Updated almost all stuff
11
resources/debug/debug.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
OGRE_UNIFORMS(uniform vec4 ambient;)
|
||||
OGRE_UNIFORMS(uniform vec4 diffuse;)
|
||||
|
||||
MAIN_PARAMETERS
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
gl_FragColor = ambient * diffuse;
|
||||
}
|
||||
71
resources/debug/debug.material
Normal file
@@ -0,0 +1,71 @@
|
||||
material Skybox/Debug1
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
lighting off
|
||||
depth_write off
|
||||
ambient 1.0 0.0 0.0 1.0
|
||||
diffuse 1.0 0.0 0.0 1.0
|
||||
vertex_program_ref debug_vp
|
||||
{
|
||||
}
|
||||
fragment_program_ref debug_fp
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
material Debug/Red
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
lighting off
|
||||
depth_check on
|
||||
depth_write on
|
||||
depth_func always_pass
|
||||
ambient 1.0 0.0 0.0 1.0
|
||||
diffuse vertexcolour
|
||||
specular 0.0 0.0 0.0 1.0
|
||||
cull_software none
|
||||
cull_hardware none
|
||||
/*
|
||||
rtshader_system
|
||||
{
|
||||
lighting_stage metal_roughness
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material Debug/Red2
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
lighting off
|
||||
depth_check on
|
||||
depth_write on
|
||||
depth_func always_pass
|
||||
ambient 1.0 0.0 0.0 1.0
|
||||
diffuse vertexcolour
|
||||
specular 0.0 0.0 0.0 1.0
|
||||
cull_software none
|
||||
cull_hardware none
|
||||
|
||||
rtshader_system
|
||||
{
|
||||
lighting_stage metal_roughness
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
19
resources/debug/debug.program
Normal file
@@ -0,0 +1,19 @@
|
||||
fragment_program debug_fp glsl glsles glslang hlsl
|
||||
{
|
||||
source debug.frag
|
||||
default_params
|
||||
{
|
||||
param_named_auto ambient surface_ambient_colour
|
||||
param_named_auto diffuse surface_diffuse_colour
|
||||
}
|
||||
}
|
||||
|
||||
vertex_program debug_vp glsl glsles glslang hlsl
|
||||
{
|
||||
source debug.vert
|
||||
default_params
|
||||
{
|
||||
param_named worldViewProj worldviewproj_matrix
|
||||
}
|
||||
}
|
||||
|
||||
25
resources/debug/debug.vert
Normal file
@@ -0,0 +1,25 @@
|
||||
OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
OGRE_UNIFORMS(
|
||||
uniform mat4 worldViewProj;
|
||||
)
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 vertex, POSITION)
|
||||
IN(vec3 normal, NORMAL)
|
||||
IN(vec3 tangent, TANGENT)
|
||||
IN(vec3 uv0, TEXCOORD0)
|
||||
// uniform mat4 worldViewProj;
|
||||
|
||||
// attribute vec4 vertex;
|
||||
// attribute vec3 normal;
|
||||
// attribute vec4 tangent;
|
||||
// attribute vec2 uv0;
|
||||
|
||||
MAIN_DECLARATION
|
||||
// void main()
|
||||
{
|
||||
// gl_Position = mul(worldViewProj, position);
|
||||
gl_Position = worldViewProj * vertex;
|
||||
}
|
||||
38
resources/main/DefaultShaders.metal
Normal file
@@ -0,0 +1,38 @@
|
||||
#include "OgreUnifiedShader.h"
|
||||
|
||||
struct RasterizerData
|
||||
{
|
||||
vec4 pos [[position]];
|
||||
vec2 uv;
|
||||
};
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
IN(vec3 pos, POSITION);
|
||||
IN(vec2 uv, TEXCOORD0);
|
||||
};
|
||||
|
||||
struct Uniform
|
||||
{
|
||||
mat4 mvpMtx;
|
||||
mat4 texMtx;
|
||||
};
|
||||
|
||||
// first 15 slots are reserved for the vertex attributes
|
||||
#define UNIFORM_INDEX_START 16
|
||||
|
||||
vertex RasterizerData default_vp(Vertex in [[stage_in]],
|
||||
constant Uniform& u [[buffer(UNIFORM_INDEX_START)]])
|
||||
{
|
||||
RasterizerData out;
|
||||
out.pos = u.mvpMtx * vec4(in.pos, 1);
|
||||
out.uv = (u.texMtx * vec4(in.uv,1,1)).xy;
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment half4 default_fp(RasterizerData in [[stage_in]],
|
||||
metal::texture2d<half> tex [[texture(0)]],
|
||||
metal::sampler s [[sampler(0)]])
|
||||
{
|
||||
return tex.sample(s, in.uv);
|
||||
}
|
||||
97
resources/main/GLSL_GL3Support.glsl
Normal file
@@ -0,0 +1,97 @@
|
||||
// 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.
