This commit is contained in:
2026-01-23 19:09:00 +03:00
parent cc82acc18c
commit 65607ee284
72 changed files with 6422 additions and 15 deletions

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//-----------------------------------------------------------------------------
// Program Name: FFPLib_AlphaTest
// Program Desc: Alpha test function.
// Program Type: Vertex/Pixel shader
// Language: GLSL
//-----------------------------------------------------------------------------
#define CMPF_ALWAYS_FAIL 0
#define CMPF_ALWAYS_PASS 1
#define CMPF_LESS 2
#define CMPF_LESS_EQUAL 3
#define CMPF_EQUAL 4
#define CMPF_NOT_EQUAL 5
#define CMPF_GREATER_EQUAL 6
#define CMPF_GREATER 7
bool Alpha_Func(in int func, in float alphaRef, in float alphaValue)
{
// ES2 does not have switch
if(func == CMPF_ALWAYS_PASS)
return true;
else if(func == CMPF_LESS)
return alphaValue < alphaRef;
else if(func == CMPF_LESS_EQUAL)
return alphaValue <= alphaRef;
else if(func == CMPF_EQUAL)
return alphaValue == alphaRef;
else if(func == CMPF_NOT_EQUAL)
return alphaValue != alphaRef;
else if(func == CMPF_GREATER_EQUAL)
return alphaValue >= alphaRef;
else if(func == CMPF_GREATER)
return alphaValue > alphaRef;
// CMPF_ALWAYS_FAIL and default
return false;
}
void FFP_Alpha_Test(in float func, in float alphaRef, in vec4 texel)
{
bool pass_ = Alpha_Func(int(func), alphaRef, texel.a);
if (!pass_)
discard;
}

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Program Name: FFPLib_Fog
// Program Desc: Fog functions of the FFP.
// Program Type: Vertex/Pixel shader
// Language: GLSL
// Notes: Implements core functions needed by FFPFog class.
// Based on fog engine.
// See http://msdn.microsoft.com/en-us/library/bb173398.aspx
// Vertex based fog: the w component of the out position is used
// as the distance parameter to fog formulas. This is basically the z coordinate
// in world space. See pixel fog under D3D docs. The fog factor is computed according
// to each formula, then clamped and output to the pixel shader.
// Pixel based fog: the w component of the out position is passed to pixel shader
// that computes the fog factor based on it.
// Both techniques use the fog factor in the end of the pixel shader to blend
// the output color with the fog color.
//-----------------------------------------------------------------------------
#define FOG_EXP 1
#define FOG_EXP2 2
#define FOG_LINEAR 3
//-----------------------------------------------------------------------------
void FFP_FogFactor(in float depth,
in vec4 fogParams,
out float oFogFactor)
{
float distance = abs(depth);
#if FOG_TYPE == FOG_LINEAR
float fogFactor = (fogParams.z - distance) * fogParams.w;
#elif FOG_TYPE == FOG_EXP
float x = distance*fogParams.x;
float fogFactor = 1.0 / exp(x);
#elif FOG_TYPE == FOG_EXP2
float x = (distance*fogParams.x*distance*fogParams.x);
float fogFactor = 1.0 / exp(x);
#endif
oFogFactor = saturate(fogFactor);
}
//-----------------------------------------------------------------------------
void FFP_PixelFog_PositionDepth(in mat4 mWorld,
in vec3 cameraPos,
in vec4 pos,
out vec3 oPosView,
out float oDepth)
{
vec4 vOutPos = mul(mWorld, pos);
oPosView = vOutPos.xyz - cameraPos;
oDepth = length(oPosView);
}
//-----------------------------------------------------------------------------
void FFP_PixelFog(in float depth,
in vec4 fogParams,
in vec4 fogColor,
in vec4 baseColor,
out vec4 oColor)
{
float fogFactor = 0.0;
FFP_FogFactor(depth, fogParams, fogFactor);
oColor = mix(fogColor, baseColor, fogFactor);
}

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Program Name: FFPLib_Texturing
// Program Desc: Texture functions of the FFP.
// Program Type: Vertex/Pixel shader
// Language: GLSL
// Notes: Implements core functions for FFPTexturing class.
// based on texturing operations needed by render system.
// Implements texture coordinate processing:
// see http://msdn.microsoft.com/en-us/library/bb206247.aspx
// Implements texture blending operation:
// see http://msdn.microsoft.com/en-us/library/bb206241.aspx
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut)
{
vOut = mul(m, vec4(v, 0.0, 1.0)).xy;
}
//-----------------------------------------------------------------------------
void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut)
{
vOut = mul(m, v).xy;
}
//-----------------------------------------------------------------------------
void FFP_TransformTexCoord(in mat4 m, in vec3 v, out vec3 vOut)
{
vOut = mul(m, vec4(v, 1.0)).xyz;
}
//-----------------------------------------------------------------------------
void FFP_GenerateTexCoord_EnvMap_Normal(in mat3 mWorldIT,
in vec3 vNormal,
out vec3 vOut)
{
vOut = normalize(mul(mWorldIT, vNormal));
}
//-----------------------------------------------------------------------------
void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorldView,
in mat3 mWorldIT,
in vec4 vPos,
in vec3 vNormal,
out vec2 vOut)
{
vec3 normal = normalize( mul(mWorldIT, vNormal));
vec3 eyedir = normalize(mul(mWorldView, vPos)).xyz;
vec3 r = reflect(eyedir, normal);
r.z += 1.0;
float two_p = 2.0 * length(r);
vOut = vec2(0.5 + r.x / two_p, 0.5 - r.y / two_p);
}
//-----------------------------------------------------------------------------
void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
in mat4 mWorldIT,
in vec3 vCamPos,
in vec3 vNormal,
in vec4 vPos,
out vec3 vOut)
{
vec3 vWorldNormal = normalize(mul(mWorldIT, vec4(vNormal, 0.0)).xyz);
vec3 vWorldPos = mul(mWorld, vPos).xyz;
vec3 vEyeDir = normalize(vWorldPos - vCamPos);
vec3 vReflect = reflect(vEyeDir, vWorldNormal);
vReflect.z *= -1.0;
vOut = vReflect;
}
//-----------------------------------------------------------------------------
void FFP_AddSmooth(in float vIn0, in float vIn1, out float vOut)
{
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
}
//-----------------------------------------------------------------------------
void FFP_AddSmooth(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
{
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
}
//-----------------------------------------------------------------------------
void FFP_AddSmooth(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
{
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
}
//-----------------------------------------------------------------------------
void FFP_AddSmooth(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
{
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
}
//-----------------------------------------------------------------------------
void FFP_DotProduct(in float vIn0, in float vIn1, out float vOut)
{
vOut = dot(vIn0, vIn1);
}
//-----------------------------------------------------------------------------
void FFP_DotProduct(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
{
vOut = vec2_splat(dot(vIn0, vIn1));
}
//-----------------------------------------------------------------------------
void FFP_DotProduct(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
{
vOut = vec3_splat(dot(vIn0, vIn1));
}
//-----------------------------------------------------------------------------
void FFP_DotProduct(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
{
vOut = vec4_splat(dot(vIn0, vIn1));
}

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Program Name: FFPLib_Transform
// Program Desc: Transform functions of the FFP.
// Program Type: Vertex shader
// Language: GLSL
// Notes: Implements core functions for FFPTransform class.
// based on transform engine.
// See http://msdn.microsoft.com/en-us/library/bb206269.aspx
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void FFP_Transform(in mat4 m,
in vec4 v,
out vec3 vOut)
{
vOut = mul(m, v).xyz;
}
#ifdef OGRE_HLSL
void FFP_Transform(in float3x4 m,
in float4 v,
out float3 vOut)
{
vOut = mul(m, v);
}
//-----------------------------------------------------------------------------
void FFP_Transform(in float3x4 m,
in float3 v,
out float3 vOut)
{
vOut = mul((float3x3)m, v);
}
#elif !defined(OGRE_GLSLES) || OGRE_GLSLES > 100
//-----------------------------------------------------------------------------
void FFP_Transform(in mat3x4 m,
in vec4 v,
out vec3 vOut)
{
/* transpose non-square uniform matrix for correct row-major > column-major mapping
* to keep the indexing inside the shader so mat[0] returns the same data in both GLSL and HLSL
* although it will be the first row in HLSL and the first column in GLSL
*/
vOut = v * m;
}
void FFP_Transform(in mat3x4 m,
in vec3 v,
out vec3 vOut)
{
vOut = v * mat3(m);
}
#endif
//-----------------------------------------------------------------------------
void FFP_Transform(in mat4 m,
in vec3 v,
out vec3 vOut)
{
#ifdef OGRE_HLSL
vOut = mul((float3x3)m, v);
#else
vOut = mat3(m) * v;
#endif
}
//-----------------------------------------------------------------------------
void FFP_DerivePointSize(in vec4 params,
in float d,
out float sz)
{
sz = params.x/sqrt(params.y + params.z*d + params.w*d*d);
}

