFogInfos.x)
  176. {
  177. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  178. }
  179. else if (FOGMODE_EXP == vFogInfos.x)
  180. {
  181. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  182. }
  183. else if (FOGMODE_EXP2 == vFogInfos.x)
  184. {
  185. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  186. }
  187. return clamp(fogCoeff, 0.0, 1.0);
  188. }
  189. #endif
  190. // Light Computing
  191. struct lightingInfo
  192. {
  193. vec3 diffuse;
  194. };
  195. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
  196. lightingInfo result;
  197. vec3 lightVectorW;
  198. float attenuation = 1.0;
  199. if (lightData.w == 0.)
  200. {
  201. vec3 direction = lightData.xyz - vPositionW;
  202. attenuation = max(0., 1.0 - length(direction) / range);
  203. lightVectorW = normalize(direction);
  204. }
  205. else
  206. {
  207. lightVectorW = normalize(-lightData.xyz);
  208. }
  209. // diffuse
  210. float ndl = max(0., dot(vNormal, lightVectorW));
  211. result.diffuse = ndl * diffuseColor * attenuation;
  212. return result;
  213. }
  214. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
  215. lightingInfo result;
  216. vec3 direction = lightData.xyz - vPositionW;
  217. vec3 lightVectorW = normalize(direction);
  218. float attenuation = max(0., 1.0 - length(direction) / range);
  219. // diffuse
  220. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  221. float spotAtten = 0.0;
  222. if (cosAngle >= lightDirection.w)
  223. {
  224. cosAngle = max(0., pow(cosAngle, lightData.w));
  225. spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
  226. // Diffuse
  227. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  228. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  229. return result;
  230. }
  231. result.diffuse = vec3(0.);
  232. return result;
  233. }
  234. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
  235. lightingInfo result;
  236. // Diffuse
  237. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  238. result.diffuse = mix(groundColor, diffuseColor, ndl);
  239. return result;
  240. }
  241. void main(void) {
  242. // Clip plane
  243. #ifdef CLIPPLANE
  244. if (fClipDistance > 0.0)
  245. discard;
  246. #endif
  247. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  248. // Base color
  249. vec4 baseColor = vec4(1., 1., 1., 1.);
  250. vec3 diffuseColor = vDiffuseColor.rgb;
  251. // Alpha
  252. float alpha = vDiffuseColor.a;
  253. #ifdef DIFFUSE
  254. baseColor = texture2D(diffuseSampler, vDiffuseUV);
  255. #ifdef ALPHATEST
  256. if (baseColor.a < 0.4)
  257. discard;
  258. #endif
  259. baseColor.rgb *= vDiffuseInfos.y;
  260. #endif
  261. #ifdef VERTEXCOLOR
  262. baseColor.rgb *= vColor.rgb;
  263. #endif
  264. // Bump
  265. #ifdef NORMAL
  266. vec3 normalW = normalize(vNormalW);
  267. #else
  268. vec3 normalW = vec3(1.0, 1.0, 1.0);
  269. #endif
  270. // Lighting
  271. vec3 diffuseBase = vec3(0., 0., 0.);
  272. float shadow = 1.;
  273. #ifdef LIGHT0
  274. #ifdef SPOTLIGHT0
  275. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  276. #endif
  277. #ifdef HEMILIGHT0
  278. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
  279. #endif
  280. #ifdef POINTDIRLIGHT0
  281. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  282. #endif
  283. #ifdef SHADOW0
  284. #ifdef SHADOWVSM0
  285. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  286. #else
  287. #ifdef SHADOWPCF0
  288. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
  289. #else
  290. shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  291. #endif
  292. #endif
  293. #else
  294. shadow = 1.;
  295. #endif
  296. diffuseBase += info.diffuse * shadow;
  297. #endif
  298. #ifdef LIGHT1
  299. #ifdef SPOTLIGHT1
  300. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  301. #endif
  302. #ifdef HEMILIGHT1
  303. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1);
  304. #endif
  305. #ifdef POINTDIRLIGHT1
  306. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  307. #endif
  308. #ifdef SHADOW1
  309. #ifdef SHADOWVSM1
  310. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  311. #else
  312. #ifdef SHADOWPCF1
  313. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
  314. #else
  315. shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  316. #endif
  317. #endif
  318. #else
  319. shadow = 1.;
  320. #endif
  321. diffuseBase += info.diffuse * shadow;
  322. #endif
  323. #ifdef LIGHT2
  324. #ifdef SPOTLIGHT2
  325. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  326. #endif
  327. #ifdef HEMILIGHT2
  328. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
  329. #endif
  330. #ifdef POINTDIRLIGHT2
  331. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  332. #endif
  333. #ifdef SHADOW2
  334. #ifdef SHADOWVSM2
  335. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  336. #else
  337. #ifdef SHADOWPCF2
  338. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
  339. #else
  340. shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  341. #endif
  342. #endif
  343. #else
  344. shadow = 1.;
  345. #endif
  346. diffuseBase += info.diffuse * shadow;
  347. #endif
  348. #ifdef LIGHT3
  349. #ifdef SPOTLIGHT3
  350. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  351. #endif
  352. #ifdef HEMILIGHT3
  353. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
  354. #endif
  355. #ifdef POINTDIRLIGHT3
  356. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  357. #endif
  358. #ifdef SHADOW3
  359. #ifdef SHADOWVSM3
  360. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  361. #else
  362. #ifdef SHADOWPCF3
  363. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
  364. #else
  365. shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  366. #endif
  367. #endif
  368. #else
  369. shadow = 1.;
  370. #endif
  371. diffuseBase += info.diffuse * shadow;
  372. #endif
  373. #ifdef VERTEXALPHA
  374. alpha *= vColor.a;
  375. #endif
  376. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  377. // Composition
  378. vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
  379. #ifdef FOG
  380. float fog = CalcFogFactor();
  381. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  382. #endif
  383. gl_FragColor = color;
  384. }