|
||||
|
||||
// @public-api
|
||||
|
||||
#if defined(OGRE_FRAGMENT_SHADER) && defined(OGRE_GLSLES)
|
||||
// define default precisions for ES fragement shaders
|
||||
precision mediump float;
|
||||
|
||||
#if __VERSION__ > 100
|
||||
precision lowp sampler2DArray;
|
||||
precision lowp sampler2DShadow;
|
||||
precision lowp sampler3D;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if __VERSION__ == 100
|
||||
mat2 transpose(mat2 m)
|
||||
{
|
||||
return mat2(m[0][0], m[1][0],
|
||||
m[0][1], m[1][1]);
|
||||
}
|
||||
|
||||
mat3 transpose(mat3 m)
|
||||
{
|
||||
return mat3(m[0][0], m[1][0], m[2][0],
|
||||
m[0][1], m[1][1], m[2][1],
|
||||
m[0][2], m[1][2], m[2][2]);
|
||||
}
|
||||
|
||||
mat4 transpose(mat4 m)
|
||||
{
|
||||
return mat4(m[0][0], m[1][0], m[2][0], m[3][0],
|
||||
m[0][1], m[1][1], m[2][1], m[3][1],
|
||||
m[0][2], m[1][2], m[2][2], m[3][2],
|
||||
m[0][3], m[1][3], m[2][3], m[3][3]);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if __VERSION__ > 120 || defined(OGRE_GLSLANG)
|
||||
#define texture1D texture
|
||||
#define texture2D texture
|
||||
#define texture3D texture
|
||||
#define texture2DArray texture
|
||||
#define textureCube texture
|
||||
#define shadow2D texture
|
||||
#define shadow2DProj textureProj
|
||||
#define texture2DProj textureProj
|
||||
#define texture2DLod textureLod
|
||||
#define textureCubeLod textureLod
|
||||
|
||||
#if defined(OGRE_GLSLANG) || (__VERSION__ > 150 && defined(OGRE_VERTEX_SHADER)) || __VERSION__ >= 410
|
||||
#define IN(decl, loc) layout(location = loc) in decl;
|
||||
#else
|
||||
#define IN(decl, loc) in decl;
|
||||
#endif
|
||||
|
||||
#if defined(OGRE_GLSLANG) || (__VERSION__ > 150 && defined(OGRE_FRAGMENT_SHADER)) || __VERSION__ >= 410
|
||||
#define OUT(decl, loc) layout(location = loc) out decl;
|
||||
#else
|
||||
#define OUT(decl, loc) out decl;
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef OGRE_VERTEX_SHADER
|
||||
#define IN(decl, loc) attribute decl;
|
||||
#define OUT(decl, loc) varying decl;
|
||||
#else
|
||||
#define IN(decl, loc) varying decl;
|
||||
#define OUT(decl, loc) out decl;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(OGRE_FRAGMENT_SHADER) && (defined(OGRE_GLSLANG) || (__VERSION__ > 130))
|
||||
#define gl_FragColor FragColor
|
||||
OUT(vec4 FragColor, 0)
|
||||
#endif
|
||||
|
||||
#ifdef VULKAN
|
||||
|
||||
#ifdef OGRE_VERTEX_SHADER
|
||||
#define OGRE_UNIFORMS_BEGIN layout(binding = 0, row_major) uniform OgreUniforms {
|
||||
#else
|
||||
#define OGRE_UNIFORMS_BEGIN layout(binding = 1, row_major) uniform OgreUniforms {
|
||||
#endif
|
||||
|
||||
#define OGRE_UNIFORMS_END };
|
||||
|
||||
#else
|
||||
|
||||
#define OGRE_UNIFORMS_BEGIN
|
||||
#define OGRE_UNIFORMS_END
|
||||
|
||||
#endif
|
||||
98
resources/main/HLSL_SM4Support.hlsl
Normal file
@@ -0,0 +1,98 @@
|
||||
// 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.