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// This file is part of the OGRE project.
// code adapted from Google Filament
// SPDX-License-Identifier: Apache-2.0
vec3 specularDFG(const PixelParams pixel) {
return mix(pixel.dfg.xxx, pixel.dfg.yyy, pixel.f0);
}
vec3 decodeDataForIBL(const vec4 data) {
return data.rgb;
}
vec3 Irradiance_RoughnessOne(samplerCube light_iblSpecular, const vec3 n, float iblRoughnessOneLevel) {
// note: lod used is always integer, hopefully the hardware skips tri-linear filtering
return decodeDataForIBL(textureCubeLod(light_iblSpecular, n, iblRoughnessOneLevel));
}
vec3 PrefilteredDFG_LUT(sampler2D light_iblDFG, float lod, float NoV) {
// coord = sqrt(linear_roughness), which is the mapping used by cmgen.
// OGRE Specific: y is flipped compared to Filament code
return texture2DLod(light_iblDFG, vec2(NoV, 1.0 - lod), 0.0).rgb;
}
float perceptualRoughnessToLod(float iblRoughnessOneLevel, float perceptualRoughness) {
// The mapping below is a quadratic fit for log2(perceptualRoughness)+iblRoughnessOneLevel when
// iblRoughnessOneLevel is 4. We found empirically that this mapping works very well for
// a 256 cubemap with 5 levels used. But also scales well for other iblRoughnessOneLevel values.
return iblRoughnessOneLevel * perceptualRoughness * (2.0 - perceptualRoughness);
}
vec3 prefilteredRadiance(samplerCube light_iblSpecular, const vec3 r, float perceptualRoughness, float iblRoughnessOneLevel) {
float lod = perceptualRoughnessToLod(iblRoughnessOneLevel, perceptualRoughness);
return decodeDataForIBL(textureCubeLod(light_iblSpecular, r, lod));
}
vec3 getSpecularDominantDirection(const vec3 n, const vec3 r, float roughness) {
return mix(r, n, roughness * roughness);
}
void evaluateIBL(inout PixelParams pixel,
in vec3 vNormal,
in vec3 viewPos,
in mat4 invViewMat,
in sampler2D dfgTex,
in samplerCube iblEnvTex,
in float iblRoughnessOneLevel,
in float iblLuminance,
inout vec3 color)
{
vec3 shading_normal = normalize(vNormal);
vec3 shading_view = -normalize(viewPos);
float shading_NoV = clampNoV(abs(dot(shading_normal, shading_view)));
// the above is currently duplicated with CookTorrance
vec3 shading_reflected = reflect(-shading_view, shading_normal);
// Pre-filtered DFG term used for image-based lighting
pixel.dfg = PrefilteredDFG_LUT(dfgTex, pixel.perceptualRoughness, shading_NoV);
vec3 E = specularDFG(pixel);
vec3 r = getSpecularDominantDirection(shading_normal, shading_reflected, pixel.roughness);
// OGRE specific: convert r and n back to world space for texture sampling
r = normalize(mul(invViewMat, vec4(r, 0.0)).xyz);
r.z *= -1.0;
shading_normal = normalize(mul(invViewMat, vec4(shading_normal, 0.0)).xyz);
// specular layer
vec3 Fr = E * prefilteredRadiance(iblEnvTex, r, pixel.perceptualRoughness, iblRoughnessOneLevel);
vec3 diffuseIrradiance = Irradiance_RoughnessOne(iblEnvTex, shading_normal, iblRoughnessOneLevel);
vec3 Fd = pixel.diffuseColor * diffuseIrradiance * (1.0 - E);
Fr *= iblLuminance;
Fd *= iblLuminance;
// Combine all terms
// Note: iblLuminance is already premultiplied by the exposure
color = pow(color, vec3_splat(2.2)); // gamma to linear
color += Fr + Fd;
// linear to gamma
color = pow(color, vec3_splat(1.0/2.2));
color = saturate(color);
}

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// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
// by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
// code: https://github.com/selfshadow/ltc_code/
// also: https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js
// adapted for Ogre by Pavel Rojtberg
#define LUT_SIZE 64.0
#define LUT_SCALE ((LUT_SIZE - 1.0)/LUT_SIZE)
#define LUT_BIAS (0.5/LUT_SIZE)
vec3 IntegrateEdgeVec(vec3 v1, vec3 v2)
{
float x = dot(v1, v2);
float y = abs(x);
float a = 0.8543985 + (0.4965155 + 0.0145206*y)*y;
float b = 3.4175940 + (4.1616724 + y)*y;
float v = a / b;
float theta_sintheta = (x > 0.0) ? v : 0.5*inversesqrt(max(1.0 - x*x, 1e-7)) - v;
return cross(v1, v2)*theta_sintheta;
}
float LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points[4], sampler2D ltc_2)
{
vec3 dir = points[0] - P;
vec3 lightDir = cross(points[1] - points[0], points[3] - points[0]);
if(dot(dir, lightDir) < 0.0)
return 0.0;
// construct orthonormal basis around N
vec3 T1, T2;
T1 = normalize(V - N*dot(V, N));
T2 = cross(N, T1);
// rotate area light in (T1, T2, N) basis
Minv = mul(Minv, mtxFromRows(T1, T2, N));
// polygon
vec3 L[4];
L[0] = mul(Minv, points[0] - P);
L[1] = mul(Minv, points[1] - P);
L[2] = mul(Minv, points[2] - P);
L[3] = mul(Minv, points[3] - P);
// project rect onto sphere
L[0] = normalize(L[0]);
L[1] = normalize(L[1]);
L[2] = normalize(L[2]);
L[3] = normalize(L[3]);
vec3 vsum = vec3_splat(0.0);
vsum += IntegrateEdgeVec(L[0], L[1]);
vsum += IntegrateEdgeVec(L[1], L[2]);
vsum += IntegrateEdgeVec(L[2], L[3]);
vsum += IntegrateEdgeVec(L[3], L[0]);
float len = length(vsum);
float z = vsum.z/len;
// clipless approximation: tabulated horizon-clipped sphere
// visually better than alternatives, but produces artifacts at low roughness values
vec2 uv = vec2(z*0.5 + 0.5, len);
uv = uv*LUT_SCALE + LUT_BIAS;
float scale = texture2D(ltc_2, uv).w;
return len*scale;
}
void InitRectPoints(vec3 center, vec3 ex, vec3 ey, out vec3 points[4])
{
points[0] = center - ex - ey;
points[1] = center + ex - ey;
points[2] = center + ex + ey;
points[3] = center - ex + ey;
}
void evaluateRectLight(sampler2D ltc_1, sampler2D ltc_2, float roughness, vec3 N, vec3 pos, vec3 lpos, vec3 halfwidth, vec3 halfheight,
inout vec3 scol, inout vec3 dcol)
{
vec3 points[4];
InitRectPoints(lpos, halfwidth, halfheight, points);
vec3 V = -normalize(pos);
float ndotv = saturate(dot(N, V));
vec2 uv = vec2(roughness, sqrt(1.0 - ndotv));
uv = uv*LUT_SCALE + LUT_BIAS;
vec4 t1 = texture2D(ltc_1, uv);
mat3 Minv = mtxFromCols(
vec3(t1.x, 0.0, t1.y),
vec3( 0.0, 1.0, 0.0),
vec3(t1.z, 0.0, t1.w)
);
float spec = LTC_Evaluate(N, V, pos, Minv, points, ltc_2);
// LTC Fresnel Approximation by Stephen Hill
// http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
vec4 t2 = texture2D(ltc_2, uv);
scol = (scol*t2.x + (1.0 - scol)*t2.y)*spec;
mat3 Meye = mat3(
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
dcol *= LTC_Evaluate(N, V, pos, Meye, points, ltc_2);
}

