diff options
Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 2176 |
1 files changed, 0 insertions, 2176 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl deleted file mode 100644 index ba3a81a532..0000000000 --- a/drivers/gles2/shaders/scene.glsl +++ /dev/null @@ -1,2176 +0,0 @@ -/* clang-format off */ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -/* clang-format on */ -#include "stdlib.glsl" -/* clang-format off */ - -#define SHADER_IS_SRGB true - -#define M_PI 3.14159265359 - -// -// attributes -// - -attribute highp vec4 vertex_attrib; // attrib:0 -/* clang-format on */ -attribute vec3 normal_attrib; // attrib:1 - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -attribute vec4 tangent_attrib; // attrib:2 -#endif - -#if defined(ENABLE_COLOR_INTERP) -attribute vec4 color_attrib; // attrib:3 -#endif - -#if defined(ENABLE_UV_INTERP) -attribute vec2 uv_attrib; // attrib:4 -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -attribute vec2 uv2_attrib; // attrib:5 -#endif - -#ifdef USE_SKELETON - -#ifdef USE_SKELETON_SOFTWARE - -attribute highp vec4 bone_transform_row_0; // attrib:13 -attribute highp vec4 bone_transform_row_1; // attrib:14 -attribute highp vec4 bone_transform_row_2; // attrib:15 - -#else - -attribute vec4 bone_ids; // attrib:6 -attribute highp vec4 bone_weights; // attrib:7 - -uniform highp sampler2D bone_transforms; // texunit:-1 -uniform ivec2 skeleton_texture_size; - -#endif - -#endif - -#ifdef USE_INSTANCING - -attribute highp vec4 instance_xform_row_0; // attrib:8 -attribute highp vec4 instance_xform_row_1; // attrib:9 -attribute highp vec4 instance_xform_row_2; // attrib:10 - -attribute highp vec4 instance_color; // attrib:11 -attribute highp vec4 instance_custom_data; // attrib:12 - -#endif - -// -// uniforms -// - -uniform highp mat4 camera_matrix; -uniform highp mat4 camera_inverse_matrix; -uniform highp mat4 projection_matrix; -uniform highp mat4 projection_inverse_matrix; - -uniform highp mat4 world_transform; - -uniform highp float time; - -uniform highp vec2 viewport_size; - -#ifdef RENDER_DEPTH -uniform float light_bias; -uniform float light_normal_bias; -#endif - -// -// varyings -// - -#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) -varying highp vec4 position_interp; -#endif - -varying highp vec3 vertex_interp; -varying vec3 normal_interp; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -varying vec3 tangent_interp; -varying vec3 binormal_interp; -#endif - -#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) || defined(USE_LIGHTMAP) -varying vec2 uv2_interp; -#endif - -/* clang-format off */ - -VERTEX_SHADER_GLOBALS - -/* clang-format on */ - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - -varying highp float dp_clip; -uniform highp float shadow_dual_paraboloid_render_zfar; -uniform highp float shadow_dual_paraboloid_render_side; - -#endif - -#if defined(USE_SHADOW) && defined(USE_LIGHTING) - -uniform highp mat4 light_shadow_matrix; -varying highp vec4 shadow_coord; - -#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) -uniform highp mat4 light_shadow_matrix2; -varying highp vec4 shadow_coord2; -#endif - -#if defined(LIGHT_USE_PSSM4) - -uniform highp mat4 light_shadow_matrix3; -uniform highp mat4 light_shadow_matrix4; -varying highp vec4 shadow_coord3; -varying highp vec4 shadow_coord4; - -#endif - -#endif - -#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) - -varying highp vec3 diffuse_interp; -varying highp vec3 specular_interp; - -// general for all lights -uniform highp vec4 light_color; -uniform highp vec4 shadow_color; -uniform highp float light_specular; - -// directional -uniform highp vec3 light_direction; - -// omni -uniform highp vec3 light_position; - -uniform highp float light_range; -uniform highp float light_attenuation; - -// spot -uniform highp float light_spot_attenuation; -uniform highp float light_spot_range; -uniform highp float light_spot_angle; - -void light_compute( - vec3 N, - vec3 L, - vec3 V, - vec3 light_color, - vec3 attenuation, - float roughness) { -//this makes lights behave closer to linear, but then addition of lights looks bad -//better left disabled - -//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545); -/* -#define SRGB_APPROX(m_var) {\ - float S1 = sqrt(m_var);\ - float S2 = sqrt(S1);\ - float S3 = sqrt(S2);\ - m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\ - } -*/ -#define SRGB_APPROX(m_var) - - float NdotL = dot(N, L); - float cNdotL = max(NdotL, 0.0); // clamped NdotL - float NdotV = dot(N, V); - float cNdotV = max(NdotV, 0.0); - -#if defined(DIFFUSE_OREN_NAYAR) - vec3 diffuse_brdf_NL; -#else - float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance -#endif - -#if defined(DIFFUSE_LAMBERT_WRAP) - // energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); - -#elif defined(DIFFUSE_OREN_NAYAR) - - { - // see http://mimosa-pudica.net/improved-oren-nayar.html - float LdotV = dot(L, V); - - float s = LdotV - NdotL * NdotV; - float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); - - float sigma2 = roughness * roughness; // TODO: this needs checking - vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); - float B = 0.45 * sigma2 / (sigma2 + 0.09); - - diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); - } -#else - // lambert by default for everything else - diffuse_brdf_NL = cNdotL * (1.0 / M_PI); -#endif - - SRGB_APPROX(diffuse_brdf_NL) - - diffuse_interp += light_color * diffuse_brdf_NL * attenuation; - - if (roughness > 0.0) { - // D - float specular_brdf_NL = 0.0; - -#if !defined(SPECULAR_DISABLED) - //normalized blinn always unless disabled - vec3 H = normalize(V + L); - float cNdotH = max(dot(N, H), 0.0); - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess) * cNdotL; - blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = blinn; -#endif - - SRGB_APPROX(specular_brdf_NL) - specular_interp += specular_brdf_NL * light_color * attenuation * (1.0 / M_PI); - } -} - -#endif - -#ifdef USE_VERTEX_LIGHTING - -#ifdef USE_REFLECTION_PROBE1 - -uniform highp mat4 refprobe1_local_matrix; -varying mediump vec4 refprobe1_reflection_normal_blend; -uniform highp vec3 refprobe1_box_extents; - -#ifndef USE_LIGHTMAP -varying mediump vec3 refprobe1_ambient_normal; -#endif - -#endif //reflection probe1 - -#ifdef USE_REFLECTION_PROBE2 - -uniform highp mat4 refprobe2_local_matrix; -varying mediump vec4 refprobe2_reflection_normal_blend; -uniform highp vec3 refprobe2_box_extents; - -#ifndef USE_LIGHTMAP -varying mediump vec3 refprobe2_ambient_normal; -#endif - -#endif //reflection probe2 - -#endif //vertex lighting for refprobes - -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -varying vec4 fog_interp; - -uniform mediump vec4 fog_color_base; -#ifdef LIGHT_MODE_DIRECTIONAL -uniform mediump vec4 fog_sun_color_amount; -#endif - -uniform bool fog_transmit_enabled; -uniform mediump float fog_transmit_curve; - -#ifdef FOG_DEPTH_ENABLED -uniform highp float fog_depth_begin; -uniform mediump float fog_depth_curve; -uniform mediump float fog_max_distance; -#endif - -#ifdef FOG_HEIGHT_ENABLED -uniform highp float fog_height_min; -uniform highp float fog_height_max; -uniform mediump float fog_height_curve; -#endif - -#endif //fog - -void main() { - highp vec4 vertex = vertex_attrib; - - mat4 world_matrix = world_transform; - -#ifdef USE_INSTANCING - { - highp mat4 m = mat4( - instance_xform_row_0, - instance_xform_row_1, - instance_xform_row_2, - vec4(0.0, 0.0, 0.0, 1.0)); - world_matrix = world_matrix * transpose(m); - } - -#endif - - vec3 normal = normal_attrib; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - vec3 tangent = tangent_attrib.xyz; - float binormalf = tangent_attrib.a; - vec3 binormal = normalize(cross(normal, tangent) * binormalf); -#endif - -#if defined(ENABLE_COLOR_INTERP) - color_interp = color_attrib; -#ifdef USE_INSTANCING - color_interp *= instance_color; -#endif -#endif - -#if defined(ENABLE_UV_INTERP) - uv_interp = uv_attrib; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) - uv2_interp = uv2_attrib; -#endif - -#if defined(OVERRIDE_POSITION) - highp vec4 position; -#endif - -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = world_matrix * vertex; - normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - - tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz); -#endif -#endif - -#ifdef USE_SKELETON - - highp mat4 bone_transform = mat4(0.0); - -#ifdef USE_SKELETON_SOFTWARE - // passing the transform as attributes - - bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0); - bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0); - bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0); - bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0); - -#else - // look up transform from the "pose texture" - { - for (int i = 0; i < 4; i++) { - ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); - - highp mat4 b = mat4( - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), - vec4(0.0, 0.0, 0.0, 1.0)); - - bone_transform += transpose(b) * bone_weights[i]; - } - } - -#endif - - world_matrix = world_matrix * bone_transform; - -#endif - -#ifdef USE_INSTANCING - vec4 instance_custom = instance_custom_data; -#else - vec4 instance_custom = vec4(0.0); - -#endif - - mat4 local_projection_matrix = projection_matrix; - - mat4 modelview = camera_inverse_matrix * world_matrix; - float roughness = 1.0; - -#define projection_matrix local_projection_matrix -#define world_transform world_matrix - - float point_size = 1.0; - - { - /* clang-format off */ - -VERTEX_SHADER_CODE - - /* clang-format on */ - } - - gl_PointSize = point_size; - vec4 outvec = vertex; - - // use local coordinates -#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) - vertex = modelview * vertex; - normal = normalize((modelview * vec4(normal, 0.0)).xyz); - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent = normalize((modelview * vec4(tangent, 0.0)).xyz); - binormal = normalize((modelview * vec4(binormal, 0.0)).xyz); -#endif -#endif - -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = camera_inverse_matrix * vertex; - normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz); -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz); -#endif -#endif - - vertex_interp = vertex.xyz; - normal_interp = normal; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent_interp = tangent; - binormal_interp = binormal; -#endif - -#ifdef RENDER_DEPTH - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - - vertex_interp.z *= shadow_dual_paraboloid_render_side; - normal_interp.z *= shadow_dual_paraboloid_render_side; - - dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias - - //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges - - highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias; - highp float distance = length(vtx); - vtx = normalize(vtx); - vtx.xy /= 1.0 - vtx.z; - vtx.z = (distance / shadow_dual_paraboloid_render_zfar); - vtx.z = vtx.z * 2.0 - 1.0; - - vertex_interp = vtx; - -#else - float z_ofs = light_bias; - z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias; - - vertex_interp.z -= z_ofs; -#endif //dual parabolloid - -#endif //depth - -//vertex lighting -#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) - //vertex shaded version of lighting (more limited) - vec3 L; - vec3 light_att; - -#ifdef LIGHT_MODE_OMNI - vec3 light_vec = light_position - vertex_interp; - float light_length = length(light_vec); - - float normalized_distance = light_length / light_range; - - if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); - } else { - light_att = vec3(0.0); - } - - L = normalize(light_vec); - -#endif - -#ifdef LIGHT_MODE_SPOT - - vec3 light_rel_vec = light_position - vertex_interp; - float light_length = length(light_rel_vec); - float normalized_distance = light_length / light_range; - - if (normalized_distance < 1.0) { - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; - - float angle = dot(-normalize(light_rel_vec), spot_dir); - - if (angle > spot_cutoff) { - float scos = max(angle, spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); - - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att = vec3(spot_attenuation); - } else { - light_att = vec3(0.0); - } - } else { - light_att = vec3(0.0); - } - - L = normalize(light_rel_vec); - -#endif - -#ifdef LIGHT_MODE_DIRECTIONAL - vec3 light_vec = -light_direction; - light_att = vec3(1.0); //no