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path: root/drivers/gles2/shaders/material.glsl
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-rw-r--r--drivers/gles2/shaders/material.glsl1326
1 files changed, 0 insertions, 1326 deletions
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
deleted file mode 100644
index 704a22c5d1..0000000000
--- a/drivers/gles2/shaders/material.glsl
+++ /dev/null
@@ -1,1326 +0,0 @@
-[vertex]
-
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#define roundfix( m_val ) floor( (m_val) + 0.5 )
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-
-
-/*
-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
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
-#ifdef USE_LIGHTMAP_ON_UV2
-
-#ifndef ENABLE_UV2_INTERP
-#define ENABLE_UV2_INTERP
-#endif
-
-#else
-
-#ifndef ENABLE_UV_INTERP
-#define ENABLE_UV_INTERP
-#endif
-
-#endif
-
-#endif
-
-
-/* INPUT ATTRIBS */
-
-attribute highp vec4 vertex_attrib; // attrib:0
-attribute vec3 normal_attrib; // attrib:1
-attribute vec4 tangent_attrib; // attrib:2
-attribute vec4 color_attrib; // attrib:3
-attribute vec2 uv_attrib; // attrib:4
-attribute vec2 uv2_attrib; // attrib:5
-
-uniform float normal_mult;
-
-#ifdef USE_SKELETON
-attribute vec4 bone_indices; // attrib:6
-attribute vec4 bone_weights; // attrib:7
-uniform highp sampler2D skeleton_matrices;
-uniform highp float skeltex_pixel_size;
-#endif
-
-#ifdef USE_ATTRIBUTE_INSTANCING
-
-attribute highp vec4 instance_row0; // attrib:8
-attribute highp vec4 instance_row1; // attrib:9
-attribute highp vec4 instance_row2; // attrib:10
-attribute highp vec4 instance_row3; // attrib:11
-
-#endif
-
-#ifdef USE_TEXTURE_INSTANCING
-
-attribute highp vec3 instance_uv; // attrib:6
-uniform highp sampler2D instance_matrices;
-
-#endif
-
-uniform highp mat4 world_transform;
-uniform highp mat4 camera_inverse_transform;
-uniform highp mat4 projection_transform;
-
-#ifdef USE_UNIFORM_INSTANCING
-//shittiest form of instancing (but most compatible)
-uniform highp mat4 instance_transform;
-#endif
-
-/* Varyings */
-
-varying vec3 vertex_interp;
-varying vec3 normal_interp;
-
-#if defined(ENABLE_COLOR_INTERP)
-varying vec4 color_interp;
-#endif
-
-#if defined(ENABLE_UV_INTERP)
-varying vec2 uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
-varying vec2 uv2_interp;
-#endif
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP)
-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;
-uniform highp vec3 fog_params;
-uniform vec3 fog_color_begin;
-uniform vec3 fog_color_end;
-
-#endif
-
-#ifdef USE_VERTEX_LIGHTING
-
-uniform vec3 light_pos;
-uniform vec3 light_direction;
-uniform vec3 light_attenuation;
-uniform vec3 light_spot_attenuation;
-uniform vec3 light_diffuse;
-uniform vec3 light_specular;
-
-
-
-#endif
-
-varying vec4 diffuse_interp;
-varying vec3 specular_interp;
-//intended for static branching
-//pretty much all meaningful platforms support
-//static branching
-
-uniform float time;
-uniform float instance_id;
-
-uniform vec3 ambient_light;
-
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
-varying vec4 position_interp;
-
-#endif
-
-#ifdef LIGHT_USE_SHADOW
-
-uniform highp mat4 shadow_matrix;
-varying highp vec4 shadow_coord;
-#ifdef LIGHT_USE_PSSM
-uniform highp mat4 shadow_matrix2;
-varying highp vec4 shadow_coord2;
-#endif
-#ifdef LIGHT_USE_PSSM4
-uniform highp mat4 shadow_matrix3;
-varying highp vec4 shadow_coord3;
-uniform highp mat4 shadow_matrix4;
-varying highp vec4 shadow_coord4;