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// This file is part of the OGRE project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at https://www.ogre3d.org/licensing.
// SPDX-License-Identifier: MIT
#define M_PI 3.14159265359
float getDistanceAttenuation(const vec3 params, float distance)
{
return 1.0 / (params.x + params.y * distance + params.z * distance * distance);
}
float getAngleAttenuation(const vec3 params, const vec3 lightDir, const vec3 toLight)
{
float rho = dot(-lightDir, toLight);
float fSpotE = saturate((rho - params.y) / (params.x - params.y));
return pow(fSpotE, params.z);
}

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sampler Ogre/ShadowSampler
{
tex_address_mode border
tex_border_colour 1 1 1 1
}
sampler Ogre/DepthShadowSampler : Ogre/ShadowSampler
{
compare_test on
comp_func less_equal
}
sampler Ogre/LtcLUTSampler
{
filtering point linear point
tex_address_mode clamp
}

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// This file is part of the OGRE project.
// code adapted from Google Filament
// SPDX-License-Identifier: Apache-2.0
#include "RTSLib_Lighting.glsl"
#ifdef HAVE_AREA_LIGHTS
#include "RTSLib_LTC.glsl"
#endif
#ifdef OGRE_GLSLES
// min roughness such that (MIN_PERCEPTUAL_ROUGHNESS^4) > 0 in fp16 (i.e. 2^(-14/4), rounded up)
#define MIN_PERCEPTUAL_ROUGHNESS 0.089
#else
#define MIN_PERCEPTUAL_ROUGHNESS 0.045
#endif
#define MEDIUMP_FLT_MAX 65504.0
#define saturateMediump(x) min(x, MEDIUMP_FLT_MAX)
#define MIN_N_DOT_V 1e-4
struct PixelParams
{
vec3 baseColor;
vec3 diffuseColor;
float perceptualRoughness;
float roughness;
vec3 f0;
vec3 dfg;
vec3 energyCompensation;
};
float clampNoV(float NoV) {
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
return max(NoV, MIN_N_DOT_V);
}
// Computes x^5 using only multiply operations.
float pow5(float x) {
float x2 = x * x;
return x2 * x2 * x;
}
// https://google.github.io/filament/Filament.md.html#materialsystem/diffusebrdf
float Fd_Lambert() {
return 1.0 / M_PI;
}
// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/fresnel(specularf)
vec3 F_Schlick(const vec3 f0, float f90, float VoH) {
// Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
return f0 + (f90 - f0) * pow5(1.0 - VoH);
}
vec3 computeDiffuseColor(const vec3 baseColor, float metallic) {
return baseColor.rgb * (1.0 - metallic);
}
vec3 computeF0(const vec3 baseColor, float metallic, float reflectance) {
return baseColor.rgb * metallic + (reflectance * (1.0 - metallic));
}
float perceptualRoughnessToRoughness(float perceptualRoughness) {
return perceptualRoughness * perceptualRoughness;
}
// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
float a2 = roughness * roughness;
// TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
float v = 0.5 / (lambdaV + lambdaL);
// a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf
// a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf
// clamp to the maximum value representable in mediump
return saturateMediump(v);
}
// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/normaldistributionfunction(speculard)
float D_GGX(float roughness, float NoH, const vec3 h, const vec3 n) {
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
// 2) NoH doesn't have enough precision around 1.0
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
// However, we can do better using Lagrange's identity:
// ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
// since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
// This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
// enough precision).
// Overall this yields better performance, keeping all computations in mediump
#ifdef OGRE_GLSLES
vec3 NxH = cross(n, h);
float oneMinusNoHSquared = dot(NxH, NxH);
#else
float oneMinusNoHSquared = 1.0 - NoH * NoH;
#endif
float a = NoH * roughness;
float k = roughness / (oneMinusNoHSquared + a * a);
float d = k * k * (1.0 / M_PI);
return saturateMediump(d);
}
vec3 evaluateLight(
in vec3 vNormal,
in vec3 viewPos,
in vec4 lightPos,
in vec3 lightColor,
in vec4 pointParams,
in vec4 vLightDirView,
in vec4 spotParams,
in PixelParams pixel)
{
vec3 vLightView = lightPos.xyz;
float fLightD = 0.0;
if (lightPos.w != 0.0)
{
vLightView -= viewPos; // to light
fLightD = length(vLightView);
if(fLightD > pointParams.x)
return vec3_splat(0.0);
}
vLightView = normalize(vLightView);
vec3 vNormalView = normalize(vNormal);
float NoL = saturate(dot(vNormalView, vLightView));
if(NoL <= 0.0)
return vec3_splat(0.0); // not lit by this light
// https://google.github.io/filament/Filament.md.html#toc5.6.2
float f90 = saturate(dot(pixel.f0, vec3_splat(50.0 * 0.33)));
vec3 vView = -normalize(viewPos);
// https://google.github.io/filament/Filament.md.html#materialsystem/standardmodelsummary
vec3 h = normalize(vView + vLightView);
float NoH = saturate(dot(vNormalView, h));
float NoV = clampNoV(abs(dot(vNormalView, vView)));
float V = V_SmithGGXCorrelated(pixel.roughness, NoV, NoL);
vec3 F = F_Schlick(pixel.f0, f90, NoH);
float D = D_GGX(pixel.roughness, NoH, h, vNormalView);
vec3 Fr = (D * V) * F;
vec3 Fd = pixel.diffuseColor * Fd_Lambert();
// https://google.github.io/filament/Filament.md.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
vec3 color = NoL * lightColor * (Fr * pixel.energyCompensation + Fd);
color *= getDistanceAttenuation(pointParams.yzw, fLightD);
if(spotParams.w != 0.0)
{
color *= getAngleAttenuation(spotParams.xyz, vLightDirView.xyz, vLightView);
}
return color;
}
void PBR_MakeParams(in vec3 baseColor, in vec2 mrParam, inout PixelParams pixel)
{
baseColor = pow(baseColor, vec3_splat(2.2));
pixel.baseColor = baseColor;
float perceptualRoughness = mrParam.x;
// Clamp the roughness to a minimum value to avoid divisions by 0 during lighting
pixel.perceptualRoughness = clamp(perceptualRoughness, MIN_PERCEPTUAL_ROUGHNESS, 1.0);
// Remaps the roughness to a perceptually linear roughness (roughness^2)
pixel.roughness = perceptualRoughnessToRoughness(pixel.perceptualRoughness);
float metallic = saturate(mrParam.y);
pixel.f0 = computeF0(baseColor, metallic, 0.04);
pixel.diffuseColor = computeDiffuseColor(baseColor, metallic);
pixel.dfg = vec3_splat(0.5); // use full f0 for energy compensation
pixel.energyCompensation = vec3_splat(0.0); // will be set later
}
#if LIGHT_COUNT > 0
void PBR_Lights(
#ifdef SHADOWLIGHT_COUNT
in float shadowFactor[SHADOWLIGHT_COUNT],
#endif
#ifdef HAVE_AREA_LIGHTS
in sampler2D ltcLUT1,
in sampler2D ltcLUT2,
#endif
in vec3 vNormal,
in vec3 viewPos,
in vec4 ambient,
in vec4 lightPos[LIGHT_COUNT],
in vec4 lightColor[LIGHT_COUNT],
in vec4 pointParams[LIGHT_COUNT],
in vec4 vLightDirView[LIGHT_COUNT],
in vec4 spotParams[LIGHT_COUNT],
in PixelParams pixel,
inout vec3 vOutColour)
{
vOutColour = pow(vOutColour, vec3_splat(2.2)); // gamma to linear
// Energy compensation for multiple scattering in a microfacet model
// See "Multiple-Scattering Microfacet BSDFs with the Smith Model"
pixel.energyCompensation = 1.0 + pixel.f0 * (1.0 / pixel.dfg.y - 1.0);
for(int i = 0; i < LIGHT_COUNT; i++)
{
#ifdef HAVE_AREA_LIGHTS
if(spotParams[i].w == 2.0)
{
// rect area light
vec3 dcol = pixel.diffuseColor;
vec3 scol = pixel.f0;
evaluateRectLight(ltcLUT1, ltcLUT2, pixel.roughness, normalize(vNormal), viewPos,
lightPos[i].xyz, spotParams[i].xyz, pointParams[i].xyz, scol, dcol);
vOutColour += lightColor[i].xyz * (scol + dcol) * 4.0;
continue;
}
#endif
vec3 lightVal = evaluateLight(vNormal, viewPos, lightPos[i], lightColor[i].xyz, pointParams[i], vLightDirView[i], spotParams[i],
pixel);
#ifdef SHADOWLIGHT_COUNT
if(i < SHADOWLIGHT_COUNT)
lightVal *= shadowFactor[i];
#endif
vOutColour += lightVal;
}
vOutColour += pixel.baseColor * pow(ambient.rgb, vec3_splat(2.2));
// linear to gamma
vOutColour = pow(vOutColour, vec3_splat(1.0/2.2));
vOutColour = saturate(vOutColour);
}
#endif

