diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 14 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 665 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas_shadow.glsl | 60 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 193 | ||||
-rw-r--r-- | drivers/gles3/shaders/cube_to_dp.glsl | 100 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 214 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 291 | ||||
-rw-r--r-- | drivers/gles3/shaders/lens_distorted.glsl | 86 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2153 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 313 |
10 files changed, 4089 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub new file mode 100644 index 0000000000..47d56b9947 --- /dev/null +++ b/drivers/gles3/shaders/SCsub @@ -0,0 +1,14 @@ +#!/usr/bin/env python + +Import("env") + +if "GLES3_GLSL" in env["BUILDERS"]: + env.GLES3_GLSL("copy.glsl") + env.GLES3_GLSL("canvas.glsl") + env.GLES3_GLSL("canvas_shadow.glsl") + env.GLES3_GLSL("scene.glsl") + env.GLES3_GLSL("cubemap_filter.glsl") + env.GLES3_GLSL("cube_to_dp.glsl") + env.GLES3_GLSL("effect_blur.glsl") + env.GLES3_GLSL("tonemap.glsl") + env.GLES3_GLSL("lens_distorted.glsl") diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl new file mode 100644 index 0000000000..f2b141252a --- /dev/null +++ b/drivers/gles3/shaders/canvas.glsl @@ -0,0 +1,665 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +uniform highp mat4 projection_matrix; +/* clang-format on */ + +uniform highp mat4 modelview_matrix; +uniform highp mat4 extra_matrix; +layout(location = 0) in highp vec2 vertex; + +#ifdef USE_ATTRIB_LIGHT_ANGLE +// shared with tangent, not used in canvas shader +layout(location = 2) in highp float light_angle; +#endif + +layout(location = 3) in vec4 color_attrib; +layout(location = 4) in vec2 uv_attrib; + +#ifdef USE_ATTRIB_MODULATE +layout(location = 5) in highp vec4 modulate_attrib; +#endif + +#ifdef USE_ATTRIB_LARGE_VERTEX +// shared with skeleton attributes, not used in batched shader +layout(location = 6) in highp vec2 translate_attrib; +layout(location = 7) in highp vec4 basis_attrib; +#endif + +#ifdef USE_SKELETON +layout(location = 6) in highp vec4 bone_indices; +layout(location = 7) in highp vec4 bone_weights; +#endif + +#ifdef USE_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 highp vec4 instance_color; + +#ifdef USE_INSTANCE_CUSTOM +layout(location = 12) in highp vec4 instance_custom_data; +#endif + +#endif + +#ifdef USE_SKELETON +uniform highp sampler2D skeleton_texture; // texunit:-3 +uniform highp ivec2 skeleton_texture_size; +uniform highp mat4 skeleton_transform; +uniform highp mat4 skeleton_transform_inverse; +#endif + +out vec2 uv_interp; +out vec4 color_interp; + +#ifdef USE_ATTRIB_MODULATE +// modulate doesn't need interpolating but we need to send it to the fragment shader +flat out vec4 modulate_interp; +#endif + +#ifdef MODULATE_USED +uniform vec4 final_modulate; +#endif + +uniform highp vec2 color_texpixel_size; + +#ifdef USE_TEXTURE_RECT + +uniform vec4 dst_rect; +uniform vec4 src_rect; + +#endif + +uniform highp float time; + +#ifdef USE_LIGHTING + +// light matrices +uniform highp mat4 light_matrix; +uniform highp mat4 light_matrix_inverse; +uniform highp mat4 light_local_matrix; +uniform highp mat4 shadow_matrix; +uniform highp vec4 light_color; +uniform highp vec4 light_shadow_color; +uniform highp vec2 light_pos; +uniform highp float shadowpixel_size; +uniform highp float shadow_gradient; +uniform highp float light_height; +uniform highp float light_outside_alpha; +uniform highp float shadow_distance_mult; + +out vec4 light_uv_interp; +out vec2 transformed_light_uv; +out vec4 local_rot; + +#ifdef USE_SHADOWS +out highp vec2 pos; +#endif + +const bool at_light_pass = true; +#else +const bool at_light_pass = false; +#endif + +/* clang-format off */ + +VERTEX_SHADER_GLOBALS + +/* clang-format on */ + +vec2 select(vec2 a, vec2 b, bvec2 c) { + vec2 ret; + + ret.x = c.x ? b.x : a.x; + ret.y = c.y ? b.y : a.y; + + return ret; +} + +void main() { + vec4 color = color_attrib; + vec2 uv; + +#ifdef USE_INSTANCING + mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0))); + color *= instance_color; + +#ifdef USE_INSTANCE_CUSTOM + vec4 instance_custom = instance_custom_data; +#else + vec4 instance_custom = vec4(0.0); +#endif + +#else + mat4 extra_matrix_instance = extra_matrix; + vec4 instance_custom = vec4(0.0); +#endif + +#ifdef USE_TEXTURE_RECT + + if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z + uv = src_rect.xy + abs(src_rect.zw) * vertex.yx; + } else { + uv = src_rect.xy + abs(src_rect.zw) * vertex; + } + + vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); + + // This is what is done in the GLES 3 bindings and should + // take care of flipped rects. + // + // But it doesn't. + // I don't know why, will need to investigate further. + + outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); + + // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; +#else + vec4 outvec = vec4(vertex.xy, 0.0, 1.0); + + uv = uv_attrib; +#endif + + float point_size = 1.0; + + { + vec2 src_vtx = outvec.xy; + /* clang-format off */ + +VERTEX_SHADER_CODE + + /* clang-format on */ + } + + gl_PointSize = point_size; + +#ifdef USE_ATTRIB_MODULATE + // modulate doesn't need interpolating but we need to send it to the fragment shader + modulate_interp = modulate_attrib; +#endif + +#ifdef USE_ATTRIB_LARGE_VERTEX + // transform is in attributes + vec2 temp; + + temp = outvec.xy; + temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z); + temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w); + + temp += translate_attrib; + outvec.xy = temp; + +#else + + // transform is in uniforms +#if !defined(SKIP_TRANSFORM_USED) + outvec = extra_matrix_instance * outvec; + outvec = modelview_matrix * outvec; +#endif + +#endif // not large integer + + color_interp = color; + +#ifdef USE_PIXEL_SNAP + outvec.xy = floor(outvec + 0.5).xy; + // precision issue on some hardware creates artifacts within texture + // offset uv by a small amount to avoid + uv += 1e-5; +#endif + +#ifdef USE_SKELETON + + // look up transform from the "pose texture" + if (bone_weights != vec4(0.0)) { + highp mat4 bone_transform = mat4(0.0); + + for (int i = 0; i < 4; i++) { + ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0); + + highp mat4 b = mat4( + texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)), + texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(0.0, 0.0, 0.0, 1.0)); + + bone_transform += b * bone_weights[i]; + } + + mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse; + + outvec = bone_matrix * outvec; + } + +#endif + + uv_interp = uv; + gl_Position = projection_matrix * outvec; + +#ifdef USE_LIGHTING + + light_uv_interp.xy = (light_matrix * outvec).xy; + light_uv_interp.zw = (light_local_matrix * outvec).xy; + + transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping + +#ifdef USE_SHADOWS + pos = outvec.xy; +#endif + +#ifdef USE_ATTRIB_LIGHT_ANGLE + // we add a fixed offset because we are using the sign later, + // and don't want floating point error around 0.0 + float la = abs(light_angle) - 1.0; + + // vector light angle + vec4 vla; + vla.xy = vec2(cos(la), sin(la)); + vla.zw = vec2(-vla.y, vla.x); + + // vertical flip encoded in the sign + vla.zw *= sign(light_angle); + + // apply the transform matrix. + // The rotate will be encoded in the transform matrix for single rects, + // and just the flips in the light angle. + // For batching we will encode the rotation and the flips + // in the light angle, and can use the same shader. + local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy); +#else + local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy); +#ifdef USE_TEXTURE_RECT + local_rot.xy *= sign(src_rect.z); + local_rot.zw *= sign(src_rect.w); +#endif +#endif // not using light angle + +#endif +} + +/* clang-format off */ +[fragment] + +#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 + +uniform sampler2D color_texture; // texunit:-1 +/* clang-format on */ +uniform highp vec2 color_texpixel_size; +uniform mediump sampler2D normal_texture; // texunit:-2 + +in mediump vec2 uv_interp; +in mediump vec4 color_interp; + +#ifdef USE_ATTRIB_MODULATE +in mediump vec4 modulate_interp; +#endif + +uniform highp float time; + +uniform vec4 final_modulate; + +#ifdef SCREEN_TEXTURE_USED + +uniform sampler2D screen_texture; // texunit:-4 + +#endif + +#ifdef SCREEN_UV_USED + +uniform vec2 screen_pixel_size; + +#endif + +#ifdef USE_LIGHTING + +uniform highp mat4 light_matrix; +uniform highp mat4 light_local_matrix; +uniform highp mat4 shadow_matrix; +uniform highp vec4 light_color; +uniform highp vec4 light_shadow_color; +uniform highp vec2 light_pos; +uniform highp float shadowpixel_size; +uniform highp float shadow_gradient; +uniform highp float light_height; +uniform highp float light_outside_alpha; +uniform highp float shadow_distance_mult; + +uniform lowp sampler2D light_texture; // texunit:-6 +in vec4 light_uv_interp; +in vec2 transformed_light_uv; + +in vec4 local_rot; + +#ifdef USE_SHADOWS + +uniform highp sampler2D shadow_texture; // texunit:-5 +in highp vec2 pos; + +#endif + +const bool at_light_pass = true; +#else +const bool at_light_pass = false; +#endif + +uniform bool use_default_normal; + +layout(location = 0) out mediump vec4 frag_color; + +/* clang-format off */ + +FRAGMENT_SHADER_GLOBALS + +/* clang-format on */ + +void light_compute( + inout vec4 light, + inout vec2 light_vec, + inout float light_height, + inout vec4 light_color, + vec2 light_uv, + inout vec4 shadow_color, + inout vec2 shadow_vec, + vec3 normal, + vec2 uv, +#if defined(SCREEN_UV_USED) + vec2 screen_uv, +#endif + vec4 color) { + +#if defined(USE_LIGHT_SHADER_CODE) + + /* clang-format off */ + +LIGHT_SHADER_CODE + + /* clang-format on */ + +#endif +} + +void main() { + vec4 color = color_interp; + vec2 uv = uv_interp; +#ifdef USE_FORCE_REPEAT + //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it + uv = mod(uv, vec2(1.0, 1.0)); +#endif + +#if !defined(COLOR_USED) + //default behavior, texture by color + color *= texture(color_texture, uv); +#endif + +#ifdef SCREEN_UV_USED + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; +#endif + + vec3 normal; + +#if defined(NORMAL_USED) + + bool normal_used = true; +#else + bool normal_used = false; +#endif + + if (use_default_normal) { + normal.xy = texture(normal_texture, uv).xy * 2.0 - 1.0; + normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + normal_used = true; + } else { + normal = vec3(0.0, 0.0, 1.0); + } + + { + float normal_depth = 1.0; + +#if defined(NORMALMAP_USED) + vec3 normal_map = vec3(0.0, 0.0, 1.0); + normal_used = true; +#endif + + /* clang-format off */ + +FRAGMENT_SHADER_CODE + + /* clang-format on */ + +#if defined(NORMALMAP_USED) + normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); +#endif + } + +#ifdef USE_ATTRIB_MODULATE + color *= modulate_interp; +#else +#if !defined(MODULATE_USED) + color *= final_modulate; +#endif +#endif + +#ifdef USE_LIGHTING + + vec2 light_vec = transformed_light_uv; + vec2 shadow_vec = transformed_light_uv; + + if (normal_used) { + normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; + } + + float att = 1.0; + + vec2 light_uv = light_uv_interp.xy; + vec4 light = texture(light_texture, light_uv); + + if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) { + color.a *= light_outside_alpha; //invisible + + } else { + float real_light_height = light_height; + vec4 real_light_color = light_color; + vec4 real_light_shadow_color = light_shadow_color; + +#if defined(USE_LIGHT_SHADER_CODE) + //light is written by the light shader + light_compute( + light, + light_vec, + real_light_height, + real_light_color, + light_uv, + real_light_shadow_color, + shadow_vec, + normal, + uv, +#if defined(SCREEN_UV_USED) + screen_uv, +#endif + color); +#endif + + light *= real_light_color; + + if (normal_used) { + vec3 light_normal = normalize(vec3(light_vec, -real_light_height)); + light *= max(dot(-light_normal, normal), 0.0); + } + + color *= light; + +#ifdef USE_SHADOWS + +#ifdef SHADOW_VEC_USED + mat3 inverse_light_matrix = mat3(light_matrix); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy; +#else + shadow_vec = light_uv_interp.zw; +#endif + + float angle_to_light = -atan(shadow_vec.x, shadow_vec.y); + float PI = 3.14159265358979323846264; + /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays + float ang*/ + + float su, sz; + + float abs_angle = abs(angle_to_light); + vec2 point; + float sh; + if (abs_angle < 45.0 * PI / 180.0) { + point = shadow_vec; + sh = 0.0 + (1.0 / 8.0); + } else if (abs_angle > 135.0 * PI / 180.0) { + point = -shadow_vec; + sh = 0.5 + (1.0 / 8.0); + } else if (angle_to_light > 0.0) { + point = vec2(shadow_vec.y, -shadow_vec.x); + sh = 0.25 + (1.0 / 8.0); + } else { + point = vec2(-shadow_vec.y, shadow_vec.x); + sh = 0.75 + (1.0 / 8.0); + } + + highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0); + s.xyz /= s.w; + su = s.x * 0.5 + 0.5; + sz = s.z * 0.5 + 0.5; + //sz=lightlength(light_vec); + + highp float shadow_attenuation = 0.0; + +#ifdef USE_RGBA_SHADOWS +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), 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_tex, m_uv) (texture((m_tex), (m_uv)).r) + +#endif + +#ifdef SHADOW_USE_GRADIENT + + /* clang-format off */ + /* GLSL es 100 doesn't support line continuation characters(backslashes) */ +#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); } + +#else + +#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); } + /* clang-format on */ + +#endif + +#ifdef SHADOW_FILTER_NEAREST + + SHADOW_TEST(su); + +#endif + +#ifdef SHADOW_FILTER_PCF3 + + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + shadow_attenuation /= 3.0; + +#endif + +#ifdef SHADOW_FILTER_PCF5 + + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + shadow_attenuation /= 5.0; + +#endif + +#ifdef SHADOW_FILTER_PCF7 + + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + shadow_attenuation /= 7.0; + +#endif + +#ifdef SHADOW_FILTER_PCF9 + + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + shadow_attenuation /= 9.0; + +#endif + +#ifdef SHADOW_FILTER_PCF13 + + SHADOW_TEST(su + shadowpixel_size * 6.0); + SHADOW_TEST(su + shadowpixel_size * 5.0); + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + SHADOW_TEST(su - shadowpixel_size * 5.0); + SHADOW_TEST(su - shadowpixel_size * 6.0); + shadow_attenuation /= 13.0; + +#endif + + //color *= shadow_attenuation; + color = mix(real_light_shadow_color, color, shadow_attenuation); +//use shadows +#endif + } + +//use lighting +#endif + + frag_color = color; +} diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl new file mode 100644 index 0000000000..2b3be43f6e --- /dev/null +++ b/drivers/gles3/shaders/canvas_shadow.glsl @@ -0,0 +1,60 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +layout(location = 0) highp vec3 vertex; + +uniform highp mat4 projection_matrix; +/* clang-format on */ +uniform highp mat4 light_matrix; +uniform highp mat4 world_matrix; +uniform highp float distance_norm; + +out highp vec4 position_interp; + +void main() { + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); + position_interp = gl_Position; +} + +/* clang-format off */ +[fragment] + +#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 + +in highp vec4 position_interp; +/* clang-format on */ + +void main() { + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias + +#ifdef USE_RGBA_SHADOWS + + 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); + frag_color = comp; +#else + + frag_color = vec4(depth); +#endif +} diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl new file mode 100644 index 0000000000..598c6fd614 --- /dev/null +++ b/drivers/gles3/shaders/copy.glsl @@ -0,0 +1,193 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +layout(location = 0) highp vec4 vertex_attrib; +/* clang-format on */ + +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) +layout(location = 4) vec3 cube_in; +#else +layout(location = 4) vec2 uv_in; +#endif + +layout(location = 5) vec2 uv2_in; + +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) +out vec3 cube_interp; +#else +out vec2 uv_interp; +#endif +out vec2 uv2_interp; + +// These definitions are here because the shader-wrapper builder does +// not understand `#elif defined()` +#ifdef USE_DISPLAY_TRANSFORM +#endif + +#ifdef USE_COPY_SECTION +uniform highp vec4 copy_section; +#elif defined(USE_DISPLAY_TRANSFORM) +uniform highp mat4 display_transform; +#endif + +void main() { +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) + cube_interp = cube_in; +#elif defined(USE_ASYM_PANO) + uv_interp = vertex_attrib.xy; +#else + uv_interp = uv_in; +#endif + + uv2_interp = uv2_in; + gl_Position = vertex_attrib; + +#ifdef USE_COPY_SECTION + uv_interp = copy_section.xy + uv_interp * copy_section.zw; + gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; +#elif