|
||||
|
||||
// @public-api
|
||||
|
||||
#if OGRE_HLSL >= 4
|
||||
|
||||
// SM4 separates sampler into Texture and SamplerState
|
||||
|
||||
#define sampler1D Sampler1D
|
||||
#define sampler2D Sampler2D
|
||||
#define sampler3D Sampler3D
|
||||
#define samplerCUBE SamplerCube
|
||||
|
||||
struct Sampler1D
|
||||
{
|
||||
Texture1D t;
|
||||
SamplerState s;
|
||||
};
|
||||
struct Sampler2D
|
||||
{
|
||||
Texture2D t;
|
||||
SamplerState s;
|
||||
};
|
||||
struct Sampler3D
|
||||
{
|
||||
Texture3D t;
|
||||
SamplerState s;
|
||||
};
|
||||
struct SamplerCube
|
||||
{
|
||||
TextureCube t;
|
||||
SamplerState s;
|
||||
};
|
||||
|
||||
float4 tex1D(Sampler1D s, float v) { return s.t.Sample(s.s, v); }
|
||||
float4 tex2D(Sampler2D s, float2 v) { return s.t.Sample(s.s, v); }
|
||||
float4 tex3D(Sampler3D s, float3 v) { return s.t.Sample(s.s, v); }
|
||||
float4 texCUBE(SamplerCube s, float3 v) { return s.t.Sample(s.s, v); }
|
||||
float4 texCUBElod(SamplerCube s, float4 v) { return s.t.SampleLevel(s.s, v.xyz, v.w); }
|
||||
|
||||
float4 tex2D(Sampler2D s, float2 v, float2 ddx, float2 ddy) { return s.t.SampleGrad(s.s, v, ddx, ddy); }
|
||||
float4 tex2Dproj(Sampler2D s, float4 v) { return s.t.Sample(s.s, v.xy/v.w); }
|
||||
float4 tex2Dlod(Sampler2D s, float4 v) { return s.t.SampleLevel(s.s, v.xy, v.w); }
|
||||
|
||||
#define SAMPLER1D(name, reg) \
|
||||
Texture1D name ## Tex : register(t ## reg);\
|
||||
SamplerState name ## State : register(s ## reg);\
|
||||
static Sampler1D name = {name ## Tex, name ## State}
|
||||
|
||||
#define SAMPLER2D(name, reg) \
|
||||
Texture2D name ## Tex : register(t ## reg);\
|
||||
SamplerState name ## State : register(s ## reg);\
|
||||
static Sampler2D name = {name ## Tex, name ## State}
|
||||
|
||||
#define SAMPLER3D(name, reg) \
|
||||
Texture3D name ## Tex : register(t ## reg);\
|
||||
SamplerState name ## State : register(s ## reg);\
|
||||
static Sampler3D name = {name ## Tex, name ## State}
|
||||
|
||||
#define SAMPLERCUBE(name, reg) \
|
||||
TextureCube name ## Tex : register(t ## reg);\
|
||||
SamplerState name ## State : register(s ## reg);\
|
||||
static SamplerCube name = {name ## Tex, name ## State}
|
||||
|
||||
// the following are not available in D3D9, but provided for convenience
|
||||
struct Sampler2DShadow
|
||||
{
|
||||
Texture2D t;
|
||||
SamplerComparisonState s;
|
||||
};
|
||||
struct Sampler2DArray
|
||||
{
|
||||
Texture2DArray t;
|
||||
SamplerState s;
|
||||
};
|
||||
|
||||
#define SAMPLER2DSHADOW(name, reg) \
|
||||
Texture2D name ## Tex : register(t ## reg);\
|
||||
SamplerComparisonState name ## State : register(s ## reg);\
|
||||
static Sampler2DShadow name = {name ## Tex, name ## State}
|
||||
|
||||
#define SAMPLER2DARRAY(name, reg) \
|
||||
Texture2DArray name ## Tex : register(t ## reg);\
|
||||
SamplerState name ## State : register(s ## reg);\
|
||||
static Sampler2DArray name = {name ## Tex, name ## State}
|
||||
|
||||
float tex2Dcmp(Sampler2DShadow s, float3 v) { return s.t.SampleCmpLevelZero(s.s, v.xy, v.z); }
|
||||
float4 tex2DARRAY(Sampler2DArray s, float3 v) { return s.t.Sample(s.s, v); }
|
||||
#else
|
||||
|
||||
#define SAMPLER1D(name, reg) sampler1D name : register(s ## reg)
|
||||
#define SAMPLER2D(name, reg) sampler2D name : register(s ## reg)
|
||||
#define SAMPLER3D(name, reg) sampler3D name : register(s ## reg)
|
||||
#define SAMPLERCUBE(name, reg) samplerCUBE name : register(s ## reg)
|
||||
|
||||
#endif
|
||||
185
resources/main/OgreUnifiedShader.h
Normal file
@@ -0,0 +1,185 @@
|
||||
// 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.