-#endif
-
-
-#endif
-
-#ifdef USE_SHADOW_PASS
-
-uniform highp float shadow_z_offset;
-uniform highp float shadow_z_slope_scale;
-
-#endif
-
-#ifdef USE_DUAL_PARABOLOID
-uniform highp vec2 dual_paraboloid;
-varying float dp_clip;
-#endif
-
-
-
-VERTEX_SHADER_GLOBALS
-
-
-
-
-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
-
-#ifdef USE_TEXTURE_INSTANCING
-
- highp vec2 ins_ofs=vec2(instance_uv.z,0.0);
-
- highp mat4 minst=mat4(
- texture2D(instance_matrices,instance_uv.xy),
- texture2D(instance_matrices,instance_uv.xy+ins_ofs),
- texture2D(instance_matrices,instance_uv.xy+ins_ofs*2.0),
- texture2D(instance_matrices,instance_uv.xy+ins_ofs*3.0)
- );
-
- /*highp mat4 minst=mat4(
- vec4(1.0,0.0,0.0,0.0),
- vec4(0.0,1.0,0.0,0.0),
- vec4(0.0,0.0,1.0,0.0),
- vec4(0.0,0.0,0.0,1.0)
- );*/
-
- 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
-
-#endif
- highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
- 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
-
-#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);
-
-#if defined(ENABLE_COLOR_INTERP)
-#ifdef USE_COLOR_ATTRIB_SRGB_TO_LINEAR
-
- color_interp = vec4(
- color_attrib.r<0.04045 ? color_attrib.r * (1.0 / 12.92) : pow((color_attrib.r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
- color_attrib.g<0.04045 ? color_attrib.g * (1.0 / 12.92) : pow((color_attrib.g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
- color_attrib.b<0.04045 ? color_attrib.b * (1.0 / 12.92) : pow((color_attrib.b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
- color_attrib.a
- );
-#else
- color_interp = color_attrib;
-#endif
-#endif
-
-#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_UV_INTERP)
- uv_interp = uv_attrib;
-#endif
-#if defined(ENABLE_UV2_INTERP)
- uv2_interp = uv2_attrib;
-#endif
-
- float vertex_specular_exp = 40.0; //material_specular.a;
-
-
-
-VERTEX_SHADER_CODE
-
-
-#ifdef USE_DUAL_PARABOLOID
-//for dual paraboloid shadow mapping
- highp vec3 vtx = vertex_interp;
- vtx.z*=dual_paraboloid.y; //side to affect
- vtx.z+=0.01;
- dp_clip=vtx.z;
- highp float len=length( vtx );
- vtx=normalize(vtx);
- vtx.xy/=1.0+vtx.z;
- vtx.z = len*dual_paraboloid.x; // it's a reciprocal(len - z_near) / (z_far - z_near);
- vtx+=normalize(vtx)*0.025;
- vtx.z = vtx.z * 2.0 - 1.0; // fit to clipspace
- vertex_interp=vtx;
-
- //vertex_interp.w = z_clip;
-
-#endif
-
-#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 LIGHT_USE_SHADOW
-
- shadow_coord = shadow_matrix * vec4(vertex_interp,1.0);
- shadow_coord.xyz/=shadow_coord.w;
-
-#ifdef LIGHT_USE_PSSM
- shadow_coord.y*=0.5;
- shadow_coord.y+=0.5;
- shadow_coord2 = shadow_matrix2 * vec4(vertex_interp,1.0);
- shadow_coord2.xyz/=shadow_coord2.w;
- shadow_coord2.y*=0.5;
-#endif
-#ifdef LIGHT_USE_PSSM4
- shadow_coord.x*=0.5;
- shadow_coord2.x*=0.5;
-
- shadow_coord3 = shadow_matrix3 * vec4(vertex_interp,1.0);
- shadow_coord3.xyz/=shadow_coord3.w;
- shadow_coord3.xy*=vec2(0.5);
- shadow_coord3.xy+=vec2(0.5);
-
- shadow_coord4 = shadow_matrix4 * vec4(vertex_interp,1.0);
- shadow_coord4.xyz/=shadow_coord4.w;
- shadow_coord4.xy*=vec2(0.5);
- shadow_coord4.x+=0.5;
-
-#endif
-
-#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_transform * vec4(vertex_interp,1.0);
-#endif
-
-
-
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
- position_interp=gl_Position;
-
-#endif
-
-
-#ifdef USE_VERTEX_LIGHTING
-
- vec3 eye_vec = -normalize(vertex_interp);
-
-#ifdef LIGHT_TYPE_DIRECTIONAL
-
- vec3 light_dir = -light_direction;
