fire.fragment.fx 12 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. // Fire
  81. uniform sampler2D distortionSampler;
  82. uniform sampler2D opacitySampler;
  83. varying vec2 vDistortionCoords1;
  84. varying vec2 vDistortionCoords2;
  85. varying vec2 vDistortionCoords3;
  86. // Shadows
  87. #ifdef SHADOWS
  88. float unpack(vec4 color)
  89. {
  90. 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);
  91. return dot(color, bit_shift);
  92. }
  93. float unpackHalf(vec2 color)
  94. {
  95. return color.x + (color.y / 255.0);
  96. }
  97. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
  98. {
  99. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  100. depth = 0.5 * depth + vec3(0.5);
  101. vec2 uv = depth.xy;
  102. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  103. {
  104. return 1.0;
  105. }
  106. float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
  107. if (depth.z > shadow)
  108. {
  109. return darkness;
  110. }
  111. return 1.;
  112. }
  113. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
  114. {
  115. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  116. depth = 0.5 * depth + vec3(0.5);
  117. vec2 uv = depth.xy;
  118. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  119. {
  120. return 1.0;
  121. }
  122. float visibility = 1.;
  123. vec2 poissonDisk[4];
  124. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  125. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  126. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  127. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  128. // Poisson Sampling
  129. float biasedDepth = depth.z - bias;
  130. if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
  131. if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
  132. if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
  133. if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
  134. return min(1.0, visibility + darkness);
  135. }
  136. // Thanks to http://devmaster.net/
  137. float linstep(float low, float high, float v) {
  138. return clamp((v - low) / (high - low), 0.0, 1.0);
  139. }
  140. float ChebychevInequality(vec2 moments, float compare, float bias)
  141. {
  142. float p = smoothstep(compare - bias, compare, moments.x);
  143. float variance = max(moments.y - moments.x * moments.x, 0.02);
  144. float d = compare - moments.x;
  145. float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
  146. return clamp(max(p, p_max), 0.0, 1.0);
  147. }
  148. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
  149. {
  150. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  151. depth = 0.5 * depth + vec3(0.5);
  152. vec2 uv = depth.xy;
  153. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
  154. {
  155. return 1.0;
  156. }
  157. vec4 texel = texture2D(shadowSampler, uv);
  158. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  159. return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
  160. }
  161. #endif
  162. #ifdef CLIPPLANE
  163. varying float fClipDistance;
  164. #endif
  165. // Fog
  166. #ifdef FOG
  167. #define FOGMODE_NONE 0.
  168. #define FOGMODE_EXP 1.
  169. #define FOGMODE_EXP2 2.
  170. #define FOGMODE_LINEAR 3.
  171. #define E 2.71828
  172. uniform vec4 vFogInfos;
  173. uniform vec3 vFogColor;
  174. varying float fFogDistance;
  175. float CalcFogFactor()
  176. {
  177. float fogCoeff = 1.0;
  178. float fogStart = vFogInfos.y;
  179. float fogEnd = vFogInfos.z;
  180. float fogDensity = vFogInfos.w;
  181. if (FOGMODE_LINEAR == vFogInfos.x)
  182. {
  183. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  184. }
  185. else if (FOGMODE_EXP == vFogInfos.x)
  186. {
  187. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  188. }
  189. else if (FOGMODE_EXP2 == vFogInfos.x)
  190. {
  191. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  192. }
  193. return clamp(fogCoeff, 0.0, 1.0);
  194. }
  195. #endif
  196. // Light Computing
  197. struct lightingInfo
  198. {
  199. vec3 diffuse;
  200. };
  201. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
  202. lightingInfo result;
  203. vec3 lightVectorW;
  204. float attenuation = 1.0;
  205. if (lightData.w == 0.)