|
||||
|
||||
// greatly inspired by
|
||||
// - shiny: https://ogrecave.github.io/shiny/defining-materials-shaders.html
|
||||
// - bgfx: https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh
|
||||
|
||||
/// general usage:
|
||||
// MAIN_PARAMETERS
|
||||
// IN(vec4 vertex, POSITION)
|
||||
// MAIN_DECLARATION
|
||||
// {
|
||||
// GLSL code here
|
||||
// }
|
||||
|
||||
/// configuration
|
||||
// use macros that will be default with Ogre 15
|
||||
// #define USE_OGRE_FROM_FUTURE
|
||||
|
||||
// @public-api
|
||||
|
||||
#if defined(OGRE_HLSL) || defined(OGRE_CG)
|
||||
// HLSL
|
||||
#include "HLSL_SM4Support.hlsl"
|
||||
#define vec2 float2
|
||||
#define vec3 float3
|
||||
#define vec4 float4
|
||||
#define mat3 float3x3
|
||||
#define mat4 float4x4
|
||||
|
||||
#define ivec2 int2
|
||||
#define ivec3 int3
|
||||
#define ivec4 int4
|
||||
|
||||
#define texture1D tex1D
|
||||
#define texture2D tex2D
|
||||
#define texture3D tex3D
|
||||
#define texture2DArray tex2DARRAY
|
||||
#define textureCube texCUBE
|
||||
#define shadow2D tex2Dcmp
|
||||
#define texture2DProj tex2Dproj
|
||||
vec4 texture2DLod(sampler2D s, vec2 v, float lod) { return tex2Dlod(s, vec4(v.x, v.y, 0, lod)); }
|
||||
|
||||
#define samplerCube samplerCUBE
|
||||
vec4 textureCubeLod(samplerCube s, vec3 v, float lod) { return texCUBElod(s, vec4(v.x, v.y, v.z, lod)); }
|
||||
|
||||
#define sampler2DShadow Sampler2DShadow
|
||||
|
||||
#define mix lerp
|
||||
#define fract frac
|
||||
#define inversesqrt rsqrt
|
||||
#define dFdx ddx
|
||||
#define dFdy ddy
|
||||
|
||||
float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
|
||||
vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
|
||||
vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
|
||||
vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
|
||||
|
||||
vec2 vec2_splat(float x) { return vec2(x, x); }
|
||||
vec3 vec3_splat(float x) { return vec3(x, x, x); }
|
||||
vec4 vec4_splat(float x) { return vec4(x, x, x, x); }
|
||||
|
||||
mat4 mtxFromRows(vec4 a, vec4 b, vec4 c, vec4 d)
|
||||
{
|
||||
return mat4(a, b, c, d);
|
||||
}
|
||||
|
||||
mat3 mtxFromRows(vec3 a, vec3 b, vec3 c)
|
||||
{
|
||||
return mat3(a, b, c);
|
||||
}
|
||||
|
||||
mat3 mtxFromCols(vec3 a, vec3 b, vec3 c)
|
||||
{
|
||||
return transpose(mat3(a, b, c));
|
||||
}
|
||||
|
||||
#define STATIC static
|
||||
|
||||
#define OGRE_UNIFORMS_BEGIN
|
||||
#define OGRE_UNIFORMS_END
|
||||
|
||||
#define MAIN_PARAMETERS void main(
|
||||
|
||||
#ifdef OGRE_VERTEX_SHADER
|
||||
#define MAIN_DECLARATION out float4 gl_Position : POSITION)
|
||||
#else
|
||||
#define MAIN_DECLARATION in float4 gl_FragCoord : POSITION, out float4 gl_FragColor : COLOR)
|
||||
#endif
|
||||
|
||||
#define IN(decl, sem) in decl : sem,
|
||||
#define OUT(decl, sem) out decl : sem,
|
||||
#elif defined(OGRE_METAL)
|
||||
#define vec2 float2
|
||||
#define vec3 float3
|
||||
#define vec4 float4
|
||||
#define mat3 metal::float3x3
|
||||
#define mat4 metal::float4x4
|
||||
|
||||
#define IN(decl, sem) decl [[ attribute(sem) ]];
|
||||
#else
|
||||
// GLSL
|
||||
#include "GLSL_GL3Support.glsl"
|
||||
|
||||
#ifdef VULKAN
|
||||
#define _UNIFORM_BINDING(b) layout(binding = b + 2) uniform
|
||||
#elif __VERSION__ >= 420
|
||||
#define _UNIFORM_BINDING(b) layout(binding = b) uniform
|
||||
#else
|
||||
#define _UNIFORM_BINDING(b) uniform
|
||||
#endif
|
||||
|
||||
#define SAMPLER1D(name, reg) _UNIFORM_BINDING(reg) sampler1D name
|
||||
#define SAMPLER2D(name, reg) _UNIFORM_BINDING(reg) sampler2D name
|
||||
#define SAMPLER3D(name, reg) _UNIFORM_BINDING(reg) sampler3D name
|
||||
#define SAMPLER2DARRAY(name, reg) _UNIFORM_BINDING(reg) sampler2DArray name
|
||||
#define SAMPLERCUBE(name, reg) _UNIFORM_BINDING(reg) samplerCube name
|
||||
#define SAMPLER2DSHADOW(name, reg) _UNIFORM_BINDING(reg) sampler2DShadow name
|
||||
|
||||
#define saturate(x) clamp(x, 0.0, 1.0)
|
||||
#define mul(a, b) ((a) * (b))
|
||||
|
||||
#define vec2_splat vec2
|
||||
#define vec3_splat vec3