- float attenuation = light_attenuation.r;
-
-
-#endif
-
-#ifdef LIGHT_TYPE_OMNI
- vec3 light_dir = light_pos-vertex_interp;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
-
-#endif
-
-#ifdef LIGHT_TYPE_SPOT
-
- vec3 light_dir = light_pos-vertex_interp;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
- vec3 spot_dir = light_direction;
- float spot_cutoff=light_spot_attenuation.r;
- float scos = max(dot(-light_dir, spot_dir),spot_cutoff);
- float rim = (1.0 - scos) / (1.0 - spot_cutoff);
- attenuation *= 1.0 - pow( rim, light_spot_attenuation.g);
-
-
-#endif
-
-#if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined(LIGHT_TYPE_SPOT)
-
- //process_shade(normal_interp,light_dir,eye_vec,vertex_specular_exp,attenuation,diffuse_interp,specular_interp);
- {
- float NdotL = max(0.0,dot( normal_interp, light_dir ));
- vec3 half_vec = normalize(light_dir + eye_vec);
- float eye_light = max(dot(normal_interp, half_vec),0.0);
- diffuse_interp.rgb=light_diffuse * NdotL * attenuation;
- diffuse_interp.a=attenuation;
- if (NdotL > 0.0) {
- specular_interp=light_specular * pow( eye_light, vertex_specular_exp ) * attenuation;
- } else {
- specular_interp=vec3(0.0);
- }
- }
-
-#else
-
-#ifdef SHADELESS
-
- diffuse_interp=vec4(vec3(1.0),0.0);
- specular_interp=vec3(0.0);
-# else
-
- diffuse_interp=vec4(0.0);
- specular_interp=vec3(0.0);
-# endif
-
-#endif
-
-
-
-
-#endif
-
-
-}
-
-
-[fragment]
-
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#define roundfix( m_val ) floor( (m_val) + 0.5 )
-#else
-
-precision mediump float;
-precision mediump int;
-
-#endif
-
-
-//hack to use uv if no uv present so it works with lightmap
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
-#ifdef USE_LIGHTMAP_ON_UV2
-
-#ifndef ENABLE_UV2_INTERP
-#define ENABLE_UV2_INTERP
-#endif
-
-#else
-
-#ifndef ENABLE_UV_INTERP
-#define ENABLE_UV_INTERP
-#endif
-
-#endif
-
-#endif
-
-
-/* Varyings */
-
-#if defined(ENABLE_COLOR_INTERP)
-varying vec4 color_interp;
-#endif
-
-#if defined(ENABLE_UV_INTERP)
-varying vec2 uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
-varying vec2 uv2_interp;
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP)
-varying vec3 tangent_interp;
-varying vec3 binormal_interp;
-#endif
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-#ifdef LIGHT_USE_PSSM
-uniform vec3 light_pssm_split;
-#endif
-
-varying vec3 vertex_interp;
-varying vec3 normal_interp;
-
-#ifdef USE_FOG
-
-varying vec4 fog_interp;
-
-#endif
-
-/* Material Uniforms */
-
-#ifdef USE_VERTEX_LIGHTING
-
-varying vec4 diffuse_interp;
-varying vec3 specular_interp;
-
-#endif
-
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
-varying vec4 position_interp;
-
-#endif
-
-
-
-uniform vec3 light_pos;
-uniform vec3 light_direction;
-uniform vec3 light_attenuation;
-uniform vec3 light_spot_attenuation;
-uniform vec3 light_diffuse;
-uniform vec3 light_specular;
-
-uniform vec3 ambient_light;
-
-
-#ifdef USE_FRAGMENT_LIGHTING
-
-
-
-# ifdef USE_DEPTH_SHADOWS
-# else
-# endif
-
-#endif
-
-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 vec2 ambient_octree_light_pix_size;
-uniform highp float ambient_octree_lattice_divide;
-uniform highp sampler2D ambient_octree_tex;
-uniform highp sampler2D ambient_octree_light_tex;
-uniform float ambient_octree_multiplier;
-uniform int ambient_octree_steps;
-
-#endif
-
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
-uniform highp sampler2D ambient_lightmap;
-uniform float ambient_lightmap_multiplier;
-
-#endif