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//These functions are based on dqs.cg from http://isg.cs.tcd.ie/kavanl/dq/
/* dqs.cg
Dual quaternion skinning vertex shaders (no shading computations)
Version 1.0.3, November 1st, 2007
Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights
Reserved
This software is provided 'as-is', without any express or implied
warranty. In no event will the author(s) be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Author: Ladislav Kavan, kavanl@cs.tcd.ie
*/
//-----------------------------------------------------------------------------
// Program Name: SGXLib_DualQuaternion
// Program Desc: Dual quaternion skinning functions.
// Program Type: Vertex shader
// Language: GLSL
//-----------------------------------------------------------------------------
#if defined(OGRE_HLSL) || defined(OGRE_CG)
// this is technically wrong, thats why we dont put it into OgreUnifiedShader.h
#define mat2x4 float2x4
#define mat3x4 float3x4
#endif
//-----------------------------------------------------------------------------
void SGX_BlendWeight(in float blendWgt, in mat2x4 dualQuaternion, out mat2x4 vOut)
{
vOut = blendWgt*dualQuaternion;
}
//-----------------------------------------------------------------------------
void SGX_BlendWeight(in float blendWgt, in mat3x4 scaleShearMatrix, out mat3x4 vOut)
{
vOut = blendWgt*scaleShearMatrix;
}
//-----------------------------------------------------------------------------
// Adjusts the sign of a dual quaternion depending on its orientation to the root dual quaternion
void SGX_AntipodalityAdjustment(in mat2x4 dq0, in mat2x4 dq1,out mat2x4 dq2)
{
//Accurate antipodality handling. For speed increase, remove the following line,
//though, the results will only be valid for rotations less than 180 degrees.
dq2 = (dot(dq0[0], dq1[0]) < 0.0) ? dq1 * -1.0 : dq1;
}
//-----------------------------------------------------------------------------
void SGX_CalculateBlendPosition(in vec3 position, in mat2x4 blendDQ, out vec4 vOut)
{
vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position);
vec3 trans = 2.0*(blendDQ[0].x*blendDQ[1].yzw - blendDQ[1].x*blendDQ[0].yzw + cross(blendDQ[0].yzw, blendDQ[1].yzw));
blendPosition += trans;
vOut = vec4(blendPosition, 1.0);
}
//-----------------------------------------------------------------------------
void SGX_CalculateBlendNormal(in vec3 normal, in mat2x4 blendDQ, out vec3 vOut)
{
vOut = normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal);
}
//-----------------------------------------------------------------------------
void SGX_AdjointTransposeMatrix(in mat3x4 M, out mat3 vOut)
{
mat3 atM;
atM[0][0] = M[2][2] * M[1][1] - M[1][2] * M[2][1];
atM[0][1] = M[1][2] * M[2][0] - M[1][0] * M[2][2];
atM[0][2] = M[1][0] * M[2][1] - M[2][0] * M[1][1];
atM[1][0] = M[0][2] * M[2][1] - M[2][2] * M[0][1];
atM[1][1] = M[2][2] * M[0][0] - M[0][2] * M[2][0];
atM[1][2] = M[2][0] * M[0][1] - M[0][0] * M[2][1];
atM[2][0] = M[1][2] * M[0][1] - M[0][2] * M[1][1];
atM[2][1] = M[1][0] * M[0][2] - M[1][2] * M[0][0];
atM[2][2] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
vOut = atM;
}
//-----------------------------------------------------------------------------
void blendBonesDQ(mat2x4 bones_dq[BONE_COUNT], vec4 indices, vec4 weights, out mat2x4 blendDQ)
{
blendDQ = bones_dq[int(indices.x)] * weights.x;
mat2x4 dqi;
#ifdef CORRECT_ANTIPODALITY
mat2x4 dq0 = blendDQ;
#endif
#if WEIGHT_COUNT > 1
dqi = bones_dq[int(indices.y)] * weights.y;
# ifdef CORRECT_ANTIPODALITY
SGX_AntipodalityAdjustment(dq0, dqi, dqi);
# endif
blendDQ += dqi;
#endif
#if WEIGHT_COUNT > 2
dqi = bones_dq[int(indices.z)] * weights.z;
# ifdef CORRECT_ANTIPODALITY
SGX_AntipodalityAdjustment(dq0, dqi, dqi);
# endif
blendDQ += dqi;
#endif
#if WEIGHT_COUNT > 3
dqi = bones_dq[int(indices.w)] * weights.w;
# ifdef CORRECT_ANTIPODALITY
SGX_AntipodalityAdjustment(dq0, dqi, dqi);
# endif
blendDQ += dqi;
#endif
blendDQ /= length(blendDQ[0]); // normalise dual quaternion
}
void blendBonesMat3x4(mat3x4 bones_mat[BONE_COUNT], vec4 indices, vec4 weights, out mat3x4 blendMat)
{
blendMat = bones_mat[int(indices.x)] * weights.x;
#if WEIGHT_COUNT > 1
blendMat += bones_mat[int(indices.y)] * weights.y;
#endif
#if WEIGHT_COUNT > 2
blendMat += bones_mat[int(indices.z)] * weights.z;
#endif
#if WEIGHT_COUNT > 3
blendMat += bones_mat[int(indices.w)] * weights.w;
#endif
}