|
||||
#define vec4_splat vec4
|
||||
|
||||
mat4 mtxFromRows(vec4 a, vec4 b, vec4 c, vec4 d)
|
||||
{
|
||||
return transpose(mat4(a, b, c, d));
|
||||
}
|
||||
|
||||
mat3 mtxFromRows(vec3 a, vec3 b, vec3 c)
|
||||
{
|
||||
return transpose(mat3(a, b, c));
|
||||
}
|
||||
|
||||
mat3 mtxFromCols(vec3 a, vec3 b, vec3 c)
|
||||
{
|
||||
return mat3(a, b, c);
|
||||
}
|
||||
|
||||
#define STATIC
|
||||
|
||||
#define MAIN_PARAMETERS
|
||||
#define MAIN_DECLARATION void main()
|
||||
|
||||
#endif
|
||||
|
||||
#if !defined(OGRE_HLSL) && !defined(OGRE_CG)
|
||||
// semantics as aliases for attribute locations
|
||||
#define POSITION 0
|
||||
#define BLENDWEIGHT 1
|
||||
#define NORMAL 2
|
||||
#define COLOR0 3
|
||||
#define COLOR1 4
|
||||
#define COLOR COLOR0
|
||||
#define FOG 5
|
||||
#define BLENDINDICES 7
|
||||
#define TEXCOORD0 8
|
||||
#define TEXCOORD1 9
|
||||
#define TEXCOORD2 10
|
||||
#define TEXCOORD3 11
|
||||
#define TEXCOORD4 12
|
||||
#define TEXCOORD5 13
|
||||
#define TEXCOORD6 14
|
||||
#define TEXCOORD7 15
|
||||
#define TANGENT 14
|
||||
#endif
|
||||
|
||||
#define OGRE_UNIFORMS(params) OGRE_UNIFORMS_BEGIN params OGRE_UNIFORMS_END
|
||||
|
||||
// GL_EXT_shader_explicit_arithmetic_types polyfill
|
||||
#ifdef OGRE_GLSLES
|
||||
#define float32_t highp float
|
||||
#define f32vec2 highp vec2
|
||||
#define f32vec3 highp vec3
|
||||
#define f32vec4 highp vec4
|
||||
#else
|
||||
#define float32_t float
|
||||
#define f32vec2 vec2
|
||||
#define f32vec3 vec3
|
||||
#define f32vec4 vec4
|
||||
#endif
|
||||
85
resources/main/Shadow.material
Normal file
@@ -0,0 +1,85 @@
|
||||
// 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.
|
||||
|
||||
material Ogre/TextureShadowCaster
|
||||
{
|
||||
receive_shadows false
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
// Lighting has to be on, because we need shadow coloured objects
|
||||
// Note that because we can't predict vertex programs, we'll have to
|
||||
// bind light values to those, and so we bind White to ambient
|
||||
// reflectance, and we'll set the ambient colour to the shadow colour
|
||||
ambient 1 1 1
|
||||
diffuse 0 0 0
|
||||
specular 0 0 0 1
|
||||
emissive 0 0 0
|
||||
fog_override true none
|
||||
// set depth bias in case this is used with PF_DEPTH
|
||||
depth_bias -1 -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material Ogre/StencilShadowModulationPass
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
lighting off
|
||||
scene_blend modulate
|
||||
depth_write off
|
||||
depth_check off
|
||||
cull_hardware none
|
||||
|
||||
vertex_program_ref Ogre/ShadowBlendVP {}
|
||||
fragment_program_ref Ogre/ShadowBlendFP {}
|
||||
texture_unit {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material Ogre/StencilShadowVolumes
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
// program will be set dynamically to match light type
|
||||
vertex_program_ref Ogre/ShadowExtrudeDirLightFinite
|
||||
{
|
||||
// however, the parameters here are shared between all programs
|
||||
param_named_auto worldviewproj_matrix worldviewproj_matrix
|
||||
param_named_auto light_position_object_space light_position_object_space 0
|
||||
param_named_auto shadow_extrusion_distance shadow_extrusion_distance 0
|
||||
}
|
||||
fragment_program_ref Ogre/ShadowBlendFP {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material Ogre/Debug/ShadowVolumes
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
depth_write off
|
||||
scene_blend add
|
||||
cull_hardware none
|
||||
|
||||
// program will be set dynamically to match light type
|
||||
vertex_program_ref Ogre/ShadowExtrudeDirLight
|
||||
{
|
||||
// however, the parameters here are shared between all programs
|
||||
param_named_auto worldviewproj_matrix worldviewproj_matrix
|
||||
param_named_auto light_position_object_space light_position_object_space 0
|
||||
}
|
||||
fragment_program_ref Ogre/ShadowBlendFP {}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
