diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-10-19 11:14:41 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2016-10-19 11:14:41 -0300 |
commit | 4428115916144b45c4697cd65d9c8c093631bec6 (patch) | |
tree | afff5350ae57ba65b190f16b27db892173d9f43f /drivers/gles3/shaders | |
parent | 1527cf8c0d17891dd0ebf99d484f83daa46eba3c (diff) |
Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 351 |
2 files changed, 352 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index 628fa14e4e..0fa0e3b73a 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -4,4 +4,5 @@ if env['BUILDERS'].has_key('GLES3_GLSL'): env.GLES3_GLSL('copy.glsl'); env.GLES3_GLSL('canvas.glsl'); env.GLES3_GLSL('canvas_shadow.glsl'); + env.GLES3_GLSL('scene.glsl'); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl new file mode 100644 index 0000000000..4183e828f5 --- /dev/null +++ b/drivers/gles3/shaders/scene.glsl @@ -0,0 +1,351 @@ +[vertex] + + + +/* +from VisualServer: + +ARRAY_VERTEX=0, +ARRAY_NORMAL=1, +ARRAY_TANGENT=2, +ARRAY_COLOR=3, +ARRAY_TEX_UV=4, +ARRAY_TEX_UV2=5, +ARRAY_BONES=6, +ARRAY_WEIGHTS=7, +ARRAY_INDEX=8, +*/ + +//hack to use uv if no uv present so it works with lightmap + + +/* INPUT ATTRIBS */ + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=1) in vec3 normal_attrib; +layout(location=2) in vec4 tangent_attrib; +layout(location=3) in vec4 color_attrib; +layout(location=4) in vec2 uv_attrib; +layout(location=5) in vec2 uv2_attrib; + +uniform float normal_mult; + +#ifdef USE_SKELETON +layout(location=6) mediump ivec4 bone_indices; // attrib:6 +layout(location=7) mediump vec4 bone_weights; // attrib:7 +uniform highp sampler2D skeleton_matrices; +#endif + +#ifdef USE_ATTRIBUTE_INSTANCING + +layout(location=8) in highp vec4 instance_xform0; +layout(location=9) in highp vec4 instance_xform1; +layout(location=10) in highp vec4 instance_xform2; +layout(location=11) in lowp vec4 instance_color; + +#endif + +layout(std140) uniform SceneData { //ubo:0 + + highp mat4 projection_matrix; + highp mat4 camera_inverse_matrix; + highp mat4 camera_matrix; + highp vec4 time; + + highp vec4 ambient_light; +}; + +uniform highp mat4 world_transform; + +/* Varyings */ + +out vec3 vertex_interp; +out vec3 normal_interp; + +#if defined(ENABLE_COLOR_INTERP) +out vec4 color_interp; +#endif + +#if defined(ENABLE_UV_INTERP) +out vec2 uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) +out vec2 uv2_interp; +#endif + +#if defined(ENABLE_VAR1_INTERP) +out vec4 var1_interp; +#endif + +#if defined(ENABLE_VAR2_INTERP) +out vec4 var2_interp; +#endif + +#if defined(ENABLE_TANGENT_INTERP) +out vec3 tangent_interp; +out vec3 binormal_interp; +#endif + + +#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS) + +varying vec4 position_interp; + +#endif + +#ifdef USE_SHADOW_PASS + +uniform highp float shadow_z_offset; +uniform highp float shadow_z_slope_scale; + +#endif + + +VERTEX_SHADER_GLOBALS + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { //ubo:1 + +MATERIAL_UNIFORMS + +}; + +#endif + + +void main() { + + highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); + highp mat4 modelview = camera_inverse_matrix * world_transform; + vec3 normal_in = normal_attrib; + normal_in*=normal_mult; +#if defined(ENABLE_TANGENT_INTERP) + vec3 tangent_in = tangent_attrib.xyz; + tangent_in*=normal_mult; + float binormalf = tangent_attrib.a; +#endif + +#ifdef USE_SKELETON + + { + //skeleton transform + highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x; + m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y; + m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z; + m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w; + + vertex_in = vertex_in * m; + normal_in = (vec4(normal_in,0.0) * m).xyz; +#if defined(ENABLE_TANGENT_INTERP) + tangent_in = (vec4(tangent_in,0.0) * m).xyz; +#endif + } + +#endif + + vertex_interp = (modelview * vertex_in).xyz; + normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) + tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz); + binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf ); +#endif + +#if defined(ENABLE_COLOR_INTERP) + color_interp = color_attrib; +#endif + +#if defined(ENABLE_UV_INTERP) + uv_interp = uv_attrib; +#endif +#if defined(ENABLE_UV2_INTERP) + uv2_interp = uv2_attrib; +#endif + + +VERTEX_SHADER_CODE + + +#ifdef USE_SHADOW_PASS + + float z_ofs = shadow_z_offset; + z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale; + vertex_interp.z-=z_ofs; +#endif + + +#ifdef USE_FOG + + fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z ); + fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a ); +#endif + +#ifndef VERTEX_SHADER_WRITE_POSITION +//vertex shader might write a position + gl_Position = projection_matrix * vec4(vertex_interp,1.0); +#endif + + + + +} + + +[fragment] + + +//hack to use uv if no uv present so it works with lightmap + + +/* Varyings */ + +#if defined(ENABLE_COLOR_INTERP) +in vec4 color_interp; +#endif + +#if defined(ENABLE_UV_INTERP) +in vec2 uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) +in vec2 uv2_interp; +#endif + +#if defined(ENABLE_TANGENT_INTERP) +in vec3 tangent_interp; +in vec3 binormal_interp; +#endif + +#if defined(ENABLE_VAR1_INTERP) +in vec4 var1_interp; +#endif + +#if defined(ENABLE_VAR2_INTERP) +in vec4 var2_interp; +#endif + +in vec3 vertex_interp; +in vec3 normal_interp; + + +/* Material Uniforms */ + + +FRAGMENT_SHADER_GLOBALS + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { + +MATERIAL_UNIFORMS + +}; + +#endif + + +layout(std140) uniform SceneData { + + highp mat4 projection_matrix; + highp mat4 camera_inverse_matrix; + highp mat4 camera_matrix; + highp vec4 time; + + highp vec4 ambient_light; +}; + +layout(location=0) out vec4 frag_color; + +void main() { + + //lay out everything, whathever is unused is optimized away anyway + vec3 vertex = vertex_interp; + vec3 albedo = vec3(0.9,0.9,0.9); + vec3 metal = vec3(0.0,0.0,0.0); + float rough = 0.0; + float alpha = 1.0; + +#ifdef METERIAL_DOUBLESIDED + float side=float(gl_FrontFacing)*2.0-1.0; +#else + float side=1.0; +#endif + + +#if defined(ENABLE_TANGENT_INTERP) + vec3 binormal = normalize(binormal_interp)*side; + vec3 tangent = normalize(tangent_interp)*side; +#endif + vec3 normal = normalize(normal_interp)*side; + +#if defined(ENABLE_UV_INTERP) + vec2 uv = uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) + vec2 uv2 = uv2_interp; +#endif + +#if defined(ENABLE_COLOR_INTERP) + vec4 color = color_interp; +#endif + +#if defined(ENABLE_NORMALMAP) + + vec3 normalmap = vec3(0.0); +#endif + + float normaldepth=1.0; + + + +#if defined(ENABLE_DISCARD) + bool discard_=false; +#endif + +{ + + +FRAGMENT_SHADER_CODE + +} + +#if defined(ENABLE_NORMALMAP) + + normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side; + +#endif + +#if defined(ENABLE_DISCARD) + if (discard_) { + //easy to eliminate dead code + discard; + } +#endif + +#ifdef ENABLE_CLIP_ALPHA + if (diffuse.a<0.99) { + //used for doublepass and shadowmapping + discard; + } +#endif + + + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader +{ + +LIGHT_SHADER_CODE + +} +#endif + + frag_color=vec4(albedo,alpha); +} + + |