-
-#ifdef ENABLE_AMBIENT_DP_SAMPLER
-
-uniform highp sampler2D ambient_dp_sampler;
-uniform float ambient_dp_sampler_multiplier;
-
-#endif
-
-#ifdef ENABLE_AMBIENT_COLOR
-
-uniform vec3 ambient_color;
-
-#endif
-
-FRAGMENT_SHADER_GLOBALS
-
-
-
-#ifdef LIGHT_USE_SHADOW
-
-varying highp vec4 shadow_coord;
-#ifdef LIGHT_USE_PSSM
-varying highp vec4 shadow_coord2;
-#endif
-#ifdef LIGHT_USE_PSSM4
-varying highp vec4 shadow_coord3;
-varying highp vec4 shadow_coord4;
-#endif
-
-uniform highp sampler2D shadow_texture;
-uniform highp vec2 shadow_texel_size;
-
-uniform float shadow_darkening;
-
-#ifdef USE_DEPTH_SHADOWS
-
-#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
-
-#else
-
-//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-
-#endif
-
-#ifdef USE_SHADOW_PCF
-
-
-#ifdef USE_SHADOW_PCF_HQ
-
-
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- float avg=(SHADOW_DEPTH(shadow_texture,coord) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x*2.0,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x*2.0,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,shadow_texel_size.y*2.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,-shadow_texel_size.y*2.0)) < refdepth ? 0.0 : 1.0);
- return avg*(1.0/13.0);
-}
-
-#else
-
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- float avg=(SHADOW_DEPTH(shadow_texture,coord) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- return avg*0.2;
-}
-
-#endif
-
-
-
-
-/*
- 16x averaging
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- vec2 offset = vec2(
- lessThan(vec2(0.25),fract(gl_FragCoord.xy * 0.5))
- );
- offset.y += offset.x; // y ^= x in floating point
-
- if (offset.y > 1.1)
- offset.y = 0.0;
- float avg = step( refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(-1.5, 0.5))*shadow_texel_size) );
- avg+=step(refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(0.5, 0.5))*shadow_texel_size) );
- avg+=step(refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(-1.5, -1.5))*shadow_texel_size) );
- avg+=step(refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(0.5, -1.5))*shadow_texel_size) );
- return avg * 0.25;
-}
-*/
-
-/*
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- vec2 offset = vec2(
- lessThan(vec2(0.25),fract(gl_FragCoord.xy * 0.5))
- );
- offset.y += offset.x; // y ^= x in floating point
-
- if (offset.y > 1.1)
- offset.y = 0.0;
- return step( refdepth, SHADOW_DEPTH(shadow_texture, coord+ offset*shadow_texel_size) );
-
-}
-
-*/
-/* simple pcf4 */
-//#define SAMPLE_SHADOW_TEX(m_coord,m_depth) ((step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord))+step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord+vec2(0.0,shadow_texel_size.y)))+step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord+vec2(shadow_texel_size.x,0.0)))+step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord+shadow_texel_size)))/4.0)
-
-#endif
-
-#ifdef USE_SHADOW_ESM
-
-uniform float esm_multiplier;
-
-float SAMPLE_SHADOW_TEX(vec2 p_uv,float p_depth) {
-
-#if defined (USE_DEPTH_SHADOWS)
- //these only are used if interpolation exists
- highp float occluder = SHADOW_DEPTH(shadow_texture, p_uv);
-#else
- vec2 unnormalized = p_uv/shadow_texel_size;
- vec2 fractional = fract(unnormalized);
- unnormalized = floor(unnormalized);
-
- vec4 exponent;
- exponent.x = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( -0.5, 0.5 )) * shadow_texel_size );
- exponent.y = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( 0.5, 0.5 )) * shadow_texel_size );