resources/main/ShadowBlend.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
OGRE_UNIFORMS(
|
||||
uniform vec4 shadowColor;
|
||||
)
|
||||
|
||||
MAIN_PARAMETERS
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
gl_FragColor = shadowColor;
|
||||
}
|
||||
12
resources/main/ShadowBlend.vert
Normal file
@@ -0,0 +1,12 @@
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
OGRE_UNIFORMS(
|
||||
uniform mat4 worldViewProj;
|
||||
)
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 vertex, POSITION)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
gl_Position = mul(worldViewProj, vertex);
|
||||
}
|
||||
18
resources/main/ShadowExtrudeDirLight.vert
Normal file
@@ -0,0 +1,18 @@
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
// Directional light extrude
|
||||
uniform mat4 worldviewproj_matrix;
|
||||
uniform vec4 light_position_object_space; // homogenous, object space
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 uv0, TEXCOORD0)
|
||||
IN(vec4 position, POSITION)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
// Extrusion in object space
|
||||
// Vertex unmodified if w==1, extruded if w==0
|
||||
vec4 newpos =
|
||||
(uv0.xxxx * (position + light_position_object_space)) - light_position_object_space;
|
||||
|
||||
gl_Position = mul(worldviewproj_matrix, newpos);
|
||||
}
|
||||
22
resources/main/ShadowExtrudeDirLightFinite.vert
Normal file
@@ -0,0 +1,22 @@
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
// Directional light extrude - FINITE
|
||||
uniform mat4 worldviewproj_matrix;
|
||||
uniform vec4 light_position_object_space; // homogenous, object space
|
||||
uniform float shadow_extrusion_distance; // how far to extrude
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 uv0, TEXCOORD0)
|
||||
IN(vec4 position, POSITION)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
// Extrusion in object space
|
||||
// Vertex unmodified if w==1, extruded if w==0
|
||||
vec3 extrusionDir = - light_position_object_space.xyz;
|
||||
extrusionDir = normalize(extrusionDir);
|
||||
|
||||
vec4 newpos = vec4(position.xyz +
|
||||
((1.0 - uv0.x) * shadow_extrusion_distance * extrusionDir), 1.0);
|
||||
|
||||
gl_Position = mul(worldviewproj_matrix, newpos);
|
||||
}
|
||||
19
resources/main/ShadowExtrudePointLight.vert
Normal file
@@ -0,0 +1,19 @@
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
// Point light shadow volume extrude
|
||||
uniform mat4 worldviewproj_matrix;
|
||||
uniform vec4 light_position_object_space; // homogenous, object space
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 uv0, TEXCOORD0)
|
||||
IN(vec4 position, POSITION)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
// Extrusion in object space
|
||||
// Vertex unmodified if w==1, extruded if w==0
|
||||
vec4 newpos =
|
||||
(uv0.xxxx * light_position_object_space) +
|
||||
vec4(position.xyz - light_position_object_space.xyz, 0.0);
|
||||
|
||||
gl_Position = mul(worldviewproj_matrix, newpos);
|
||||
}
|
||||
22
resources/main/ShadowExtrudePointLightFinite.vert
Normal file
@@ -0,0 +1,22 @@
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
// Point light shadow volume extrude - FINITE
|
||||
uniform mat4 worldviewproj_matrix;
|
||||
uniform vec4 light_position_object_space; // homogenous, object space
|
||||
uniform float shadow_extrusion_distance; // how far to extrude
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 uv0, TEXCOORD0)
|
||||
IN(vec4 position, POSITION)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
// Extrusion in object space
|
||||
// Vertex unmodified if w==1, extruded if w==0
|
||||
vec3 extrusionDir = position.xyz - light_position_object_space.xyz;
|
||||
extrusionDir = normalize(extrusionDir);
|
||||
|
||||
vec4 newpos = vec4(position.xyz +
|
||||
((1.0 - uv0.x) * shadow_extrusion_distance * extrusionDir), 1.0);
|
||||
|
||||
gl_Position = mul(worldviewproj_matrix, newpos);
|
||||
}
|
||||
41
resources/main/ShadowVolumeExtude.program
Normal file
@@ -0,0 +1,41 @@
|
||||
// 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.