defined(USE_DISPLAY_TRANSFORM) + uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy; +#endif +} + +/* clang-format off */ +[fragment] + +#define M_PI 3.14159265359 + +#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 + +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) +in vec3 cube_interp; +#else +in vec2 uv_interp; +#endif +/* clang-format on */ + +#ifdef USE_ASYM_PANO +uniform highp mat4 pano_transform; +uniform highp vec4 asym_proj; +#endif + +#ifdef USE_CUBEMAP +uniform samplerCube source_cube; // texunit:0 +#else +uniform sampler2D source; // texunit:0 +#endif + +#ifdef SEP_CBCR_TEXTURE +uniform sampler2D CbCr; //texunit:1 +#endif + +in vec2 uv2_interp; + +#ifdef USE_MULTIPLIER +uniform float multiplier; +#endif + +#ifdef USE_CUSTOM_ALPHA +uniform float custom_alpha; +#endif + +#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) +uniform highp mat4 sky_transform; + +vec4 texturePanorama(sampler2D pano, vec3 normal) { + vec2 st = vec2( + atan(normal.x, normal.z), + acos(normal.y)); + + if (st.x < 0.0) + st.x += M_PI * 2.0; + + st /= vec2(M_PI * 2.0, M_PI); + + return texture(pano, st); +} + +#endif + +layout(location = 0) out vec4 frag_color; + +void main() { +#ifdef USE_PANORAMA + + vec3 cube_normal = normalize(cube_interp); + cube_normal.z = -cube_normal.z; + cube_normal = mat3(sky_transform) * cube_normal; + cube_normal.z = -cube_normal.z; + + vec4 color = texturePanorama(source, cube_normal); + +#elif defined(USE_ASYM_PANO) + + // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. + // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. + // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. + + vec3 cube_normal; + cube_normal.z = -1.0; + cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; + cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; + cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; + cube_normal.z = -cube_normal.z; + + vec4 color = texturePanorama(source, normalize(cube_normal.xyz)); + +#elif defined(USE_CUBEMAP) + vec4 color = textureCube(source_cube, normalize(cube_interp)); +#elif defined(SEP_CBCR_TEXTURE) + vec4 color; + color.r = texture(source, uv_interp).r; + color.gb = texture(CbCr, uv_interp).rg - vec2(0.5, 0.5); + color.a = 1.0; +#else + vec4 color = texture(source, uv_interp); +#endif + +#ifdef YCBCR_TO_RGB + // YCbCr -> RGB conversion + + // Using BT.601, which is the standard for SDTV is provided as a reference + color.rgb = mat3( + vec3(1.00000, 1.00000, 1.00000), + vec3(0.00000, -0.34413, 1.77200), + vec3(1.40200, -0.71414, 0.00000)) * + color.rgb; +#endif + +#ifdef USE_NO_ALPHA + color.a = 1.0; +#endif + +#ifdef USE_CUSTOM_ALPHA + color.a = custom_alpha; +#endif + +#ifdef USE_MULTIPLIER + color.rgb *= multiplier; +#endif + + frag_color = color; +} diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl new file mode 100644 index 0000000000..ea4df79d4e --- /dev/null +++ b/drivers/gles3/shaders/cube_to_dp.glsl @@ -0,0 +1,100 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + +layout(location = 0) highp vec4 vertex_attrib; +/* clang-format on */ +layout(location = 4) vec2 uv_in; + +out vec2 uv_interp; + +void main() { + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +/* clang-format off */ +[fragment] + +#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 + +uniform highp samplerCube source_cube; //texunit:0 +/* clang-format on */ +in vec2 uv_interp; + +uniform bool z_flip; +uniform highp float z_far; +uniform highp float z_near; +uniform highp float bias; + +void main() { + highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0); + /* + if (z_flip) { + normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); + } else { + normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); + } + */ + + //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + //normal.xy *= 1.0 + normal.z; + + normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); + normal = normalize(normal); + /* + normal.z = 0.5; + normal = normalize(normal); + */ + + if (!z_flip) { + normal.z = -normal.z; + } + + //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); + float depth = textureCube(source_cube, normal).r; + + // absolute values for direction cosines, bigger value equals closer to basis axis + vec3 unorm = abs(normal); + + if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { + // x code + unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); + } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { + // y code + unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); + } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { + // z code + unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); + } else { + // oh-no we messed up code + // has to be + unorm = vec3(1.0, 0.0, 0.0); + } + + float depth_fix = 1.0 / dot(normal, unorm); + + depth = 2.0 * depth - 1.0; + float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); + gl_FragDepth = (linear_depth * depth_fix + bias) / z_far; +} diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl new file mode 100644 index 0000000000..04bf3ebf02 --- /dev/null +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -0,0 +1,214 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +layout(location = 0) highp vec2 vertex; +/* clang-format on */ +layout(location = 4) highp vec2 uv; + +out highp vec2 uv_interp; + +void main() { + uv_interp = uv; + gl_Position = vec4(vertex, 0, 1); +} + +/* clang-format off */ +[fragment] + +#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 + +#ifdef USE_SOURCE_PANORAMA +uniform sampler2D source_panorama; //texunit:0 +#else +uniform samplerCube source_cube; //texunit:0 +#endif +/* clang-format on */ + +uniform int