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authorJuan Linietsky <reduzio@gmail.com>2016-10-19 11:14:41 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-10-19 11:14:41 -0300
commit4428115916144b45c4697cd65d9c8c093631bec6 (patch)
treeafff5350ae57ba65b190f16b27db892173d9f43f /drivers/gles3/shaders
parent1527cf8c0d17891dd0ebf99d484f83daa46eba3c (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/SCsub1
-rw-r--r--drivers/gles3/shaders/scene.glsl351
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);
+}
+
+