base attenuation - L = normalize(light_vec); -#endif - - diffuse_interp = vec3(0.0); - specular_interp = vec3(0.0); - light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness); - -#endif - -//shadows (for both vertex and fragment) -#if defined(USE_SHADOW) && defined(USE_LIGHTING) - - vec4 vi4 = vec4(vertex_interp, 1.0); - shadow_coord = light_shadow_matrix * vi4; - -#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) - shadow_coord2 = light_shadow_matrix2 * vi4; -#endif - -#if defined(LIGHT_USE_PSSM4) - shadow_coord3 = light_shadow_matrix3 * vi4; - shadow_coord4 = light_shadow_matrix4 * vi4; - -#endif - -#endif //use shadow and use lighting - -#ifdef USE_VERTEX_LIGHTING - -#ifdef USE_REFLECTION_PROBE1 - { - vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); - vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; - vec3 inner_pos = abs(local_pos / refprobe1_box_extents); - float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); - - { - vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz; - refprobe1_reflection_normal_blend.xyz = local_ref_vec; - refprobe1_reflection_normal_blend.a = blend; - } -#ifndef USE_LIGHTMAP - - refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz; -#endif - } - -#endif //USE_REFLECTION_PROBE1 - -#ifdef USE_REFLECTION_PROBE2 - { - vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); - vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz; - vec3 inner_pos = abs(local_pos / refprobe2_box_extents); - float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); - - { - vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz; - refprobe2_reflection_normal_blend.xyz = local_ref_vec; - refprobe2_reflection_normal_blend.a = blend; - } -#ifndef USE_LIGHTMAP - - refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz; -#endif - } - -#endif //USE_REFLECTION_PROBE2 - -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - - float fog_amount = 0.0; - -#ifdef LIGHT_MODE_DIRECTIONAL - - vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0)); -#else - vec3 fog_color = fog_color_base.rgb; -#endif - -#ifdef FOG_DEPTH_ENABLED - - { - float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); - - fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; - } -#endif - -#ifdef FOG_HEIGHT_ENABLED - { - float y = (camera_matrix * vec4(vertex_interp, 1.0)).y; - fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); - } -#endif - fog_interp = vec4(fog_color, fog_amount); - -#endif //fog - -#endif //use vertex lighting - -#if defined(OVERRIDE_POSITION) - gl_Position = position; -#else - gl_Position = projection_matrix * vec4(vertex_interp, 1.0); -#endif - -#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) - position_interp = gl_Position; -#endif -} - -/* clang-format off */ -[fragment] - -// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. -// Do not copy these defines in the vertex section. -#ifndef USE_GLES_OVER_GL -#ifdef GL_EXT_shader_texture_lod -#extension GL_EXT_shader_texture_lod : enable -#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) -#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) -#endif -#endif // !USE_GLES_OVER_GL - -#ifdef GL_ARB_shader_texture_lod -#extension GL_ARB_shader_texture_lod : enable -#endif - -#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) -#define texture2DLod(img, coord, lod) texture2D(img, coord, lod) -#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) -#endif - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - -#include "stdlib.glsl" - -#define M_PI 3.14159265359 -#define SHADER_IS_SRGB true - -// -// uniforms -// - -uniform highp mat4 camera_matrix; -/* clang-format on */ -uniform highp mat4 camera_inverse_matrix; -uniform highp mat4 projection_matrix; -uniform highp mat4 projection_inverse_matrix; - -uniform highp mat4 world_transform; - -uniform highp float time; - -uniform highp vec2 viewport_size; - -#if defined(SCREEN_UV_USED) -uniform vec2 screen_pixel_size; -#endif - -#if defined(SCREEN_TEXTURE_USED) -uniform highp sampler2D screen_texture; //texunit:-4 -#endif -#if defined(DEPTH_TEXTURE_USED) -uniform highp sampler2D depth_texture; //texunit:-4 -#endif - -#ifdef USE_REFLECTION_PROBE1 - -#ifdef USE_VERTEX_LIGHTING - -varying mediump vec4 refprobe1_reflection_normal_blend; -#ifndef USE_LIGHTMAP -varying mediump vec3 refprobe1_ambient_normal; -#endif - -#else - -uniform bool refprobe1_use_box_project; -uniform highp vec3 refprobe1_box_extents; -uniform vec3 refprobe1_box_offset; -uniform highp mat4 refprobe1_local_matrix; - -#endif //use vertex lighting - -uniform bool refprobe1_exterior; - -uniform highp samplerCube reflection_probe1; //texunit:-5 - -uniform float refprobe1_intensity; -uniform vec4 refprobe1_ambient; - -#endif //USE_REFLECTION_PROBE1 - -#ifdef USE_REFLECTION_PROBE2 - -#ifdef USE_VERTEX_LIGHTING - -varying mediump vec4 refprobe2_reflection_normal_blend; -#ifndef USE_LIGHTMAP -varying mediump vec3 refprobe2_ambient_normal; -#endif - -#else - -uniform bool refprobe2_use_box_project; -uniform highp vec3 refprobe2_box_extents; -uniform vec3 refprobe2_box_offset; -uniform highp mat4 refprobe2_local_matrix; - -#endif //use vertex lighting - -uniform bool refprobe2_exterior; - -uniform highp samplerCube reflection_probe2; //texunit:-6 - -uniform float refprobe2_intensity; -uniform vec4 refprobe2_ambient; - -#endif //USE_REFLECTION_PROBE2 - -#define RADIANCE_MAX_LOD 6.0 - -#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - -void reflection_process(samplerCube reflection_map, -#ifdef USE_VERTEX_LIGHTING - vec3 ref_normal, -#ifndef USE_LIGHTMAP - vec3 amb_normal, -#endif - float ref_blend, - -#else //no vertex lighting - vec3 normal, vec3 vertex, - mat4 local_matrix, - bool use_box_project, vec3 box_extents, vec3 box_offset, -#endif //vertex lighting - bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { - vec4 reflection; - -#ifdef USE_VERTEX_LIGHTING - - reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb; - - float blend = ref_blend; //crappier blend formula for vertex - blend *= blend; - blend = max(0.0, 1.0 - blend); - -#else //fragment lighting - - vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz; - - if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box - return; - } - - vec3 inner_pos = abs(local_pos / box_extents); - float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); - blend = mix(length(inner_pos), blend, blend); - blend *= blend; - blend = max(0.0, 1.0 - blend); - - //reflect and make local - vec3 ref_normal = normalize(reflect(vertex, normal)); - ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz; - - if (use_box_project) { //box project - - vec3 nrdir = normalize(ref_normal); - vec3 rbmax = (box_extents - local_pos) / nrdir; - vec3 rbmin = (-box_extents - local_pos) / nrdir; - - vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0)))); - - float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); - vec3 posonbox = local_pos + nrdir * fa; - ref_normal = posonbox - box_offset.xyz; - } - - reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb; -#endif - - if (exterior) { - reflection.rgb = mix(skybox, reflection.rgb, blend); - } - reflection.rgb *= intensity; - reflection.a = blend; - reflection.rgb *= blend; - - reflection_accum += reflection; - -#ifndef USE_LIGHTMAP - - vec4 ambient_out; -#ifndef USE_VERTEX_LIGHTING - - vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz; -#endif - - ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb; - ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a); - if (exterior) { - ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); - } - - ambient_out.a = blend; - ambient_out.rgb *= blend; - ambient_accum += ambient_out; - -#endif -} - -#endif //use refprobe 1 or 2 - -#ifdef USE_LIGHTMAP -uniform mediump sampler2D lightmap; //texunit:-4 -uniform mediump float lightmap_energy; -#endif - -#ifdef USE_LIGHTMAP_CAPTURE -uniform mediump vec4[12] lightmap_captures; -uniform bool lightmap_capture_sky; - -#endif - -#ifdef USE_RADIANCE_MAP - -uniform samplerCube radiance_map; // texunit:-2 - -uniform mat4 radiance_inverse_xform; - -#endif - -uniform vec4 bg_color; -uniform float bg_energy; - -uniform float ambient_sky_contribution; -uniform vec4 ambient_color; -uniform float ambient_energy; - -#ifdef USE_LIGHTING - -uniform highp vec4 shadow_color; - -#ifdef USE_VERTEX_LIGHTING - -//get from vertex -varying highp vec3 diffuse_interp; -varying highp vec3 specular_interp; - -uniform highp vec3 light_direction; //may be used by fog, so leave here - -#else -//done in fragment -// general for all lights -uniform highp vec4 light_color; - -uniform highp float light_specular; - -// directional -uniform highp vec3 light_direction; -// omni -uniform highp vec3 light_position; - -uniform highp float light_attenuation; - -// spot -uniform highp float light_spot_attenuation; -uniform highp float light_spot_range; -uniform highp float light_spot_angle; -#endif - -//this is needed outside above if because dual paraboloid wants it -uniform highp float light_range; - -#ifdef USE_SHADOW - -uniform highp vec2 shadow_pixel_size; - -#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT) -uniform highp sampler2D light_shadow_atlas; //texunit:-3 -#endif - -#ifdef LIGHT_MODE_DIRECTIONAL -uniform highp sampler2D light_directional_shadow; // texunit:-3 -uniform highp vec4 light_split_offsets; -#endif - -varying highp vec4 shadow_coord; - -#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) -varying highp vec4 shadow_coord2; -#endif - -#if defined(LIGHT_USE_PSSM4) - -varying highp vec4 shadow_coord3; -varying highp vec4 shadow_coord4; - -#endif - -uniform vec4 light_clamp; - -#endif // light shadow - -// directional shadow - -#endif - -// -// varyings -// - -#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) -varying highp vec4 position_interp; -#endif - -varying highp vec3 vertex_interp; -varying vec3 normal_interp; - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -varying vec3 tangent_interp; -varying vec3 binormal_interp; -#endif - -#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) || defined(USE_LIGHTMAP) -varying vec2 uv2_interp; -#endif - -varying vec3 view_interp; - -vec3 F0(float metallic, float specular, vec3 albedo) { - float dielectric = 0.16 * specular * specular; - // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; - // see https://google.github.io/filament/Filament.md.html - return mix(vec3(dielectric), albedo, vec3(metallic)); -} - -/* clang-format off */ - -FRAGMENT_SHADER_GLOBALS - -/* clang-format on */ - -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - -varying highp float dp_clip; - -#endif - -#ifdef USE_LIGHTING - -// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. -// We're dividing this factor off because the overall term we'll end up looks like -// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): -// -// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) -// -// We're basically regouping this as -// -// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] -// -// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. -// -// The contents of the D and G (G1) functions (GGX) are taken from -// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). -// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). - -/* -float G_GGX_2cos(float cos_theta_m, float alpha) { - // Schlick's approximation - // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) - // Eq. (19), although see Heitz (2014) the about the problems with his derivation. - // It nevertheless approximates GGX well with k = alpha/2. - float k = 0.5 * alpha; - return 0.5 / (cos_theta_m * (1.0 - k) + k); - - // float cos2 = cos_theta_m * cos_theta_m; - // float sin2 = (1.0 - cos2); - // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); -} -*/ - -// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha) -// See Filament docs, Specular G section. -float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) { - return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha); -} - -float D_GGX(float cos_theta_m, float alpha) { - float alpha2 = alpha * alpha; - float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; - return alpha2 / (M_PI * d * d); -} - -/* -float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { - float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0 - cos2); - float s_x = alpha_x * cos_phi; - float s_y = alpha_y * sin_phi; - return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); -} -*/ - -// This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...) -// See Filament docs, Anisotropic specular BRDF section. -float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) { - float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV)); - float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL)); - return 0.5 / (Lambda_V + Lambda_L); -} - -float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) { - float alpha2 = alpha_x * alpha_y; - highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH); - highp float v2 = dot(v, v); - float w2 = alpha2 / v2; - float D = alpha2 * w2 * w2 * (1.0 / M_PI); - return D; - - /* float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0 - cos2); - float r_x = cos_phi / alpha_x; - float r_y = sin_phi / alpha_y; - float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); - return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); */ -} - -float SchlickFresnel(float u) { - float m = 1.0 - u; - float m2 = m * m; - return m2 * m2 * m; // pow(m,5) -} - -float GTR1(float NdotH, float a) { - if (a >= 1.0) - return 1.0 / M_PI; - float a2 = a * a; - float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; - return (a2 - 1.0) / (M_PI * log(a2) * t); -} - -void light_compute( - vec3 N, - vec3 L, - vec3 V, - vec3 B, - vec3 T, - vec3 light_color, - vec3 attenuation, - vec3 diffuse_color, - vec3 transmission, - float specular_blob_intensity, - float roughness, - float metallic, - float specular, - float rim, - float rim_tint, - float clearcoat, - float clearcoat_gloss, - float anisotropy, - inout vec3 diffuse_light, - inout vec3 specular_light, - inout float alpha) { -//this makes lights behave closer to linear, but then addition of lights looks bad -//better left disabled - -//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545); -/* -#define SRGB_APPROX(m_var) {\ - float S1 = sqrt(m_var);\ - float S2 = sqrt(S1);\ - float S3 = sqrt(S2);\ - m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\ - } -*/ -#define SRGB_APPROX(m_var) - -#if defined(USE_LIGHT_SHADER_CODE) - // light is written by the light shader - - vec3 normal = N; - vec3 albedo = diffuse_color; - vec3 light = L; - vec3 view = V; - - /* clang-format off */ - -LIGHT_SHADER_CODE - - /* clang-format on */ - -#else - float NdotL = dot(N, L); - float cNdotL = max(NdotL, 0.0); // clamped NdotL - float NdotV = dot(N, V); - float cNdotV = max(abs(NdotV), 1e-6); - -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - vec3 H = normalize(V + L); -#endif - -#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - float cNdotH = max(dot(N, H), 0.0); -#endif - -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) - float cLdotH = max(dot(L, H), 0.0); -#endif - - if (metallic < 1.0) { -#if defined(DIFFUSE_OREN_NAYAR) - vec3 diffuse_brdf_NL; -#else - float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance -#endif - -#if defined(DIFFUSE_LAMBERT_WRAP) - // energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); - -#elif defined(DIFFUSE_OREN_NAYAR) - - { - // see http://mimosa-pudica.net/improved-oren-nayar.html - float LdotV = dot(L, V); - - float s = LdotV - NdotL * NdotV; - float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); - - float sigma2 = roughness * roughness; // TODO: this needs checking - vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); - float B = 0.45 * sigma2 / (sigma2 + 0.09); - - diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); - } - -#elif defined(DIFFUSE_TOON) - - diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); - -#elif defined(DIFFUSE_BURLEY) - - { - float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; - float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); - float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); - diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; - /* - float energyBias = mix(roughness, 0.0, 0.5); - float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); - float fd90 = energyBias + 2.0 * VoH * VoH * roughness; - float f0 = 1.0; - float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); - float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); - - diffuse_brdf_NL = lightScatter * viewScatter * energyFactor; - */ - } -#else - // lambert - diffuse_brdf_NL = cNdotL * (1.0 / M_PI); -#endif - - SRGB_APPROX(diffuse_brdf_NL) - - diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; - -#if defined(TRANSMISSION_USED) - diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation; -#endif - -#if defined(LIGHT_USE_RIM) - float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); - diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color; -#endif - } - - if (roughness > 0.0) { - -#if defined(SPECULAR_SCHLICK_GGX) - vec3 specular_brdf_NL = vec3(0.0); -#else - float specular_brdf_NL = 0.0; -#endif - -#if defined(SPECULAR_BLINN) - - //normalized blinn - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess) * cNdotL; - blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = blinn; - -#elif defined(SPECULAR_PHONG) - - vec3 R = normalize(-reflect(L, N)); - float cRdotV = max(0.0, dot(R, V)); - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float phong = pow(cRdotV, shininess); - phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); - -#elif defined(SPECULAR_TOON) - - vec3 R = normalize(-reflect(L, N)); - float RdotV = dot(R, V); - float mid = 1.0 - roughness; - mid *= mid; - specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; - -#elif defined(SPECULAR_DISABLED) - // none.. -#elif defined(SPECULAR_SCHLICK_GGX) - // shlick+ggx as default - -#if defined(LIGHT_USE_ANISOTROPY) - float alpha_ggx = roughness * roughness; - float aspect = sqrt(1.0 - anisotropy * 0.9); - float ax = alpha_ggx / aspect; - float ay = alpha_ggx * aspect; - float XdotH = dot(T, H); - float YdotH = dot(B, H); - float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH); - //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); - float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); - -#else - float alpha_ggx = roughness * roughness; - float D = D_GGX(cNdotH, alpha_ggx); - //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); - float G = V_GGX(cNdotL, cNdotV, alpha_ggx); -#endif - // F - vec3 f0 = F0(metallic, specular, diffuse_color); - float cLdotH5 = SchlickFresnel(cLdotH); - vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); - - specular_brdf_NL = cNdotL * D * F * G; - -#endif - - SRGB_APPROX(specular_brdf_NL) - specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - -#if defined(LIGHT_USE_CLEARCOAT) - -#if !defined(SPECULAR_SCHLICK_GGX) - float cLdotH5 = SchlickFresnel(cLdotH); -#endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float Gr = V_GGX(cNdotL, cNdotV, 0.25); - - float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - - specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; -#endif - } - -#ifdef USE_SHADOW_TO_OPACITY - alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0)); -#endif - -#endif //defined(USE_LIGHT_SHADER_CODE) -} - -#endif -// shadows - -#ifdef USE_SHADOW - -#ifdef USE_RGBA_SHADOWS - -#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) - -#else - -#define SHADOW_DEPTH(m_val) (m_val).r - -#endif - -#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos))) -#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos))) - -float sample_shadow(highp sampler2D shadow, highp vec4 spos) { -#ifdef SHADOW_MODE_PCF_13 - - spos.xyz /= spos.w; - vec2 pos = spos.xy; - float depth = spos.z; - - float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth); - return avg * (1.0 / 13.0); -#endif - -#ifdef SHADOW_MODE_PCF_5 - - spos.xyz /= spos.w; - vec2 pos = spos.xy; - float depth = spos.z; - - float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth); - avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth); - return avg * (1.0 / 5.0); - -#endif - -#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) - - return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos); -#endif -} - -#endif - -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -#if defined(USE_VERTEX_LIGHTING) - -varying vec4 fog_interp; - -#else -uniform mediump vec4 fog_color_base; -#ifdef LIGHT_MODE_DIRECTIONAL -uniform mediump vec4 fog_sun_color_amount; -#endif - -uniform bool fog_transmit_enabled; -uniform mediump float fog_transmit_curve; - -#ifdef FOG_DEPTH_ENABLED -uniform highp float fog_depth_begin; -uniform mediump float fog_depth_curve; -uniform mediump float fog_max_distance; -#endif - -#ifdef FOG_HEIGHT_ENABLED -uniform highp float fog_height_min; -uniform highp float fog_height_max; -uniform mediump float fog_height_curve; -#endif - -#endif //vertex lit -#endif //fog - -void main() { -#ifdef RENDER_DEPTH_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - highp vec3 vertex = vertex_interp; - vec3 view = -normalize(vertex_interp); - vec3 albedo = vec3(1.0); - vec3 transmission = vec3(0.0); - float metallic = 0.0; - float specular = 0.5; - vec3 emission = vec3(0.0); - float roughness = 1.0; - float rim = 0.0; - float rim_tint = 0.0; - float clearcoat = 0.0; - float clearcoat_gloss = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); - float sss_strength = 0.0; //unused - // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a - // compile error because DEPTH is not a variable. - float m_DEPTH = 0.0; - - float alpha = 1.0; - float side = 1.0; - - float specular_blob_intensity = 1.0; -#if defined(SPECULAR_TOON) - specular_blob_intensity *= specular * 2.0; -#endif - -#if defined(ENABLE_AO) - float ao = 1.0; - float ao_light_affect = 0.0; -#endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - vec3 binormal = normalize(binormal_interp) * side; - vec3 tangent = normalize(tangent_interp) * side; -#else - vec3 binormal = vec3(0.0); - vec3 tangent = vec3(0.0); -#endif - vec3 normal = normalize(normal_interp) * side; - -#if defined(ENABLE_NORMALMAP) - vec3 normalmap = vec3(0.5); -#endif - float normaldepth = 1.0; - -#if defined(ALPHA_SCISSOR_USED) - float alpha_scissor = 0.5; -#endif - -#if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; -#endif - - { - /* clang-format off */ - -FRAGMENT_SHADER_CODE - - /* clang-format on */ - } - -#if defined(ENABLE_NORMALMAP) - normalmap.xy = normalmap.xy * 2.0 - 1.0; - normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); - - normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; - //normal = normalmap; -#endif - - normal = normalize(normal); - - vec3 N = normal; - - vec3 specular_light = vec3(0.0, 0.0, 0.0); - vec3 diffuse_light = vec3(0.0, 0.0, 0.0); - vec3 ambient_light = vec3(0.0, 0.0, 0.0); - - vec3 eye_position = view; - -#if !defined(USE_SHADOW_TO_OPACITY) - -#if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -#ifdef USE_DEPTH_PREPASS - if (alpha < 0.1) { - discard; - } -#endif // USE_DEPTH_PREPASS - -#endif // !USE_SHADOW_TO_OPACITY - -#ifdef BASE_PASS - - // IBL precalculations - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - vec3 f0 = F0(metallic, specular, albedo); - vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); - -#ifdef AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); -#else - -#ifdef USE_RADIANCE_MAP - - vec3 ref_vec = reflect(-eye_position, N); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); - - ref_vec.z *= -1.0; - - specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; -#ifndef USE_LIGHTMAP - { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; - env_ambient *= 1.0 - F; - - ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); - } -#endif - -#else - - ambient_light = ambient_color.rgb; - specular_light = bg_color.rgb * bg_energy; - -#endif -#endif // AMBIENT_LIGHT_DISABLED - ambient_light *= ambient_energy; - -#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - - vec4 ambient_accum = vec4(0.0); - vec4 reflection_accum = vec4(0.0); - -#ifdef USE_REFLECTION_PROBE1 - - reflection_process(reflection_probe1, -#ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, -#ifndef USE_LIGHTMAP - refprobe1_ambient_normal, -#endif - refprobe1_reflection_normal_blend.a, -#else - normal_interp, vertex_interp, refprobe1_local_matrix, - refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, -#endif - refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); - -#endif // USE_REFLECTION_PROBE1 - -#ifdef USE_REFLECTION_PROBE2 - - reflection_process(reflection_probe2, -#ifdef USE_VERTEX_LIGHTING - refprobe2_reflection_normal_blend.rgb, -#ifndef USE_LIGHTMAP - refprobe2_ambient_normal, -#endif - refprobe2_reflection_normal_blend.a, -#else - normal_interp, vertex_interp, refprobe2_local_matrix, - refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, -#endif - refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); - -#endif // USE_REFLECTION_PROBE2 - - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } - -#ifndef USE_LIGHTMAP - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } -#endif - -#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - - // environment BRDF approximation - { -#if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; -#else - - // scales the specular reflections, needs to be be computed before lighting happens, - // but after environment and reflection probes are added - //TODO: this curve is not really designed for gammaspace, should be adjusted - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * F + env.y; - -#endif - } - -#ifdef USE_LIGHTMAP - //ambient light will come entirely from lightmap is lightmap is used - ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; -#endif - -#ifdef USE_LIGHTMAP_CAPTURE - { - vec3 cone_dirs[12]; - cone_dirs[0] = vec3(0.0, 0.0, 1.0); - cone_dirs[1] = vec3(0.866025, 0.0, 0.5); - cone_dirs[2] = vec3(0.267617, 0.823639, 0.5); - cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5); - cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5); - cone_dirs[5] = vec3(0.267617, -0.823639, 0.5); - cone_dirs[6] = vec3(0.0, 0.0, -1.0); - cone_dirs[7] = vec3(0.866025, 0.0, -0.5); - cone_dirs[8] = vec3(0.267617, 0.823639, -0.5); - cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5); - cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5); - cone_dirs[11] = vec3(0.267617, -0.823639, -0.5); - - vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; - vec4 captured = vec4(0.0); - float sum = 0.0; - for (int i = 0; i < 12; i++) { - float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect - captured += lightmap_captures[i] * amount; - sum += amount; - } - - captured /= sum; - - if (lightmap_capture_sky) { - ambient_light = mix(ambient_light, captured.rgb, captured.a); - } else { - ambient_light = captured.rgb; - } - } -#endif - -#endif //BASE PASS - -// -// Lighting -// -#ifdef USE_LIGHTING - -#ifndef USE_VERTEX_LIGHTING - vec3 L; -#endif - vec3 light_att = vec3(1.0); - -#ifdef LIGHT_MODE_OMNI - -#ifndef USE_VERTEX_LIGHTING - vec3 light_vec = light_position - vertex; - float light_length = length(light_vec); - - float normalized_distance = light_length / light_range; - if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - - light_att = vec3(omni_attenuation); - } else { - light_att = vec3(0.0); - } - L = normalize(light_vec); - -#endif - -#if !defined(SHADOWS_DISABLED) - -#ifdef USE_SHADOW - { - highp vec4 splane = shadow_coord; - float shadow_len = length(splane.xyz); - - splane.xyz = normalize(splane.xyz); - - vec4 clamp_rect = light_clamp; - - if (splane.z >= 0.0) { - splane.z += 1.0; - - clamp_rect.y += clamp_rect.w; - } else { - splane.z = 1.0 - splane.z; - } - - splane.xy /= splane.z; - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len / light_range; - - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - splane.w = 1.0; - - float shadow = sample_shadow(light_shadow_atlas, splane); - - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); - } -#endif - -#endif //SHADOWS_DISABLED - -#endif //type omni - -#ifdef LIGHT_MODE_DIRECTIONAL - -#ifndef USE_VERTEX_LIGHTING - vec3 light_vec = -light_direction; - L = normalize(light_vec); -#endif - float depth_z = -vertex.z; - -#if !defined(SHADOWS_DISABLED) - -#ifdef USE_SHADOW - -#ifdef USE_VERTEX_LIGHTING - //compute shadows in a mobile friendly way - -#ifdef LIGHT_USE_PSSM4 - //take advantage of prefetch - float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); - float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); - float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3); - float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4); - - if (depth_z < light_split_offsets.w) { - float pssm_fade = 0.0; - float shadow_att = 1.0; -#ifdef LIGHT_USE_PSSM_BLEND - float shadow_att2 = 1.0; - float pssm_blend = 0.0; - bool use_blend = true; -#endif - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - shadow_att = shadow1; - -#ifdef LIGHT_USE_PSSM_BLEND - shadow_att2 = shadow2; - - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); -#endif - } else { - shadow_att = shadow2; - -#ifdef LIGHT_USE_PSSM_BLEND - shadow_att2 = shadow3; - - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#endif - } - } else { - if (depth_z < light_split_offsets.z) { - shadow_att = shadow3; - -#if defined(LIGHT_USE_PSSM_BLEND) - shadow_att2 = shadow4; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); -#endif - - } else { - shadow_att = shadow4; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); - -#if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; -#endif - } - } -#if defined(LIGHT_USE_PSSM_BLEND) - if (use_blend) { - shadow_att = mix(shadow_att, shadow_att2, pssm_blend); - } -#endif - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att); - } - -#endif //LIGHT_USE_PSSM4 - -#ifdef LIGHT_USE_PSSM2 - - //take advantage of prefetch - float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); - float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); - - if (depth_z < light_split_offsets.y) { - float shadow_att = 1.0; - float pssm_fade = 0.0; - -#ifdef LIGHT_USE_PSSM_BLEND - float shadow_att2 = 1.0; - float pssm_blend = 0.0; - bool use_blend = true; -#endif - if (depth_z < light_split_offsets.x) { - float pssm_fade = 0.0; - shadow_att = shadow1; - -#ifdef LIGHT_USE_PSSM_BLEND - shadow_att2 = shadow2; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); -#endif - } else { - shadow_att = shadow2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#ifdef LIGHT_USE_PSSM_BLEND - use_blend = false; -#endif - } -#ifdef LIGHT_USE_PSSM_BLEND - if (use_blend) { - shadow_att = mix(shadow_att, shadow_att2, pssm_blend); - } -#endif - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att); - } - -#endif //LIGHT_USE_PSSM2 - -#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - - light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord)); -#endif //orthogonal - -#else //fragment version of pssm - - { -#ifdef LIGHT_USE_PSSM4 - if (depth_z < light_split_offsets.w) { -#elif defined(LIGHT_USE_PSSM2) - if (depth_z < light_split_offsets.y) { -#else - if (depth_z < light_split_offsets.x) { -#endif //pssm2 - - highp vec4 pssm_coord; - float pssm_fade = 0.0; - -#ifdef LIGHT_USE_PSSM_BLEND - float pssm_blend; - highp vec4 pssm_coord2; - bool use_blend = true; -#endif - -#ifdef LIGHT_USE_PSSM4 - - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - pssm_coord = shadow_coord; - -#ifdef LIGHT_USE_PSSM_BLEND - pssm_coord2 = shadow_coord2; - - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); -#endif - } else { - pssm_coord = shadow_coord2; - -#ifdef LIGHT_USE_PSSM_BLEND - pssm_coord2 = shadow_coord3; - - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#endif - } - } else { - if (depth_z < light_split_offsets.z) { - pssm_coord = shadow_coord3; - -#if defined(LIGHT_USE_PSSM_BLEND) - pssm_coord2 = shadow_coord4; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); -#endif - - } else { - pssm_coord = shadow_coord4; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); - -#if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; -#endif - } - } - -#endif // LIGHT_USE_PSSM4 - -#ifdef LIGHT_USE_PSSM2 - if (depth_z < light_split_offsets.x) { - pssm_coord = shadow_coord; - -#ifdef LIGHT_USE_PSSM_BLEND - pssm_coord2 = shadow_coord2; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); -#endif - } else { - pssm_coord = shadow_coord2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); -#ifdef LIGHT_USE_PSSM_BLEND - use_blend = false; -#endif - } - -#endif // LIGHT_USE_PSSM2 - -#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - { - pssm_coord = shadow_coord; - } -#endif - - float shadow = sample_shadow(light_directional_shadow, pssm_coord); - -#ifdef LIGHT_USE_PSSM_BLEND - if (use_blend) { - shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend); - } -#endif - - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); - } - } -#endif //use vertex lighting - -#endif //use shadow - -#endif // SHADOWS_DISABLED - -#endif - -#ifdef LIGHT_MODE_SPOT - - light_att = vec3(1.0); - -#ifndef USE_VERTEX_LIGHTING - - vec3 light_rel_vec = light_position - vertex; - float light_length = length(light_rel_vec); - float normalized_distance = light_length / light_range; - - if (normalized_distance < 1.0) { - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; - float angle = dot(-normalize(light_rel_vec), spot_dir); - - if (angle > spot_cutoff) { - float scos = max(angle, spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att = vec3(spot_attenuation); - } else { - light_att = vec3(0.0); - } - } else { - light_att = vec3(0.0); - } - - L = normalize(light_rel_vec); - -#endif - -#if !defined(SHADOWS_DISABLED) - -#ifdef USE_SHADOW - { - highp vec4 splane = shadow_coord; - - float shadow = sample_shadow(light_shadow_atlas, splane); - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); - } -#endif - -#endif // SHADOWS_DISABLED - -#endif // LIGHT_MODE_SPOT - -#ifdef USE_VERTEX_LIGHTING - //vertex lighting - - specular_light += specular_interp * specular_blob_intensity * light_att; - diffuse_light += diffuse_interp * albedo * light_att; - -#else - //fragment lighting - light_compute( - normal, - L, - eye_position, - binormal, - tangent, - light_color.xyz, - light_att, - albedo, - transmission, - specular_blob_intensity * light_specular, - roughness, - metallic, - specular, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light, - alpha); - -#endif //vertex lighting - -#endif //USE_LIGHTING - //compute and merge - -#ifdef USE_SHADOW_TO_OPACITY - - alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); - -#if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -#ifdef USE_DEPTH_PREPASS - if (alpha < 0.1) { - discard; - } -#endif // USE_DEPTH_PREPASS - -#endif // !USE_SHADOW_TO_OPACITY - -#ifndef RENDER_DEPTH - -#ifdef SHADELESS - - gl_FragColor = vec4(albedo, alpha); -#else - - ambient_light *= albedo; - -#if defined(ENABLE_AO) - ambient_light *= ao; - ao_light_affect = mix(1.0, ao, ao_light_affect); - specular_light *= ao_light_affect; - diffuse_light *= ao_light_affect; -#endif - - diffuse_light *= 1.0 - metallic; - ambient_light *= 1.0 - metallic; - - gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); - - //add emission if in base pass -#ifdef BASE_PASS - gl_FragColor.rgb += emission; -#endif - // gl_FragColor = vec4(normal, 1.0); - -//apply fog -#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -#if defined(USE_VERTEX_LIGHTING) - -#if defined(BASE_PASS) - gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a); -#else - gl_FragColor.rgb *= (1.0 - fog_interp.a); -#endif // BASE_PASS - -#else //pixel based fog - float fog_amount = 0.0; - -#ifdef LIGHT_MODE_DIRECTIONAL - - vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0)); -#else - vec3 fog_color = fog_color_base.rgb; -#endif - -#ifdef FOG_DEPTH_ENABLED - - { - float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); - - fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; - - if (fog_transmit_enabled) { - vec3 total_light = gl_FragColor.rgb; - float transmit = pow(fog_z, fog_transmit_curve); - fog_color = mix(max(total_light, fog_color), fog_color, transmit); - } - } -#endif - -#ifdef FOG_HEIGHT_ENABLED - { - float y = (camera_matrix * vec4(vertex, 1.0)).y; - fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); - } -#endif - -#if defined(BASE_PASS) - gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount); -#else - gl_FragColor.rgb *= (1.0 - fog_amount); -#endif // BASE_PASS - -#endif //use vertex lit - -#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) - -#endif //unshaded - -#else // not RENDER_DEPTH -//depth render -#ifdef USE_RGBA_SHADOWS - - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias - highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); - gl_FragColor = comp; - -#endif -#endif -} |