- exponent.z = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( 0.5, -0.5 )) * shadow_texel_size );
- exponent.w = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( -0.5, -0.5 )) * shadow_texel_size );
-
- highp float occluder = (exponent.w + (exponent.x - exponent.w) * fractional.y);
- occluder = occluder + ((exponent.z + (exponent.y - exponent.z) * fractional.y) - occluder)*fractional.x;
-#endif
- return clamp(exp(esm_multiplier* ( occluder - p_depth )),0.0,1.0);
-
-}
-
-
-#endif
-
-#if !defined(USE_SHADOW_PCF) && !defined(USE_SHADOW_ESM)
-
-#define SAMPLE_SHADOW_TEX(m_coord,m_depth) (SHADOW_DEPTH(shadow_texture,m_coord) < m_depth ? 0.0 : 1.0)
-
-#endif
-
-
-#endif
-
-#ifdef USE_DUAL_PARABOLOID
-
-varying float dp_clip;
-
-#endif
-
-uniform highp mat4 camera_inverse_transform;
-
-#if defined(ENABLE_TEXSCREEN)
-
-uniform vec2 texscreen_screen_mult;
-uniform vec4 texscreen_screen_clamp;
-uniform sampler2D texscreen_tex;
-
-#endif
-
-#if defined(ENABLE_SCREEN_UV)
-
-uniform vec2 screen_uv_mult;
-
-#endif
-
-void main() {
-
-#ifdef USE_DUAL_PARABOLOID
- if (dp_clip<0.0)
- discard;
-#endif
-
- //lay out everything, whathever is unused is optimized away anyway
- vec3 vertex = vertex_interp;
- vec4 diffuse = vec4(0.9,0.9,0.9,1.0);
- vec3 specular = vec3(0.0,0.0,0.0);
- vec3 emission = vec3(0.0,0.0,0.0);
- float specular_exp=1.0;
- float glow=0.0;
- float shade_param=0.0;
-#ifdef DISABLE_FRONT_FACING
- float side=float(1)*2.0-1.0;
-#else
- float side=float(gl_FrontFacing)*2.0-1.0;
-#endif
-#if defined(ENABLE_TANGENT_INTERP)
- vec3 binormal = normalize(binormal_interp)*side;
- vec3 tangent = normalize(tangent_interp)*side;
-#endif
- //vec3 normal = abs(normalize(normal_interp))*side;
- vec3 normal = normalize(normal_interp)*side;
-#if defined(ENABLE_SCREEN_UV)
- vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
-#endif
-
-#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
-
- float shadow_attenuation = 1.0;
-
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
- vec3 ambientmap_color = vec3(0.0,0.0,0.0);
- vec2 ambientmap_uv = vec2(0.0,0.0);
-
-#ifdef USE_LIGHTMAP_ON_UV2
-
- ambientmap_uv = uv2_interp;
-
-#else
-
- ambientmap_uv = uv_interp;
-
-#endif
-
- vec4 amcol = texture2D(ambient_lightmap,ambientmap_uv);
- shadow_attenuation=amcol.a;
- ambientmap_color = amcol.rgb;
- ambientmap_color*=ambient_lightmap_multiplier;
- ambientmap_color*=diffuse.rgb;
-
-
-
-#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_light_pix_size;
- highp vec3 sub=(mod(ambient_octree_coords,ld)/ld);
- octant_uv.xy+=sub.xy*ambient_octree_light_pix_size.xy;
- vec3 col_up=texture2D(ambient_octree_light_tex,octant_uv).rgb;
- octant_uv.y+=ambient_octree_light_pix_size.y*2.0;
- vec3 col_down=texture2D(ambient_octree_light_tex,octant_uv).rgb;
- ambientmap_color=mix(col_up,col_down,sub.z)*ambient_octree_multiplier;
-
- ambientmap_color*=diffuse.rgb;
-
- }
-
-#endif
-
-
-
-#ifdef ENABLE_AMBIENT_DP_SAMPLER
-
- vec3 ambientmap_color = vec3(0.0,0.0,0.0);
-
- {
-
- vec3 dp_normal = normalize((vec4(normal,0) * camera_inverse_transform).xyz);
- vec2 ambient_uv = (dp_normal.xy / (1.0+abs(dp_normal.z)))*0.5+0.5; //dual paraboloid
- ambient_uv.y*=0.5;
- if (dp_normal.z<0) {
-
- ambient_uv.y=(0.5-ambient_uv.y)+0.5;
-
- }
-
- ambientmap_color = texture2D(ambient_dp_sampler,ambient_uv ).rgb * ambient_dp_sampler_multiplier;
- ambientmap_color*=diffuse.rgb;
- }
-
-#endif
-
-
-
-
-#ifdef LIGHT_USE_SHADOW
-#ifdef LIGHT_TYPE_DIRECTIONAL
-
