diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-06-11 10:41:03 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-11 10:41:03 -0300 |
commit | 9b8696d3dd92e2ed6f310ad0f0bf3c2182c9c6ae (patch) | |
tree | b2ed0515196bb774504b54aab0bf242992ac3d9f /drivers/gles2/shaders | |
parent | 6f0b4678e26c04abfc88c0226c803e78a108de98 (diff) |
Light Baker!
-=-=-=-=-=-=
-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 89 |
1 files changed, 88 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index a919e3b1e2..7ed59ae9cd 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -93,6 +93,13 @@ varying vec3 tangent_interp; varying vec3 binormal_interp; #endif +#ifdef ENABLE_AMBIENT_OCTREE + +uniform highp mat4 ambient_octree_inverse_transform; +varying highp vec3 ambient_octree_coords; + +#endif + #ifdef USE_FOG varying vec4 fog_interp; @@ -173,12 +180,19 @@ void main() { #ifdef USE_UNIFORM_INSTANCING highp mat4 modelview = (camera_inverse_transform * (world_transform * instance_transform)); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * instance_transform)); +#endif + #else #ifdef USE_ATTRIBUTE_INSTANCING highp mat4 minst=mat4(instance_row0,instance_row1,instance_row2,instance_row3); highp mat4 modelview = (camera_inverse_transform * (world_transform * minst)); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst)); +#endif #else @@ -201,9 +215,16 @@ void main() { );*/ highp mat4 modelview = (camera_inverse_transform * (world_transform * minst)); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst)); +#endif #else highp mat4 modelview = (camera_inverse_transform * world_transform); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * world_transform); +#endif + #endif #endif @@ -233,6 +254,11 @@ void main() { #endif +#ifdef ENABLE_AMBIENT_OCTREE + + ambient_octree_coords = (ambient_octree_transform * vertex_in).xyz; +#endif + vertex_interp = (modelview * vertex_in).xyz; normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz); @@ -515,6 +541,16 @@ vec3 process_shade(in vec3 normal, in vec3 light_dir, in vec3 eye_vec, in vec3 d uniform float const_light_mult; uniform float time; +#ifdef ENABLE_AMBIENT_OCTREE + +varying highp vec3 ambient_octree_coords; +uniform highp float ambient_octree_lattice_size; +uniform highp vec2 ambient_octree_pix_size; +uniform highp float ambient_octree_lattice_divide; +uniform highp sampler2D ambient_octree_tex; +uniform int ambient_octree_steps; + +#endif FRAGMENT_SHADER_GLOBALS @@ -745,10 +781,57 @@ FRAGMENT_SHADER_CODE } #endif +#ifdef ENABLE_AMBIENT_OCTREE + + vec3 ambientmap_color = vec3(0.0,0.0,0.0); + + + { + + //read position from initial lattice grid + highp vec3 lattice_pos = floor(ambient_octree_coords*ambient_octree_lattice_size); + highp vec2 octant_uv = highp vec2(lattice_pos.x+ambient_octree_lattice_size*lattice_pos.z,lattice_pos.y); + octant_uv=(octant_uv*highp vec2(2.0,4.0)+highp vec2(0.0,4.0)); + highp float ld = 1.0/ambient_octree_lattice_size; + + + //go down the octree + + for(int i=0;i<ambient_octree_steps;i++) { + + + highp vec3 sub=mod(ambient_octree_coords,ld); + ld*=0.5; + highp vec3 s = step(ld,sub); + octant_uv+=s.xy; + octant_uv.y+=s.z*2.0; + octant_uv=(octant_uv+0.5)*ambient_octree_pix_size; + highp vec4 new_uv = texture2D(ambient_octree_tex,octant_uv); + octant_uv=floor(highp vec2( dot(new_uv.xy,highp vec2(65280.0,255.0)), dot(new_uv.zw,highp vec2(65280.0,255.0)) )+0.5);//+ambient_octree_pix_size*0.5; + + } + + //sample color + octant_uv=(octant_uv+0.5)*ambient_octree_pix_size; + highp vec3 sub=(mod(ambient_octree_coords,ld)/ld); + octant_uv.xy+=sub.xy*ambient_octree_pix_size.xy; + vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb; + octant_uv.y+=ambient_octree_pix_size.y*2.0; + vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb; + ambientmap_color=mix(col_down,col_up,1.0-sub.z); + + ambientmap_color*=diffuse.rgb; + + } + +#endif float shadow_attenuation = 1.0; + + + #ifdef LIGHT_USE_SHADOW #ifdef LIGHT_TYPE_DIRECTIONAL @@ -921,6 +1004,8 @@ FRAGMENT_SHADER_CODE #endif + + #ifdef USE_VERTEX_LIGHTING vec3 ambient = light_ambient*diffuse.rgb; @@ -933,11 +1018,13 @@ FRAGMENT_SHADER_CODE diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient; diffuse.rgb+=emission * const_light_mult; - #endif +#ifdef ENABLE_AMBIENT_OCTREE + diffuse.rgb+=ambientmap_color; +#endif #ifdef USE_SHADOW_PASS |