face_id; +uniform float roughness; +in highp vec2 uv_interp; + +uniform sampler2D radical_inverse_vdc_cache; // texunit:1 + +#define M_PI 3.14159265359 + +#ifdef LOW_QUALITY + +#define SAMPLE_COUNT 64 + +#else + +#define SAMPLE_COUNT 512 + +#endif + +#ifdef USE_SOURCE_PANORAMA + +vec4 texturePanorama(sampler2D pano, vec3 normal) { + vec2 st = vec2( + atan(normal.x, normal.z), + acos(normal.y)); + + if (st.x < 0.0) + st.x += M_PI * 2.0; + + st /= vec2(M_PI * 2.0, M_PI); + + return textureLod(pano, st, 0.0); +} + +#endif + +vec3 texelCoordToVec(vec2 uv, int faceID) { + mat3 faceUvVectors[6]; + + // -x + faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face + + // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. + vec3 result; + for (int i = 0; i < 6; i++) { + if (i == faceID) { + result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2]; + break; + } + } + return normalize(result); +} + +vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { + float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] + + // Compute distribution direction + float Phi = 2.0 * M_PI * Xi.x; + float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y)); + float SinTheta = sqrt(1.0 - CosTheta * CosTheta); + + // Convert to spherical direction + vec3 H; + H.x = SinTheta * cos(Phi); + H.y = SinTheta * sin(Phi); + H.z = CosTheta; + + vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 TangentX = normalize(cross(UpVector, N)); + vec3 TangentY = cross(N, TangentX); + + // Tangent to world space + return TangentX * H.x + TangentY * H.y + N * H.z; +} + +float radical_inverse_VdC(int i) { + return texture(radical_inverse_vdc_cache, vec2(float(i) / 512.0, 0.0)).x; +} + +vec2 Hammersley(int i, int N) { + return vec2(float(i) / float(N), radical_inverse_VdC(i)); +} + +uniform bool z_flip; + +layout(location = 0) out vec4 frag_color; + +void main() { + vec3 color = vec3(0.0); + + vec2 uv = (uv_interp * 2.0) - 1.0; + vec3 N = texelCoordToVec(uv, face_id); + +#ifdef USE_DIRECT_WRITE + +#ifdef USE_SOURCE_PANORAMA + + frag_color = vec4(texturePanorama(source_panorama, N).rgb, 1.0); +#else + + frag_color = vec4(textureCube(source_cube, N).rgb, 1.0); +#endif //USE_SOURCE_PANORAMA + +#else + + vec4 sum = vec4(0.0); + + for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) { + vec2 xi = Hammersley(sample_num, SAMPLE_COUNT); + + vec3 H = ImportanceSampleGGX(xi, roughness, N); + vec3 V = N; + vec3 L = (2.0 * dot(V, H) * H - V); + + float NdotL = clamp(dot(N, L), 0.0, 1.0); + + if (NdotL > 0.0) { + +#ifdef USE_SOURCE_PANORAMA + vec3 val = texturePanorama(source_panorama, L).rgb; +#else + vec3 val = textureCubeLod(source_cube, L, 0.0).rgb; +#endif + //mix using Linear, to approximate high end back-end + val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045)))); + + sum.rgb += val * NdotL; + + sum.a += NdotL; + } + } + + sum /= sum.a; + + vec3 a = vec3(0.055); + sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308)))); + + frag_color = vec4(sum.rgb, 1.0); +#endif +} diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl new file mode 100644 index 0000000000..80063a7175 --- /dev/null +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -0,0 +1,291 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +layout(location = 0) vec2 vertex_attrib; +/* clang-format on */ +layout(location = 4) vec2 uv_in; + +out vec2 uv_interp; + +#ifdef USE_BLUR_SECTION + +uniform vec4 blur_section; + +#endif + +void main() { + uv_interp = uv_in; + gl_Position = vec4(vertex_attrib, 0.0, 1.0); +#ifdef USE_BLUR_SECTION + + uv_interp = blur_section.xy + uv_interp * blur_section.zw; + gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; +#endif +} + +/* clang-format off */ +[fragment] + +#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 + +in vec2 uv_interp; +/* clang-format on */ +uniform sampler2D source_color; //texunit:0 + +uniform float lod; +uniform vec2 pixel_size; + +#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) + +uniform float glow_strength; + +#endif + +#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) + +#ifdef USE_GLES_OVER_GL +#ifdef DOF_QUALITY_LOW +const int dof_kernel_size = 5; +const int dof_kernel_from = 2; +const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); +#endif + +#ifdef DOF_QUALITY_MEDIUM +const int dof_kernel_size = 11; +const int dof_kernel_from = 5; +const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); + +#endif + +#ifdef DOF_QUALITY_HIGH +const int dof_kernel_size = 21; +const int dof_kernel_from = 10; +const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); +#endif +#endif + +uniform sampler2D dof_source_depth; //texunit:1 +uniform float dof_begin; +uniform float dof_end; +uniform vec2 dof_dir; +uniform float dof_radius; + +#endif + +#ifdef GLOW_FIRST_PASS + +uniform highp float luminance_cap; + +uniform float glow_bloom; +uniform float glow_hdr_threshold; +uniform float glow_hdr_scale; + +#endif + +uniform float camera_z_far; +uniform float camera_z_near; + +layout(location = 0) out vec4 frag_color; + +void main() { +#ifdef GLOW_GAUSSIAN_HORIZONTAL + vec2 pix_size = pixel_size; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; + color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; + color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; + color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; + color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; + color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; + color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; + color *= glow_strength; + frag_color = color; +#endif + +#ifdef GLOW_GAUSSIAN_VERTICAL + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; + color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; + color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; + color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; + color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; + color *= glow_strength; + frag_color = color; +#endif + +#ifndef USE_GLES_OVER_GL +#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) + +#ifdef DOF_QUALITY_LOW + const int dof_kernel_size = 5; + const int dof_kernel_from = 2; + float dof_kernel[5]; + dof_kernel[0] = 0.153388; + dof_kernel[1] = 0.221461; + dof_kernel[2] = 0.250301; + dof_kernel[3] = 0.221461; + dof_kernel[4] = 0.153388; +#endif + +#ifdef DOF_QUALITY_MEDIUM + const int dof_kernel_size = 11; + const int dof_kernel_from = 5; + float dof_kernel[11]; + dof_kernel[0] = 0.055037; + dof_kernel[1] = 0.072806; + dof_kernel[2] = 0.090506; + dof_kernel[3] = 0.105726; + dof_kernel[4] = 0.116061; + dof_kernel[5] = 0.119726; + dof_kernel[6] = 0.116061; + dof_kernel[7] = 0.105726; + dof_kernel[8] = 0.090506; + dof_kernel[9] = 0.072806; + dof_kernel[10] = 0.055037; +#endif + +#ifdef DOF_QUALITY_HIGH + const int dof_kernel_size = 21; + const int dof_kernel_from = 10; + float dof_kernel[21]; + dof_kernel[0] = 0.028174; + dof_kernel[1] = 0.032676; + dof_kernel[2] = 0.037311; + dof_kernel[3] = 0.041944; + dof_kernel[4] = 0.046421; + dof_kernel[5] = 0.050582; + dof_kernel[6] = 0.054261; + dof_kernel[7] = 0.057307; + dof_kernel[8] = 0.059587; + dof_kernel[9] = 0.060998; + dof_kernel[10] = 0.061476; + dof_kernel[11] = 0.060998; + dof_kernel[12] = 0.059587; + dof_kernel[13] = 0.057307; + dof_kernel[14] = 0.054261; + dof_kernel[15] = 0.050582; + dof_kernel[16] = 0.046421; + dof_kernel[17] = 0.041944; + dof_kernel[18] = 0.037311; + dof_kernel[19] = 0.032676; + dof_kernel[20] = 0.028174; +#endif +#endif +#endif //!USE_GLES_OVER_GL + +#ifdef DOF_FAR_BLUR + + vec4 color_accum = vec4(0.0); + + float depth = textureLod(dof_source_depth, uv_interp, 0.0).r; + depth = depth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; +#else + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); +#endif + + float amount = smoothstep(dof_begin, dof_end, depth); + float k_accum = 0.0; + + for (int i = 0; i < dof_kernel_size; i++) { + int int_ofs = i - dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; + + float tap_k = dof_kernel[i]; + + float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; +#else + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); +#endif + float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect + + vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; + + k_accum += tap_k * tap_amount; + color_accum += tap_color * tap_amount; + } + + if (k_accum > 0.0) { + color_accum /= k_accum; + } + + frag_color = color_accum; ///k_accum; + +#endif + +#ifdef DOF_NEAR_BLUR + + vec4 color_accum = vec4(0.0); + + float max_accum = 0.0; + + for (int i = 0; i < dof_kernel_size; i++) { + int int_ofs = i - dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; + float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from)); + + float tap_k = dof_kernel[i]; + + vec4 tap_color = textureLod(source_color, tap_uv, 0.0); + + float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; +#else + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); +#endif + float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect + +#ifdef DOF_NEAR_FIRST_TAP + + tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); + +#endif + + max_accum = max(max_accum, tap_amount * ofs_influence); + + color_accum += tap_color * tap_k; + } + + color_accum.a = max(color_accum.a, sqrt(max_accum)); + + frag_color = color_accum; + +#endif + +#ifdef GLOW_FIRST_PASS + + float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); + float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); + + frag_color = min(frag_color * feedback, vec4(luminance_cap)); + +#endif +} diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl new file mode 100644 index 0000000000..64c2d70cc8 --- /dev/null +++ b/drivers/gles3/shaders/lens_distorted.glsl @@ -0,0 +1,86 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +layout(location = 0) highp vec2 vertex; +/* clang-format on */ + +uniform vec2 offset; +uniform vec2 scale; + +out vec2 uv_interp; + +void main() { + uv_interp = vertex.xy * 2.0 - 1.0; + + vec2 v = vertex.xy * scale + offset; + gl_Position = vec4(v, 0.0, 1.0); +} + +/* clang-format off */ +[fragment] + +#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 + +uniform sampler2D source; //texunit:0 +/* clang-format on */ + +uniform vec2 eye_center; +uniform float k1; +uniform float k2; +uniform float upscale; +uniform float aspect_ratio; + +in vec2 uv_interp; + +layout(location = 0) out vec4 frag_color; + +void main() { + vec2 coords = uv_interp; + vec2 offset = coords - eye_center; + + // take aspect ratio into account + offset.y /= aspect_ratio; + + // distort + vec2 offset_sq = offset * offset; + float radius_sq = offset_sq.x + offset_sq.y; + float radius_s4 = radius_sq * radius_sq; + float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); + offset *= distortion_scale; + + // reapply aspect ratio + offset.y *= aspect_ratio; + + // add our eye center back in + coords = offset + eye_center; + coords /= upscale; + + // and check our color + if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { + frag_color = vec4(0.0, 0.0, 0.0, 1.0); + } else { + coords = (coords + vec2(1.0)) / vec2(2.0); + frag_color = texture(source, coords); + } +} diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl new file mode 100644 index 0000000000..de2aa0fc48 --- /dev/null +++ b/drivers/gles3/shaders/scene.glsl @@ -0,0 +1,2153 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +#define SHADER_IS_SRGB true //TODO remove + +#define M_PI 3.14159265359 + +// +// attributes +// + +layout(location = 0) highp vec4 vertex_attrib; +/* clang-format on */ +layout(location = 1) vec3 normal_attrib; + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) +layout(location = 2) vec4 tangent_attrib; +#endif + +#if defined(ENABLE_COLOR_INTERP) +layout(location = 3) vec4 color_attrib; +#endif + +#if defined(ENABLE_UV_INTERP) +layout(location = 4) vec2 uv_attrib; +#endif + +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) +layout(location = 5) vec2 uv2_attrib; +#endif + +#ifdef USE_SKELETON + +#ifdef USE_SKELETON_SOFTWARE + +layout(location = 13) highp vec4 bone_transform_row_0; +layout(location = 14) highp vec4 bone_transform_row_1; +layout(location = 15) highp vec4 bone_transform_row_2; + +#else + +layout(location = 6) vec4 bone_ids; +layout(location = 7) highp vec4 bone_weights; + +uniform highp sampler2D bone_transforms; // texunit:-1 +uniform ivec2 skeleton_texture_size; + +#endif + +#endif + +#ifdef USE_INSTANCING + +layout(location = 8) highp vec4 instance_xform_row_0; +layout(location = 9) highp vec4 instance_xform_row_1; +layout(location = 10) highp vec4 instance_xform_row_2; + +layout(location = 11) highp vec4 instance_color; +layout(location = 12) highp vec4 instance_custom_data; + +#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) +out highp vec4 position_interp; +#endif + +out highp vec3 vertex_interp; +out vec3 normal_interp; + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) +out vec3 tangent_interp; +out vec3 binormal_interp; +#endif + +#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) || defined(USE_LIGHTMAP) +out vec2 uv2_interp; +#endif + +/* clang-format off */ + +VERTEX_SHADER_GLOBALS + +/* clang-format on */ + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +out 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; +out highp vec4 shadow_coord; + +#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) +uniform highp mat4 light_shadow_matrix2; +out highp vec4 shadow_coord2; +#endif + +#if defined(LIGHT_USE_PSSM4) + +uniform highp mat4 light_shadow_matrix3; +uniform highp mat4 light_shadow_matrix4; +out highp vec4 shadow_coord3; +out highp vec4 shadow_coord4; + +#endif + +#endif + +#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) + +out highp vec3 diffuse_interp; +out 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; +out mediump vec4 refprobe1_reflection_normal_blend; +uniform highp vec3 refprobe1_box_extents; + +#ifndef USE_LIGHTMAP +out mediump vec3 refprobe1_ambient_normal; +#endif + +#endif //reflection probe1 + +#ifdef USE_REFLECTION_PROBE2 + +uniform highp mat4 refprobe2_local_matrix; +out mediump vec4 refprobe2_reflection_normal_blend; +uniform highp vec3 refprobe2_box_extents; + +#ifndef USE_LIGHTMAP +out mediump vec3 refprobe2_ambient_normal; +#endif + +#endif //reflection probe2 + +#endif //vertex lighting for refprobes + +#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + +out 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] + +#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 + +#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 + +in mediump vec4 refprobe1_reflection_normal_blend; +#ifndef USE_LIGHTMAP +in 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 + +in mediump vec4 refprobe2_reflection_normal_blend; +#ifndef USE_LIGHTMAP +in 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 +in highp vec3 diffuse_interp; +in 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 + +in highp vec4 shadow_coord; + +#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) +in highp vec4 shadow_coord2; +#endif + +#if defined(LIGHT_USE_PSSM4) + +in highp vec4 shadow_coord3; +in highp vec4 shadow_coord4; + +#endif + +uniform vec4 light_clamp; + +#endif // light shadow + +// directional shadow + +#endif + +// +// varyings +// + +#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) +in highp vec4 position_interp; +#endif + +in highp vec3 vertex_interp; +in vec3 normal_interp; + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) +in vec3 tangent_interp; +in vec3 binormal_interp; +#endif + +#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) || defined(USE_LIGHTMAP) +in vec2 uv2_interp; +#endif + +in vec3 view_interp; + +layout(location = 0) out vec4 frag_color; + +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 + +in 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(texture(p_shadow, p_pos))) +#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(textureProj(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) + +in 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 = texture(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 + + frag_color = 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; + + frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha); + + //add emission if in base pass +#ifdef BASE_PASS + frag_color.rgb += emission; +#endif + // frag_color = vec4(normal, 1.0); + +//apply fog +#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + +#if defined(USE_VERTEX_LIGHTING) + +#if defined(BASE_PASS) + frag_color.rgb = mix(frag_color.rgb, fog_interp.rgb, fog_interp.a); +#else + frag_color.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 = frag_color.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) + frag_color.rgb = mix(frag_color.rgb, fog_color, fog_amount); +#else + frag_color.