- float shadow_fade_exponent=5.0; //hardcoded for now
- float shadow_fade=pow(length(vertex_interp)/light_attenuation.g,shadow_fade_exponent);
-
-// optimization - skip shadows outside visible range
- if(shadow_fade<1.0){
-
-#ifdef LIGHT_USE_PSSM
-
-
- //if (vertex_interp.z > light_pssm_split) {
-#if 0
- highp vec3 splane = vec3(0.0,0.0,0.0);
-
- if (gl_FragCoord.w > light_pssm_split.x) {
-
- splane = shadow_coord.xyz;
- splane.y+=1.0;
- } else {
- splane = shadow_coord2.xyz;
- }
- splane.y*=0.5;
- shadow_attenuation=SAMPLE_SHADOW_TEX(splane.xy,splane.z);
-
-#else
-/*
- float sa_a = SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z);
- float sa_b = SAMPLE_SHADOW_TEX(shadow_coord2.xy,shadow_coord2.z);
- if (gl_FragCoord.w > light_pssm_split.x) {
- shadow_attenuation=sa_a;
- } else {
- shadow_attenuation=sa_b;
- }
-*/
-
- vec2 pssm_coord;
- float pssm_z;
-
-#if defined(LIGHT_USE_PSSM) && defined(USE_SHADOW_ESM)
-#define USE_PSSM_BLEND
- float pssm_blend;
- vec2 pssm_coord_2;
- float pssm_z_2;
- vec3 light_pssm_split_inv = 1.0/light_pssm_split;
- float w_inv = 1.0/gl_FragCoord.w;
-#endif
-
-#ifdef LIGHT_USE_PSSM4
-
-
- if (gl_FragCoord.w > light_pssm_split.y) {
-
- if (gl_FragCoord.w > light_pssm_split.x) {
- pssm_coord=shadow_coord.xy;
- pssm_z=shadow_coord.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord2.xy;
- pssm_z_2=shadow_coord2.z;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
-#endif
-
- } else {
- pssm_coord=shadow_coord2.xy;
- pssm_z=shadow_coord2.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord3.xy;
- pssm_z_2=shadow_coord3.z;
- pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
-#endif
-
- }
- } else {
-
-
- if (gl_FragCoord.w > light_pssm_split.z) {
- pssm_coord=shadow_coord3.xy;
- pssm_z=shadow_coord3.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord4.xy;
- pssm_z_2=shadow_coord4.z;
- pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
-#endif
-
- } else {
- pssm_coord=shadow_coord4.xy;
- pssm_z=shadow_coord4.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord4.xy;
- pssm_z_2=shadow_coord4.z;
- pssm_blend=0.0;
-#endif
-
- }
- }
-
-#else
-
- if (gl_FragCoord.w > light_pssm_split.x) {
- pssm_coord=shadow_coord.xy;
- pssm_z=shadow_coord.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord2.xy;
- pssm_z_2=shadow_coord2.z;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
-#endif
-
- } else {
- pssm_coord=shadow_coord2.xy;
- pssm_z=shadow_coord2.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord2.xy;
- pssm_z_2=shadow_coord2.z;
- pssm_blend=0.0;
-#endif
-
- }
-
-#endif
-
- //one one sample
- shadow_attenuation=SAMPLE_SHADOW_TEX(pssm_coord,pssm_z);
-#if defined(USE_PSSM_BLEND)
- shadow_attenuation=mix(shadow_attenuation,SAMPLE_SHADOW_TEX(pssm_coord_2,pssm_z_2),pssm_blend);
-#endif
-
-
-#endif
-
-#else
-
- shadow_attenuation=SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z);
-#endif
-
- shadow_attenuation=mix(shadow_attenuation,1.0,shadow_fade);
- }else{
- shadow_attenuation=1.0;
- };
-
-#endif
-
-#ifdef LIGHT_TYPE_OMNI
-
- vec3 splane=shadow_coord.xyz;///shadow_coord.w;
- float shadow_len=length(splane);
- splane=normalize(splane);
- float vofs=0.0;
-
- if (splane.z>=0.0) {
-
- splane.z+=1.0;
- } else {
-
- splane.z=1.0 - splane.z;
- vofs=0.5;
- }
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
- float lradius = light_attenuation.g;
- splane.z = shadow_len / lradius;
- splane.y=clamp(splane.y,0.0,1.0)*0.5+vofs;
-
- shadow_attenuation=SAMPLE_SHADOW_TEX(splane.xy,splane.z);