|
||||
|
||||
vertex_program Ogre/ShadowBlendVP glsl glsles hlsl glslang
|
||||
{
|
||||
source ShadowBlend.vert
|
||||
default_params
|
||||
{
|
||||
param_named_auto worldViewProj worldviewproj_matrix
|
||||
}
|
||||
}
|
||||
|
||||
fragment_program Ogre/ShadowBlendFP glsl glsles hlsl glslang
|
||||
{
|
||||
source ShadowBlend.frag
|
||||
default_params
|
||||
{
|
||||
param_named_auto shadowColor shadow_colour
|
||||
}
|
||||
}
|
||||
|
||||
vertex_program Ogre/ShadowExtrudePointLight glsl glsles hlsl
|
||||
{
|
||||
source ShadowExtrudePointLight.vert
|
||||
}
|
||||
|
||||
vertex_program Ogre/ShadowExtrudeDirLight glsl glsles hlsl
|
||||
{
|
||||
source ShadowExtrudeDirLight.vert
|
||||
}
|
||||
|
||||
vertex_program Ogre/ShadowExtrudePointLightFinite glsl glsles hlsl
|
||||
{
|
||||
source ShadowExtrudePointLightFinite.vert
|
||||
}
|
||||
|
||||
vertex_program Ogre/ShadowExtrudeDirLightFinite glsl glsles hlsl
|
||||
{
|
||||
source ShadowExtrudeDirLightFinite.vert
|
||||
}
|
||||
BIN
resources/main/spot_shadow_fade.dds
Normal file
45
resources/shaderlib/FFPLib_AlphaTest.glsl
Normal file
@@ -0,0 +1,45 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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;
|
||||
}
|
||||
92
resources/shaderlib/FFPLib_Fog.glsl
Normal file
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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);
|
||||
}
|
||||
144
resources/shaderlib/FFPLib_Texturing.glsl
Normal file
@@ -0,0 +1,144 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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));
|
||||
}
|
||||
100
resources/shaderlib/FFPLib_Transform.glsl
Normal file
@@ -0,0 +1,100 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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);
|
||||
}
|
||||
88
resources/shaderlib/RTSLib_IBL.glsl
Normal file
@@ -0,0 +1,88 @@
|
||||
// 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);
|
||||
}
|
||||
114
resources/shaderlib/RTSLib_LTC.glsl
Normal file
@@ -0,0 +1,114 @@
|
||||
// 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);
|
||||
}
|
||||
18
resources/shaderlib/RTSLib_Lighting.glsl
Normal file
@@ -0,0 +1,18 @@
|
||||
// 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);
|
||||
}
|
||||
17
resources/shaderlib/RTSSamplers.material
Normal file
@@ -0,0 +1,17 @@
|
||||
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
|
||||
}
|
||||
246
resources/shaderlib/SGXLib_CookTorrance.glsl
Normal file
@@ -0,0 +1,246 @@
|
||||
// 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
|
||||
172
resources/shaderlib/SGXLib_DualQuaternion.glsl
Normal file
@@ -0,0 +1,172 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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
|
||||
}
|
||||
183
resources/shaderlib/SGXLib_IntegratedPSSM.glsl
Normal file
@@ -0,0 +1,183 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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;
|
||||
}
|
||||
}
|
||||
825
resources/shaderlib/SGXLib_LayeredBlending.glsl
Normal file
@@ -0,0 +1,825 @@
|
||||
/*
|
||||
** 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);
|
||||
}
|
||||
125
resources/shaderlib/SGXLib_NormalMap.glsl
Normal file
@@ -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
|
||||
}
|
||||
172
resources/shaderlib/SGXLib_PerPixelLighting.glsl
Normal file
@@ -0,0 +1,172 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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
|
||||
}
|
||||
47
resources/shaderlib/SGXLib_TriplanarTexturing.glsl
Normal file
@@ -0,0 +1,47 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
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);
|
||||
}
|
||||
19
resources/shaderlib/SGXLib_WBOIT.glsl
Normal file
@@ -0,0 +1,19 @@
|
||||
// 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);
|
||||
}
|
||||
BIN
resources/shaderlib/dfgLUTmultiscatter.dds
Normal file
BIN
resources/shaderlib/ltc_1.dds
Normal file
BIN
resources/shaderlib/ltc_2.dds
Normal file
BIN
resources/terrain/Bricks076C_diffspec.dds
Normal file
BIN
resources/terrain/Bricks076C_normheight.dds
Normal file
BIN
resources/terrain/Ground23_col.jpg
Normal file
|
After Width: | Height: | Size: 506 KiB |
BIN
resources/terrain/Ground23_normheight.dds
Normal file
BIN
resources/terrain/Ground23_spec.png
Normal file
|
After Width: | Height: | Size: 676 KiB |
BIN
resources/terrain/Ground37_diffspec.dds
Normal file
BIN
resources/terrain/Ground37_normheight.dds
Normal file
1
resources/terrain/README.md
Normal file
@@ -0,0 +1 @@
|
||||
Textures are CC0 from https://cc0textures.com/ adapted for Ogre
|
||||
BIN
resources/terrain/Rock20_diffspec.dds