  206. {
  207. vec3 direction = lightData.xyz - vPositionW;
  208. attenuation = max(0., 1.0 - length(direction) / range);
  209. lightVectorW = normalize(direction);
  210. }
  211. else
  212. {
  213. lightVectorW = normalize(-lightData.xyz);
  214. }
  215. // diffuse
  216. float ndl = max(0., dot(vNormal, lightVectorW));
  217. result.diffuse = ndl * diffuseColor * attenuation;
  218. return result;
  219. }
  220. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
  221. lightingInfo result;
  222. vec3 direction = lightData.xyz - vPositionW;
  223. vec3 lightVectorW = normalize(direction);
  224. float attenuation = max(0., 1.0 - length(direction) / range);
  225. // diffuse
  226. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  227. float spotAtten = 0.0;
  228. if (cosAngle >= lightDirection.w)
  229. {
  230. cosAngle = max(0., pow(cosAngle, lightData.w));
  231. spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
  232. // Diffuse
  233. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  234. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  235. return result;
  236. }
  237. result.diffuse = vec3(0.);
  238. return result;
  239. }
  240. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
  241. lightingInfo result;
  242. // Diffuse
  243. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  244. result.diffuse = mix(groundColor, diffuseColor, ndl);
  245. return result;
  246. }
  247. void main(void) {
  248. // Clip plane
  249. #ifdef CLIPPLANE
  250. if (fClipDistance > 0.0)
  251. discard;
  252. #endif
  253. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  254. // Base color
  255. vec4 baseColor = vec4(1., 1., 1., 1.);
  256. vec3 diffuseColor = vDiffuseColor.rgb;
  257. // Alpha
  258. float alpha = vDiffuseColor.a;
  259. #ifdef DIFFUSE
  260. // Fire
  261. const float distortionAmount0 = 0.092;
  262. const float distortionAmount1 = 0.092;
  263. const float distortionAmount2 = 0.092;
  264. vec2 heightAttenuation = vec2(0.3, 0.39);
  265. vec4 noise0 = texture2D(distortionSampler, vDistortionCoords1);
  266. vec4 noise1 = texture2D(distortionSampler, vDistortionCoords2);
  267. vec4 noise2 = texture2D(distortionSampler, vDistortionCoords3);
  268. vec4 noiseSum = (noise0 * 2.0 - 1.0) * distortionAmount0 + (noise1 * 2.0 - 1.0) * distortionAmount1 + (noise2 * 2.0 - 1.0) * distortionAmount2;
  269. vec4 perturbedBaseCoords = noiseSum + vec4(vDiffuseUV, 0.0, 1.0) * (vDiffuseUV.y * heightAttenuation.x + heightAttenuation.y);
  270. baseColor = texture2D(diffuseSampler, perturbedBaseCoords.xy) * 2.0;
  271. baseColor *= texture2D(opacitySampler, perturbedBaseCoords.xy);
  272. #ifdef ALPHATEST
  273. if (baseColor.a < 0.4)
  274. discard;
  275. #endif
  276. baseColor.rgb *= vDiffuseInfos.y;
  277. #endif
  278. #ifdef VERTEXCOLOR
  279. baseColor.rgb *= vColor.rgb;
  280. #endif
  281. // Bump
  282. #ifdef NORMAL
  283. vec3 normalW = normalize(vNormalW);
  284. #else
  285. vec3 normalW = vec3(1.0, 1.0, 1.0);
  286. #endif
  287. // Lighting
  288. vec3 diffuseBase = vec3(0., 0., 0.);
  289. float shadow = 1.;
  290. #ifdef LIGHT0
  291. #ifdef SPOTLIGHT0
  292. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  293. #endif
  294. #ifdef HEMILIGHT0
  295. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
  296. #endif
  297. #ifdef POINTDIRLIGHT0
  298. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  299. #endif
  300. #ifdef SHADOW0
  301. #ifdef SHADOWVSM0
  302. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  303. #else
  304. #ifdef SHADOWPCF0
  305. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
  306. #else
  307. shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  308. #endif
  309. #endif
  310. #else
  311. shadow = 1.;
  312. #endif
  313. diffuseBase += info.diffuse * shadow;
  314. #endif
  315. #ifdef LIGHT1
  316. #ifdef SPOTLIGHT1
  317. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  318. #endif
  319. #ifdef HEMILIGHT1
  320. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1);
  321. #endif
  322. #ifdef POINTDIRLIGHT1
  323. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  324. #endif
  325. #ifdef SHADOW1
  326. #ifdef SHADOWVSM1
  327. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  328. #else
  329. #ifdef SHADOWPCF1
  330. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
  331. #else
  332. shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  333. #endif
  334. #endif
  335. #else
  336. shadow = 1.;
  337. #endif
  338. diffuseBase += info.diffuse * shadow;
  339. #endif
  340. #ifdef LIGHT2
  341. #ifdef SPOTLIGHT2
  342. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  343. #endif
  344. #ifdef HEMILIGHT2
  345. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
  346. #endif
  347. #ifdef POINTDIRLIGHT2
  348. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  349. #endif
  350. #ifdef SHADOW2
  351. #ifdef SHADOWVSM2
  352. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  353. #else
  354. #ifdef SHADOWPCF2
  355. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
  356. #else
  357. shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  358. #endif
  359. #endif
  360. #else
  361. shadow = 1.;
  362. #endif
  363. diffuseBase += info.diffuse * shadow;
  364. #endif
  365. #ifdef LIGHT3
  366. #ifdef SPOTLIGHT3
  367. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  368. #endif
  369. #ifdef HEMILIGHT3
  370. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
  371. #endif
  372. #ifdef POINTDIRLIGHT3
  373. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  374. #endif
  375. #ifdef SHADOW3
  376. #ifdef SHADOWVSM3
  377. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  378. #else
  379. #ifdef SHADOWPCF3
  380. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
  381. #else
  382. shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  383. #endif
  384. #endif
  385. #else
  386. shadow = 1.;
  387. #endif
  388. diffuseBase += info.diffuse * shadow;
  389. #endif
  390. #ifdef VERTEXALPHA
  391. alpha *= vColor.a;
  392. #endif
  393. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  394. // Composition
  395. vec4 color = vec4(finalDiffuse, alpha);
  396. #ifdef FOG
  397. float fog = CalcFogFactor();
  398. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  399. #endif
  400. gl_FragColor = color;
  401. }