-#endif
-
-#ifdef LIGHT_TYPE_SPOT
-
- shadow_attenuation=SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z);
-#endif
-
- shadow_attenuation=mix(shadow_attenuation,1.0,shadow_darkening);
-#endif
-
-
-#ifdef USE_FRAGMENT_LIGHTING
-
- vec3 eye_vec = -normalize(vertex);
-
-#ifdef LIGHT_TYPE_DIRECTIONAL
-
- vec3 light_dir = -light_direction;
- float attenuation = light_attenuation.r;
-
-
-#endif
-
-#ifdef LIGHT_TYPE_OMNI
-
- vec3 light_dir = light_pos-vertex;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
-
-#endif
-
-
-#ifdef LIGHT_TYPE_SPOT
-
- vec3 light_dir = light_pos-vertex;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
- vec3 spot_dir = light_direction;
- float spot_cutoff=light_spot_attenuation.r;
- float scos = max(dot(-light_dir, spot_dir),spot_cutoff);
- float rim = (1.0 - scos) / (1.0 - spot_cutoff);
- attenuation *= 1.0 - pow( rim, light_spot_attenuation.g);
-
-#endif
-
-# if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
-
- {
-
- vec3 mdiffuse = diffuse.rgb;
- vec3 light;
-
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- vec3 shadow_color=vec3(0.0,0.0,0.0);
-#endif
-
-#if defined(USE_LIGHT_SHADER_CODE)
-//light is written by the light shader
-{
-
-LIGHT_SHADER_CODE
-
-}
-#else
-//traditional lambert + blinn
- float NdotL = max(0.0,dot( normal, light_dir ));
- vec3 half_vec = normalize(light_dir + eye_vec);
- float eye_light = max(dot(normal, half_vec),0.0);
-
- light = light_diffuse * mdiffuse * NdotL;
- if (NdotL > 0.0) {
- light+=specular * light_specular * pow( eye_light, specular_exp );
- }
-#endif
- diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
-
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
-#endif
-
-#ifdef USE_FOG
-
- diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
-
-# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- diffuse.rgb = mix(mix(vec3(0.0),diffuse.rgb,attenuation),diffuse.rgb,const_light_mult);
-# endif
-
-
-#endif
-
-
- }
-
-
-# endif
-
-# if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT)
-//none
-#ifndef SHADELESS
- diffuse.rgb=ambient_light *diffuse.rgb;
-#endif
-
-# endif
-
- diffuse.rgb+=const_light_mult*emission;
-
-#endif
-
-
-
-
-#ifdef USE_VERTEX_LIGHTING
-
- vec3 ambient = const_light_mult*ambient_light*diffuse.rgb;
-# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- //ambient*=diffuse_interp.a; //attenuation affects ambient too
-
-# endif
-
- //diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
- //diffuse.rgb+=emission * const_light_mult;
- diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
- diffuse.rgb+=emission * const_light_mult;
-
-#ifdef USE_FOG
-
- diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
-
-# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- diffuse.rgb = mix(mix(vec3(0.0),diffuse.rgb,diffuse_interp.a),diffuse.rgb,const_light_mult);
-# endif
-
-#endif
-
-#endif
-
-
-#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP) || defined(ENABLE_AMBIENT_DP_SAMPLER)
-#if defined(ENABLE_AMBIENT_COLOR)
- ambientmap_color*=ambient_color;
-#endif
- diffuse.rgb+=ambientmap_color;
-#endif
-
-
-#ifdef USE_SHADOW_PASS
-
-#ifdef USE_DEPTH_SHADOWS
-
- //do nothing, depth is just written
-#else
- // pack depth to rgba
- //highp float bias = 0.0005;
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- gl_FragColor = comp;
-
-#endif
-
-#else
-
-
-
-#ifdef USE_GLOW
-
- diffuse.a=glow;
-#endif
-
-#ifdef USE_8BIT_HDR
- diffuse.rgb*=0.25;
-#endif
-
- gl_FragColor = diffuse;
-#endif
-}
-
-