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); + frag_color = comp; + +#endif +#endif +} diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl new file mode 100644 index 0000000000..8b3aa4d309 --- /dev/null +++ b/drivers/gles3/shaders/tonemap.glsl @@ -0,0 +1,313 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +layout(location = 0) vec2 vertex_attrib; +/* clang-format on */ +layout(location = 4) vec2 uv_in; + +out vec2 uv_interp; + +void main() { + gl_Position = vec4(vertex_attrib, 0.0, 1.0); + + uv_interp = uv_in; +} + +/* clang-format off */ +[fragment] + +#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 + +in vec2 uv_interp; +/* clang-format on */ + +layout(location = 0) out vec4 frag_color; + +uniform highp sampler2D source; //texunit:0 + +#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) +#define USING_GLOW // only use glow when at least one glow level is selected + +#ifdef USE_MULTI_TEXTURE_GLOW +uniform highp sampler2D source_glow1; //texunit:2 +uniform highp sampler2D source_glow2; //texunit:3 +uniform highp sampler2D source_glow3; //texunit:4 +uniform highp sampler2D source_glow4; //texunit:5 +uniform highp sampler2D source_glow5; //texunit:6 +uniform highp sampler2D source_glow6; //texunit:7 +#ifdef USE_GLOW_LEVEL7 +uniform highp sampler2D source_glow7; //texunit:8 +#endif +#else +uniform highp sampler2D source_glow; //texunit:2 +#endif +uniform highp float glow_intensity; +#endif + +#ifdef USE_BCS +uniform vec3 bcs; +#endif + +#ifdef USE_FXAA +uniform vec2 pixel_size; +#endif + +#ifdef USE_COLOR_CORRECTION +uniform sampler2D color_correction; //texunit:1 +#endif + +#ifdef USE_GLOW_FILTER_BICUBIC +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) { + return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); +} + +float w1(float a) { + return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); +} + +float w2(float a) { + return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); +} + +float w3(float a) { + return (1.0 / 6.0) * (a * a * a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) { + return w0(a) + w1(a); +} + +float g1(float a) { + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) { + return -1.0 + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) { + return 1.0 + w3(a) / (w2(a) + w3(a)); +} + +uniform ivec2 glow_texture_size; + +vec4 texture_bicubic(sampler2D tex, vec2 uv, int p_lod) { + float lod = float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 texel_size = vec2(1.0) / tex_size; + + uv = uv * tex_size + vec2(0.5); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size; + + return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); +} + +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture_bicubic(m_tex, m_uv, m_lod) +#else //!USE_GLOW_FILTER_BICUBIC +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) +#endif //USE_GLOW_FILTER_BICUBIC + +vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode +#ifdef USE_GLOW_REPLACE + color = glow; +#endif + +#ifdef USE_GLOW_SCREEN + color = max((color + glow) - (color * glow), vec3(0.0)); +#endif + +#ifdef USE_GLOW_SOFTLIGHT + glow = glow * vec3(0.5) + vec3(0.5); + + color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); +#endif + +#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive + color += glow; +#endif + + return color; +} + +vec3 apply_bcs(vec3 color, vec3 bcs) { + color = mix(vec3(0.0), color, bcs.x); + color = mix(vec3(0.5), color, bcs.y); + color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); + + return color; +} + +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { + color.r = texture(correction_tex, vec2(color.r, 0.0)).r; + color.g = texture(correction_tex, vec2(color.g, 0.0)).g; + color.b = texture(correction_tex, vec2(color.b, 0.0)).b; + + return color; +} + +vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) { + const float FXAA_REDUCE_MIN = (1.0 / 128.0); + const float FXAA_REDUCE_MUL = (1.0 / 8.0); + const float FXAA_SPAN_MAX = 8.0; + + vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz; + vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz; + vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz; + vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz; + vec3 rgbM = color; + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); + + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * + (0.25 * FXAA_REDUCE_MUL), + FXAA_REDUCE_MIN); + + float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) * + pixel_size; + + vec3 rgbA = 0.5 * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz); + + float lumaB = dot(rgbB, luma); + if ((lumaB < lumaMin) || (lumaB > lumaMax)) { + return rgbA; + } else { + return rgbB; + } +} + +void main() { + vec3 color = textureLod(source, uv_interp, 0.0).rgb; + +#ifdef USE_FXAA + color = apply_fxaa(color, uv_interp, pixel_size); +#endif + + // Glow + +#ifdef USING_GLOW + vec3 glow = vec3(0.0); +#ifdef USE_MULTI_TEXTURE_GLOW +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb; +#endif +#endif +#endif +#endif +#endif +#endif +#endif + +#else + +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; +#endif + +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb; +#endif + +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb; +#endif + +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb; +#endif + +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb; +#endif + +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb; +#endif + +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; +#endif +#endif //USE_MULTI_TEXTURE_GLOW + + glow *= glow_intensity; + color = apply_glow(color, glow); +#endif + + // Additional effects + +#ifdef USE_BCS + color = apply_bcs(color, bcs); +#endif + +#ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); +#endif + + frag_color = vec4(color, 1.0); +} |