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Program Name: SGXLib_IntegratedPSSM
// Program Desc: Integrated PSSM functions.
// Program Type: Vertex/Pixel shader
// Language: GLSL
//-----------------------------------------------------------------------------
#ifdef PSSM_SAMPLE_CMP
#define SAMPLER_TYPE sampler2DShadow
#else
#define SAMPLER_TYPE sampler2D
#endif
// default to 2x2 PCF
#ifndef PCF_XSAMPLES
#define PCF_XSAMPLES 2.0
#endif
//-----------------------------------------------------------------------------
#ifdef SHADOWLIGHT_COUNT
void SGX_ApplyShadowFactor_Modulative(in vec4 ambient,
in float fShadowFactor[SHADOWLIGHT_COUNT],
inout vec4 diffCol
#ifdef USE_SPECULAR
, inout vec4 specCol
#endif
)
{
float shadowFactor = fShadowFactor[0];
for(int i = 1; i < SHADOWLIGHT_COUNT; ++i)
shadowFactor *= fShadowFactor[i];
diffCol.rgb = mix(ambient.rgb, diffCol.rgb, shadowFactor);
#ifdef USE_SPECULAR
specCol.rgb *= shadowFactor;
#endif
}
#endif
float sampleDepth(in SAMPLER_TYPE shadowMap, vec2 uv, float depth)
{
#ifdef PSSM_SAMPLE_CMP
# if defined(OGRE_GLSL) && OGRE_GLSL < 130
return shadow2D(shadowMap, vec3(uv, depth)).r;
# else
return shadow2D(shadowMap, vec3(uv, depth));
# endif
#else
return (depth <= texture2D(shadowMap, uv).r) ? 1.0 : 0.0;
#endif
}
//-----------------------------------------------------------------------------
#ifdef PSSM_SAMPLE_COLOUR
void SGX_ShadowPCF4(in sampler2D shadowMap, in vec4 shadowMapPos, in vec2 invTexSize, out float c)
{
c = texture2DProj(shadowMap, shadowMapPos).x;
}
#else
void SGX_ShadowPCF4(in SAMPLER_TYPE shadowMap, in vec4 shadowMapPos, in vec2 invTexSize, out float c)
{
shadowMapPos = shadowMapPos / shadowMapPos.w;
#if !defined(OGRE_REVERSED_Z) && !defined(OGRE_HLSL) && !defined(VULKAN)
shadowMapPos.z = shadowMapPos.z * 0.5 + 0.5; // convert -1..1 to 0..1
#endif
vec2 uv = shadowMapPos.xy;
// depth must be clamped to support floating-point depth formats. This is to avoid comparing a
// value from the depth texture (which is never greater than 1.0) with a greater-than-one
// comparison value (which is possible with floating-point formats).
float depth = clamp(shadowMapPos.z, 0.0, 1.0);
c = 0.0;
float scale = 1.0;
float offset = (PCF_XSAMPLES / 2.0 - 0.5) * scale;
for (float y = -offset; y <= offset; y += scale)
for (float x = -offset; x <= offset; x += scale)
c += sampleDepth(shadowMap, uv + invTexSize * vec2(x, y), depth);
c /= PCF_XSAMPLES * PCF_XSAMPLES;
}
#endif
//-----------------------------------------------------------------------------
void SGX_ComputeShadowFactor_PSSM3(in float fDepth,
in vec4 vSplitPoints,
in vec4 lightPosition0,
in SAMPLER_TYPE shadowMap0,
in vec2 invShadowMapSize0,
#if PSSM_NUM_SPLITS > 2
in vec4 lightPosition1,
in SAMPLER_TYPE shadowMap1,
in vec2 invShadowMapSize1,
#endif
#if PSSM_NUM_SPLITS > 3
in vec4 lightPosition2,
in SAMPLER_TYPE shadowMap2,
in vec2 invShadowMapSize2,
#endif
in vec4 lightPosition3,
in SAMPLER_TYPE shadowMap3,
in vec2 invShadowMapSize3,
out float oShadowFactor
#ifdef DEBUG_PSSM
, out vec4 oDiffuse
#endif
)
{
#if !defined(OGRE_REVERSED_Z) && !defined(OGRE_HLSL) && !defined(VULKAN)
vSplitPoints = vSplitPoints * 0.5 + 0.5; // convert -1..1 to 0..1
#endif
#ifdef OGRE_REVERSED_Z
vSplitPoints = vec4_splat(1.0) - vSplitPoints;
fDepth = 1.0 - fDepth;
#endif
if (fDepth <= vSplitPoints.x)
{
SGX_ShadowPCF4(shadowMap0, lightPosition0, invShadowMapSize0, oShadowFactor);
#ifdef DEBUG_PSSM
oDiffuse.r += 1.0;
#endif
}
#if PSSM_NUM_SPLITS > 2
else if (fDepth <= vSplitPoints.y)
{
SGX_ShadowPCF4(shadowMap1, lightPosition1, invShadowMapSize1, oShadowFactor);
#ifdef DEBUG_PSSM
oDiffuse.g += 1.0;
#endif
}
#endif
#if PSSM_NUM_SPLITS > 3
else if (fDepth <= vSplitPoints.z)
{
SGX_ShadowPCF4(shadowMap2, lightPosition2, invShadowMapSize2, oShadowFactor);
#ifdef DEBUG_PSSM
oDiffuse.r += 1.0;
oDiffuse.g += 1.0;
#endif
}
#endif
else if (fDepth <= vSplitPoints.w)
{
SGX_ShadowPCF4(shadowMap3, lightPosition3, invShadowMapSize3, oShadowFactor);
#ifdef DEBUG_PSSM
oDiffuse.b += 1.0;
#endif
}
else
{
// behind far distance
oShadowFactor = 1.0;
}
}

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/*
** layered blending & misc math
** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
**
** The shaders below are base on the shaders created by:
** Romain Dura | Romz
** Blog: http://blog.mouaif.org
** Post: http://blog.mouaif.org/?p=94
*/
/*
** Desaturation
*/
vec4 Desaturate(in vec3 color, in float Desaturation)
{
vec3 grayXfer = vec3(0.3, 0.59, 0.11);
float grayf = dot(grayXfer, color);
vec3 gray = vec3(grayf, grayf, grayf);
return vec4(mix(color, gray, Desaturation), 1.0);
}
/*
** Hue, saturation, luminance
*/
vec3 RGBToHSL(in vec3 color)
{
vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
float delta = fmax - fmin; //Delta RGB value
hsl.z = (fmax + fmin) / 2.0; // Luminance
if (delta == 0.0) //This is a gray, no chroma...
{
hsl.x = 0.0; // Hue
hsl.y = 0.0; // Saturation
}
else //Chromatic data...
{
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin); // Saturation
else
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hsl.x = deltaB - deltaG; // Hue
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
if (hsl.x < 0.0)
hsl.x += 1.0; // Hue
else if (hsl.x > 1.0)
hsl.x -= 1.0; // Hue
}
return hsl;
}
float HueToRGB(in float f1, in float f2, in float hue)
{
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}
vec3 HSLToRGB(in vec3 hsl)
{
vec3 rgb;
if (hsl.y == 0.0)
rgb = hsl.zzz; // Luminance
else
{
float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
float f1 = 2.0 * hsl.z - f2;
rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
rgb.g = HueToRGB(f1, f2, hsl.x);
rgb.b = HueToRGB(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
/*
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
*/
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec3 ContrastSaturationBrightness(in vec3 color, in float brt, in float sat, in float con)
{
// Increase or decrease these values to adjust r, g and b color channels separately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color * brt;
float intensityf = dot(brtColor, LumCoeff);
vec3 intensity = vec3(intensityf, intensityf, intensityf);
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
return conColor;
}
/*
** Float blending modes
** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
*/
#define BlendLinearDodgef BlendAddf
#define BlendLinearBurnf BlendSubtractf
#define BlendAddf(base, blend) min(base + blend, 1.0)
#define BlendSubtractf(base, blend) max(base + blend - 1.0, 0.0)
#define BlendLightenf(base, blend) max(blend, base)
#define BlendDarkenf(base, blend) min(blend, base)
#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend)))
#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
#define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend)))
#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
/*
** Vector3 blending modes
*/
// Component wise blending
#define Blend1(base, blend, funcf) funcf(base, blend)
#define Blend3(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
#define Blend4(base, blend, funcf) vec4(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b), funcf(base.a, blend.a))
#define BlendNormal(base, blend) (base)
#define BlendMultiply(base, blend) (base * blend)
#define BlendAverage(base, blend) ((base + blend) / 2.0)
#define BlendAdd(base, blend) min(base + blend, 1.0)
#define BlendSubtract(base, blend) max(base + blend - 1.0, 0.0)
#define BlendDifference(base, blend) abs(base - blend)
#define BlendNegation(base, blend) (1.0 - abs(1.0 - base - blend))
#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend)
#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + 1.0)
#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
// Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color.
float BlendHue1(in float base, in float blend)
{
return base;
}
vec3 BlendHue3(in vec3 base, in vec3 blend)
{
vec3 baseHSL = RGBToHSL(base);
return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
}
vec4 BlendHue4(in vec4 base, in vec4 blend)
{
vec3 hue = BlendHue3(base.xyz, blend.xyz);
return vec4(hue.x, hue.y, hue.z, BlendHue1(base.w, blend.w));
}
// Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color.
float BlendSaturation1(in float base, in float blend)
{
return base;
}
vec3 BlendSaturation3(in vec3 base, in vec3 blend)
{
vec3 baseHSL = RGBToHSL(base);
return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
}
vec4 BlendSaturation4(in vec4 base, in vec4 blend)
{
vec3 hue = BlendSaturation3(base.xyz, blend.xyz);
return vec4(hue.x, hue.y, hue.z, BlendSaturation1(base.w, blend.w));
}
// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
float BlendColor1(in float base, in float blend)
{
return base;
}
vec3 BlendColor3(in vec3 base, in vec3 blend)
{
vec3 blendHSL = RGBToHSL(blend);
return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
}
vec4 BlendColor4(in vec4 base, in vec4 blend)
{
vec3 hue = BlendColor3(base.xyz, blend.xyz);
return vec4(hue.x, hue.y, hue.z, BlendColor1(base.w, blend.w));
}
// Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color.
float BlendLuminosity1(in float base, in float blend)
{
return base;
}
vec3 BlendLuminosity3(in vec3 base, in vec3 blend)
{
vec3 baseHSL = RGBToHSL(base);
return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
}
vec4 BlendLuminosity4(in vec4 base, in vec4 blend)
{
vec3 hue = BlendLuminosity3(base.xyz, blend.xyz);
return vec4(hue.x, hue.y, hue.z, BlendLuminosity1(base.w, blend.w));
}
float BlendLinearLightf(in float s1, in float s2)
{
float oColor;
if (s2 < 0.5)
{
float s2x = (2.0 * s2);
oColor = BlendSubtractf(s1, s2x);
}
else
{
float s2x = (2.0 * (s2 - 0.5));
oColor = BlendAddf(s1, s2x);
}
return oColor;
}
float BlendVividLightf(in float s1, in float s2)
{
float oColor;
if (s2 < 0.5)
{
float s2x = (2.0 * s2);
oColor = BlendColorBurnf(s1, s2x);
}
else
{
float s2x = (2.0 * (s2 - 0.5));
oColor = BlendColorDodgef(s1, s2x);
}
return oColor;
}
float BlendPinLightf(in float s1, in float s2)
{
float oColor;
if (s2 < 0.5)
{
float s2x = (2.0 * s2);
oColor = BlendDarkenf(s1, s2x);
}
else
{
float s2x = (2.0 * (s2 - 0.5));
oColor = BlendLightenf(s1, s2x);
}
return oColor;
}
float BlendReflectf(in float s1, in float s2)
{
float oColor;
if (s2 == 1.0)
{
oColor = s2;
}
else
{
float s1x = (s1 * s1) / (1.0 - s2);
oColor = min(s1x, 1.0);
}
return oColor;
}
//------------------------------------
// Interface for RTShader
//------------------------------------
void SGX_blend_normal(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendNormal(basePixel, blendPixel);
}
void SGX_blend_normal(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendNormal(basePixel, blendPixel);
}
void SGX_blend_normal(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendNormal(basePixel, blendPixel);
}
void SGX_blend_lighten(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendLightenf(basePixel, blendPixel);
}
void SGX_blend_lighten(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendLightenf(basePixel, blendPixel);
}
void SGX_blend_lighten(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendLightenf(basePixel, blendPixel);
}
void SGX_blend_darken(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendDarkenf(basePixel, blendPixel);
}
void SGX_blend_darken(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendDarkenf(basePixel, blendPixel);
}
void SGX_blend_darken(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendDarkenf(basePixel, blendPixel);
}
void SGX_blend_multiply(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendMultiply(basePixel, blendPixel);
}
void SGX_blend_multiply(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendMultiply(basePixel, blendPixel);
}
void SGX_blend_multiply(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendMultiply(basePixel, blendPixel);
}
void SGX_blend_average(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendAverage(basePixel, blendPixel);
}
void SGX_blend_average(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendAverage(basePixel, blendPixel);
}
void SGX_blend_average(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendAverage(basePixel, blendPixel);
}
void SGX_blend_add(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendAdd(basePixel, blendPixel);
}
void SGX_blend_add(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendAdd(basePixel, blendPixel);
}
void SGX_blend_add(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendAdd(basePixel, blendPixel);
}
void SGX_blend_subtract(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendSubtract(basePixel, blendPixel);
}
void SGX_blend_subtract(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendSubtract(basePixel, blendPixel);
}
void SGX_blend_subtract(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendSubtract(basePixel, blendPixel);
}
void SGX_blend_difference(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendDifference(basePixel, blendPixel);
}
void SGX_blend_difference(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendDifference(basePixel, blendPixel);
}
void SGX_blend_difference(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendDifference(basePixel, blendPixel);
}
void SGX_blend_negation(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendNegation(basePixel, blendPixel);
}
void SGX_blend_negation(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendNegation(basePixel, blendPixel);
}
void SGX_blend_negation(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendNegation(basePixel, blendPixel);
}
void SGX_blend_exclusion(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendExclusion(basePixel, blendPixel);
}
void SGX_blend_exclusion(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendExclusion(basePixel, blendPixel);
}
void SGX_blend_exclusion(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendExclusion(basePixel, blendPixel);
}
void SGX_blend_screen(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendScreenf(s1.r, s2.r),
BlendScreenf(s1.g, s2.g),
BlendScreenf(s1.b, s2.b),
BlendScreenf(s1.a, s2.a));
}
void SGX_blend_screen(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendScreenf(s1.r, s2.r),
BlendScreenf(s1.g, s2.g),
BlendScreenf(s1.b, s2.b));
}
void SGX_blend_screen(in float s1, in float s2, out float oColor)
{
oColor = BlendScreenf(s1, s2);
}
void SGX_blend_overlay(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendOverlayf(s1.r, s2.r),
BlendOverlayf(s1.g, s2.g),
BlendOverlayf(s1.b, s2.b),
BlendOverlayf(s1.a, s2.a));
}
void SGX_blend_overlay(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendOverlayf(s1.r, s2.r),
BlendOverlayf(s1.g, s2.g),
BlendOverlayf(s1.b, s2.b));
}
void SGX_blend_overlay(in float s1, in float s2, out float oColor)
{
oColor = BlendOverlayf(s1, s2);
}
void SGX_blend_softLight(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendSoftLightf(s1.r, s2.r),
BlendSoftLightf(s1.g, s2.g),
BlendSoftLightf(s1.b, s2.b),
BlendSoftLightf(s1.a, s2.a));
}
void SGX_blend_softLight(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendSoftLightf(s1.r, s2.r),
BlendSoftLightf(s1.g, s2.g),
BlendSoftLightf(s1.b, s2.b));
}
void SGX_blend_softLight(in float s1, in float s2, out float oColor)
{
oColor = BlendSoftLightf(s1, s2);
}
void SGX_blend_hardLight(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendOverlayf(s1.r, s2.r),
BlendOverlayf(s1.g, s2.g),
BlendOverlayf(s1.b, s2.b),
BlendOverlayf(s1.a, s2.a));
}
void SGX_blend_hardLight(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendOverlayf(s1.r, s2.r),
BlendOverlayf(s1.g, s2.g),
BlendOverlayf(s1.b, s2.b));
}
void SGX_blend_hardLight(in float s1, in float s2, out float oColor)
{
oColor = BlendOverlayf(s1, s2);
}
void SGX_blend_colorDodge(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendColorDodgef(s1.r, s2.r),
BlendColorDodgef(s1.g, s2.g),
BlendColorDodgef(s1.b, s2.b),
BlendColorDodgef(s1.a, s2.a));
}
void SGX_blend_colorDodge(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendColorDodgef(s1.r, s2.r),
BlendColorDodgef(s1.g, s2.g),
BlendColorDodgef(s1.b, s2.b));
}
void SGX_blend_colorDodge(in float s1, in float s2, out float oColor)
{
oColor = BlendColorDodgef(s1, s2);
}
void SGX_blend_colorBurn(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendColorBurnf(s1.r, s2.r),
BlendColorBurnf(s1.g, s2.g),
BlendColorBurnf(s1.b, s2.b),
BlendColorBurnf(s1.a, s2.a));
}
void SGX_blend_colorBurn(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendColorBurnf(s1.r, s2.r),
BlendColorBurnf(s1.g, s2.g),
BlendColorBurnf(s1.b, s2.b));
}
void SGX_blend_colorBurn(in float s1, in float s2, out float oColor)
{
oColor = BlendColorBurnf(s1, s2);
}
void SGX_blend_linearDodge(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendAddf(basePixel, blendPixel);
}
void SGX_blend_linearDodge(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendAddf(basePixel, blendPixel);
}
void SGX_blend_linearDodge(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendAddf(basePixel, blendPixel);
}
void SGX_blend_linearBurn(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendSubtractf(basePixel, blendPixel);
}
void SGX_blend_linearBurn(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendSubtractf(basePixel, blendPixel);
}
void SGX_blend_linearBurn(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendSubtractf(basePixel, blendPixel);
}
void SGX_blend_linearLight(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendLinearLightf(s1.r, s2.r),
BlendLinearLightf(s1.g, s2.g),
BlendLinearLightf(s1.b, s2.b),
BlendLinearLightf(s1.a, s2.a));
}
void SGX_blend_linearLight(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendLinearLightf(s1.r, s2.r),
BlendLinearLightf(s1.g, s2.g),
BlendLinearLightf(s1.b, s2.b));
}
void SGX_blend_linearLight(in float s1, in float s2, out float oColor)
{
oColor = BlendLinearLightf(s1, s2);
}
void SGX_blend_vividLight(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendVividLightf(s1.r, s2.r),
BlendVividLightf(s1.g, s2.g),
BlendVividLightf(s1.b, s2.b),
BlendVividLightf(s1.a, s2.a));
}
void SGX_blend_vividLight(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendVividLightf(s1.r, s2.r),
BlendVividLightf(s1.g, s2.g),
BlendVividLightf(s1.b, s2.b));
}
void SGX_blend_vividLight(in float s1, in float s2, out float oColor)
{
oColor = BlendVividLightf(s1, s2);
}
void SGX_blend_pinLight(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendPinLightf(s1.r, s2.r),
BlendPinLightf(s1.g, s2.g),
BlendPinLightf(s1.b, s2.b),
BlendPinLightf(s1.a, s2.a));
}
void SGX_blend_pinLight(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendPinLightf(s1.r, s2.r),
BlendPinLightf(s1.g, s2.g),
BlendPinLightf(s1.b, s2.b));
}
void SGX_blend_pinLight(in float s1, in float s2, out float oColor)
{
oColor = BlendPinLightf(s1, s2);
}
void SGX_blend_hardMix(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendHardMixf(s1.r, s2.r),
BlendHardMixf(s1.g, s2.g),
BlendHardMixf(s1.b, s2.b),
BlendHardMixf(s1.a, s2.a));
}
void SGX_blend_hardMix(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendHardMixf(s1.r, s2.r),
BlendHardMixf(s1.g, s2.g),
BlendHardMixf(s1.b, s2.b));
}
void SGX_blend_hardMix(in float s1, in float s2, out float oColor)
{
oColor = BlendHardMixf(s1, s2);
}
void SGX_blend_reflect(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendReflectf(s1.r, s2.r),
BlendReflectf(s1.g, s2.g),
BlendReflectf(s1.b, s2.b),
BlendReflectf(s1.a, s2.a));
}
void SGX_blend_reflect(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendReflectf(s1.r, s2.r),
BlendReflectf(s1.g, s2.g),
BlendReflectf(s1.b, s2.b));
}
void SGX_blend_reflect(in float s1, in float s2, out float oColor)
{
oColor = BlendReflectf(s1, s2);
}
void SGX_blend_glow(in vec4 s1, in vec4 s2, out vec4 oColor)
{
oColor = vec4(BlendReflectf(s1.r, s2.r),
BlendReflectf(s1.g, s2.g),
BlendReflectf(s1.b, s2.b),
BlendReflectf(s1.a, s2.a));
}
void SGX_blend_glow(in vec3 s1, in vec3 s2, out vec3 oColor)
{
oColor = vec3(BlendReflectf(s1.r, s2.r),
BlendReflectf(s1.g, s2.g),
BlendReflectf(s1.b, s2.b));
}
void SGX_blend_glow(in float s1, in float s2, out float oColor)
{
oColor = BlendReflectf(s1, s2);
}
void SGX_blend_phoenix(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendPhoenix(basePixel, blendPixel);
}
void SGX_blend_phoenix(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendPhoenix(basePixel, blendPixel);
}
void SGX_blend_phoenix(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendPhoenix(basePixel, blendPixel);
}
void SGX_blend_saturation(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendSaturation4(basePixel, blendPixel);
}
void SGX_blend_saturation(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendSaturation3(basePixel, blendPixel);
}
void SGX_blend_saturation(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendSaturation1(basePixel, blendPixel);
}
void SGX_blend_color(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendColor4(basePixel, blendPixel);
}
void SGX_blend_color(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendColor3(basePixel, blendPixel);
}
void SGX_blend_color(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendColor1(basePixel, blendPixel);
}
void SGX_blend_luminosity(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
{
oColor = BlendLuminosity4(basePixel, blendPixel);
}
void SGX_blend_luminosity(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
{
oColor = BlendLuminosity3(basePixel, blendPixel);
}
void SGX_blend_luminosity(in float basePixel, in float blendPixel, out float oColor)
{
oColor = BlendLuminosity1(basePixel, blendPixel);
}
////////////////////////////////////////////////////////////////////////////////////
/// Source modification functions
////////////////////////////////////////////////////////////////////////////////////
void SGX_src_mod_modulate(in vec4 iColor, in vec4 controlVal, out vec4 oColor)
{
oColor = iColor * controlVal;
}
void SGX_src_mod_modulate(in vec3 iColor, in vec3 controlVal, out vec3 oColor)
{
oColor = iColor * controlVal;
}
void SGX_src_mod_modulate(in float iColor, in float controlVal, out float oColor)
{
oColor = iColor * controlVal;
}
void SGX_src_mod_inv_modulate(in vec4 iColor, in vec4 controlVal, out vec4 oColor)
{
oColor = mix(iColor, vec4(1.0,1.0,1.0,1.0), controlVal);
}
void SGX_src_mod_inv_modulate(in vec3 iColor, in vec3 controlVal, out vec3 oColor)
{
oColor = mix(iColor, vec3(1.0,1.0,1.0), controlVal);
}
void SGX_src_mod_inv_modulate(in float iColor, in float controlVal, out float oColor)
{
oColor = mix(iColor, 1.0, controlVal);
}

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@@ -0,0 +1,125 @@
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Program Name: SGXLib_NormalMapLighting
// Program Desc: Normal map lighting functions.
// Program Type: Vertex/Pixel shader
// Language: GLSL
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void SGX_FetchNormal(in sampler2D s,
in vec2 uv,
out vec3 vOut)
{
vOut = 2.0 * texture2D(s, uv).xyz - 1.0;
}
//-----------------------------------------------------------------------------
void SGX_CalculateTBN(in vec3 vNormal,
in vec4 vTangent,
out mat3 TBN)
{
vec3 vBinormal = cross(vNormal, vTangent.xyz) * vTangent.w;
// direction: from tangent space to world
TBN = mtxFromCols(vTangent.xyz, vBinormal, vNormal);
}
//-----------------------------------------------------------------------------
void SGX_Generate_Parallax_Texcoord(in sampler2D normalHeightMap,
in vec2 texCoord,
in vec3 viewPos,
in float heightScale,
in mat3 TBN,
out vec2 newTexCoord)
{
//Calculate eye direction
vec3 eyeVec = mul(-viewPos, TBN);
eyeVec = normalize(eyeVec);
#ifndef TERRAIN_PARALLAX_MAPPING
eyeVec.y = -eyeVec.y; //Inverse y
#endif
newTexCoord = texCoord;
#ifndef POM_LAYER_COUNT
//Simple parallax mapping
float height = 1.0f - texture2D(normalHeightMap, newTexCoord).a;
#ifndef TERRAIN_PARALLAX_MAPPING
vec2 p = eyeVec.xy / eyeVec.z * (height * heightScale);
#else
vec2 p = eyeVec.xy * (height * heightScale);
#endif
newTexCoord = newTexCoord - p;
#else
// parallax occlusion mapping
#ifdef POM_MAX_DISTANCE
if (abs(viewPos.z) > POM_MAX_DISTANCE)
return;
#endif
//Configure steep mapping layering.
float layerDepth = 1.0 / float(POM_LAYER_COUNT);
float currentLayerDepth = 0.0;
vec2 parallaxShift = (eyeVec.xy) * heightScale;
vec2 deltaTexCoords = parallaxShift / float(POM_LAYER_COUNT);
float currentDepthMapValue = 1.0f - texture2D(normalHeightMap, newTexCoord).a;
//Loop through layers and break early if match found.
for (int currentLayerId = 0; currentLayerId < POM_LAYER_COUNT; currentLayerId++)
{
// shift texture coordinates along direction of P
newTexCoord -= deltaTexCoords;
// get depthmap value at current texture coordinates
currentDepthMapValue = 1.0f - texture2D(normalHeightMap, newTexCoord).a;
//Break if layer height matched
if (currentLayerDepth > currentDepthMapValue)
break;
// get depth of next layer
currentLayerDepth += layerDepth;
}
// get texture coordinates before collision (reverse operations)
vec2 prevTexCoords = newTexCoord + deltaTexCoords;
// get depth after and before collision for linear interpolation
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = (1.0f - texture2D(normalHeightMap, prevTexCoords).a) - currentLayerDepth + layerDepth;
// interpolation of texture coordinates
float weight = afterDepth / (afterDepth - beforeDepth);
newTexCoord = mix(newTexCoord, prevTexCoords, weight);
#endif
}

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Program Name: SGXLib_Lighting
// Program Desc: Per pixel lighting functions.
// Program Type: Vertex/Pixel shader
// Language: GLSL
// Notes: Implements core functions for FFPLighting class.
// based on lighting engine.
// See http://msdn.microsoft.com/en-us/library/bb147178.aspx
//-----------------------------------------------------------------------------
#include "RTSLib_Lighting.glsl"
#ifdef HAVE_AREA_LIGHTS
#include "RTSLib_LTC.glsl"
#endif
#ifdef OGRE_HLSL
void SGX_Flip_Backface_Normal(in float triArea, in float targetFlipped, inout vec3 normal)
{
#if OGRE_HLSL == 3
triArea *= -1.0;
triArea *= targetFlipped;
#endif
if(triArea < 0.0)
normal *= -1.0;
}
#else
void SGX_Flip_Backface_Normal(in bool frontFacing, in float targetFlipped, inout vec3 normal)
{
if(!frontFacing)
normal *= -1.0;
}
#endif
void evaluateLight(
in vec3 vNormal,
in vec3 vViewPos,
in vec4 vLightPos,
in vec4 vAttParams,
in vec4 vLightDirView,
in vec4 spotParams,
in vec4 vDiffuseColour,
inout vec3 vOutDiffuse
#if defined(TVC_DIFFUSE) || defined(TVC_SPECULAR)
, in vec4 vInVertexColour
#endif
#ifdef USE_SPECULAR
, in vec4 vSpecularColour,
in float fSpecularPower,
inout vec3 vOutSpecular
#endif
#ifdef SHADOWLIGHT_COUNT
, in float shadowFactor
#endif
#ifdef HAVE_AREA_LIGHTS
, in sampler2D ltcLUT1,
in sampler2D ltcLUT2
#endif
)
{
vec3 vLightView = vLightPos.xyz;
float fLightD = 0.0;
#ifdef TVC_DIFFUSE
vDiffuseColour *= vInVertexColour;
#endif
#ifdef HAVE_AREA_LIGHTS
if(spotParams.w == 2.0)
{
// rect area light
vec3 dcol = vDiffuseColour.rgb;
#ifdef USE_SPECULAR
#ifdef TVC_SPECULAR
vSpecularColour *= vInVertexColour;
#endif
vec3 scol = vSpecularColour.rgb;
#else
vec3 scol = vec3_splat(0.0);
float fSpecularPower = 0.0;
#endif
float roughness = saturate(1.0 - fSpecularPower/128.0); // convert specular to roughness
roughness *= roughness; // perceptual to physical roughness
evaluateRectLight(ltcLUT1, ltcLUT2, roughness, normalize(vNormal), vViewPos, vLightPos.xyz, spotParams.xyz, vAttParams.xyz, scol, dcol);
#ifdef SHADOWLIGHT_COUNT
dcol *= shadowFactor;
scol *= shadowFactor;
#endif
// linear to gamma
dcol = pow(dcol, vec3_splat(1.0/2.2));
vOutDiffuse.rgb = saturate(vOutDiffuse.rgb + dcol);
#ifdef USE_SPECULAR
scol = pow(scol, vec3_splat(1.0/2.2));
vOutSpecular.rgb = saturate(vOutSpecular.rgb + scol);
#endif
return;
}
#endif
if (vLightPos.w != 0.0)
{
vLightView -= vViewPos; // to light
fLightD = length(vLightView);
if(fLightD > vAttParams.x)
return;
}
vLightView = normalize(vLightView);
vec3 vNormalView = normalize(vNormal);
float nDotL = saturate(dot(vNormalView, vLightView));
if (nDotL <= 0.0)
return;
float fAtten = getDistanceAttenuation(vAttParams.yzw, fLightD);
#ifdef SHADOWLIGHT_COUNT
fAtten *= shadowFactor;
#endif
if(spotParams.w != 0.0)
{
fAtten *= getAngleAttenuation(spotParams.xyz, vLightDirView.xyz, vLightView);
}
vOutDiffuse += vDiffuseColour.rgb * nDotL * fAtten;
vOutDiffuse = saturate(vOutDiffuse);
#ifdef USE_SPECULAR
vec3 vView = -normalize(vViewPos);
vec3 vHalfWay = normalize(vView + vLightView);
float nDotH = saturate(dot(vNormalView, vHalfWay));
#ifdef TVC_SPECULAR
vSpecularColour *= vInVertexColour;
#endif
#ifdef NORMALISED
vSpecularColour *= (fSpecularPower + 8.0)/(8.0 * M_PI);
#endif
vOutSpecular += vSpecularColour.rgb * pow(nDotH, fSpecularPower) * fAtten;
vOutSpecular = saturate(vOutSpecular);
#endif
}

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
void SGX_TriplanarTexturing(in vec4 diffuse, in vec3 normal, in vec4 position, in sampler2D texFromX, in sampler2D texFromY, in sampler2D texFromZ, in vec3 parameters, out vec4 cOut)
{
vec3 blendWeights = abs(normalize(normal));
blendWeights = blendWeights - parameters.y;
blendWeights = pow(max(blendWeights, vec3(0.0, 0.0, 0.0)), parameters.zzz);
float tot = (blendWeights.x + blendWeights.y + blendWeights.z);
blendWeights /= vec3(tot, tot, tot);
// Move the planar mapping a bit according to the normal length to avoid bad looking skirts.
float nLength = length(normal - 1.0);
vec2 coord1 = (position.yz + nLength) * parameters.x;
vec2 coord2 = (position.zx + nLength) * parameters.x;
vec2 coord3 = (position.xy + nLength) * parameters.x;
vec4 col1 = texture2D(texFromX, coord1);
vec4 col2 = texture2D(texFromY, coord2);
vec4 col3 = texture2D(texFromZ, coord3);
cOut = diffuse * vec4(col1.xyz * blendWeights.x +
col2.xyz * blendWeights.y +
col3.xyz * blendWeights.z, 1);
}

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// This file is part of the OGRE project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at https://www.ogre3d.org/licensing.
// SPDX-License-Identifier: MIT
float weight(float z, float a)
{
// from https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html
return clamp(pow(min(1.0, a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - z * 0.9, 3.0), 1e-2, 3e3);
}
void SGX_WBOIT(float depth, inout vec4 accum, out vec4 revealage)
{
vec4 colour = accum;
// Weighted Blended Order-Independent Transparency, Listing 4
float w = weight(depth, colour.a);
accum = vec4(colour.rgb * w * colour.a, colour.a);
revealage = vec4_splat(colour.a * w);
}

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