Normal file
BIN
resources/terrain/Rock20_normheight.dds
Normal file
83
resources/terrain/TerrainSurface.glsl
Normal file
@@ -0,0 +1,83 @@
|
||||
void transformToTS(in vec3 TSnormal, in mat3 normalMatrix, inout vec3 normal)
|
||||
{
|
||||
// derive the tangent space basis
|
||||
// we do this in the pixel shader because we don't have per-vertex normals
|
||||
// because of the LOD, we use a normal map
|
||||
// tangent is always +x or -z in object space depending on alignment
|
||||
#ifdef TERRAIN_ALIGN_Y_Z
|
||||
vec3 tangent = vec3(0, 0, -1);
|
||||
#else
|
||||
vec3 tangent = vec3(1, 0, 0);
|
||||
#endif
|
||||
normal = normalize(normal);
|
||||
tangent = normalize(mul(normalMatrix, tangent));
|
||||
vec3 binormal = cross(tangent, normal);
|
||||
// note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
||||
tangent = cross(normal, binormal);
|
||||
// derive final matrix
|
||||
mat3 TBN = mtxFromCols(tangent, binormal, normal);
|
||||
|
||||
normal = mul(TBN, TSnormal);
|
||||
}
|
||||
|
||||
void getShadowFactor(in sampler2D lightmap, in vec2 uv, inout float shadowFactor)
|
||||
{
|
||||
float lmShadow = texture2D(lightmap, uv).x;
|
||||
shadowFactor = min(shadowFactor, lmShadow);
|
||||
}
|
||||
|
||||
#define MIN_BLEND_WEIGHT 0.0039 // 1/255
|
||||
|
||||
void blendTerrainLayer(in float blendWeight, in f32vec2 uv0, in float uvMul,
|
||||
#ifdef TERRAIN_PARALLAX_MAPPING
|
||||
in vec3 viewPos, in float scaleBias, in mat3 TBN,
|
||||
#endif
|
||||
#ifdef TERRAIN_NORMAL_MAPPING
|
||||
in sampler2D normtex, inout vec3 normal,
|
||||
#endif
|
||||
in sampler2D difftex, inout vec4 diffuseSpec)
|
||||
{
|
||||
if(blendWeight < MIN_BLEND_WEIGHT)
|
||||
return;
|
||||
|
||||
// generate UV
|
||||
vec2 uv = mod(uv0 * uvMul, 1.0);
|
||||
|
||||
#ifdef TERRAIN_PARALLAX_MAPPING
|
||||
SGX_Generate_Parallax_Texcoord(normtex, uv, viewPos, scaleBias, TBN, uv);
|
||||
#endif
|
||||
|
||||
// sample diffuse texture
|
||||
vec4 diffuseSpecTex = texture2D(difftex, uv);
|
||||
// apply to common
|
||||
diffuseSpec = mix(diffuseSpec, diffuseSpecTex, blendWeight);
|
||||
|
||||
#ifdef TERRAIN_NORMAL_MAPPING
|
||||
vec3 TSnormal;
|
||||
// access TS normal map
|
||||
SGX_FetchNormal(normtex, uv, TSnormal);
|
||||
// Partial Derivative Blending https://blog.selfshadow.com/publications/blending-in-detail/
|
||||
normal = normalize(vec3(mix(normal.xy*TSnormal.z, TSnormal.xy*normal.z, blendWeight), TSnormal.z*normal.z));
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
void SGX_CalculateTerrainTBN(in vec3 normal, in mat3 normalMatrix, out mat3 TBN)
|
||||
{
|
||||
// derive the tangent space basis
|
||||
// we do this in the pixel shader because we don't have per-vertex normals
|
||||
// because of the LOD, we use a normal map
|
||||
// tangent is always +x or -z in object space depending on alignment
|
||||
#ifdef TERRAIN_ALIGN_Y_Z
|
||||
vec3 tangent = vec3(0, 0, -1);
|
||||
#else
|
||||
vec3 tangent = vec3(1, 0, 0);
|
||||
#endif
|
||||
normal = normalize(normal);
|
||||
tangent = normalize(mul(normalMatrix, tangent));
|
||||
vec3 binormal = cross(tangent, normal);
|
||||
// note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
||||
tangent = cross(normal, binormal);
|
||||
// derive final matrix
|
||||
TBN = mtxFromCols(tangent, binormal, normal);
|
||||
}
|
||||
36
resources/terrain/TerrainTransforms.glsl
Normal file
@@ -0,0 +1,36 @@
|
||||
/**
|
||||
* @param delta: lodDelta, lodThreshold (vertex attribute)
|
||||
* @param lodMorph: morph amount, morph targetLOD (uniform)
|
||||
*/
|
||||
void applyLODMorph(vec2 delta, vec2 lodMorph, inout float height
|
||||
#ifdef TERRAIN_DEBUG
|
||||
, out vec2 lodInfo
|
||||
#endif
|
||||
)
|
||||
{
|
||||
// determine whether to apply the LOD morph to this vertex
|
||||
// we store the deltas against all vertices so we only want to apply
|
||||
// the morph to the ones which would disappear.
|
||||
// If we subtract
|
||||
// the lodThreshold from the targetLOD, and arrange to only morph if the
|
||||
// result is negative (it will only be -1 in fact, since after that
|
||||
// the vertex will never be indexed), we will achieve our aim.
|
||||
// sign(lodThreshold - targetLOD) == -1 is to morph
|
||||
|
||||
// this will either be 1 (morph) or 0 (don't morph)
|
||||
float toMorph = -min(0.0, sign(delta.y - lodMorph.y));
|
||||
height += delta.x * toMorph * lodMorph.x;
|
||||
|
||||
#ifdef TERRAIN_DEBUG
|
||||
// LOD level (-1 since value is target level, we want to display actual)
|
||||
lodInfo.x = (lodMorph.y - 1) / NUM_LODS;
|
||||
// LOD morph
|
||||
lodInfo.y = toMorph * lodMorph.x;
|
||||
#endif
|
||||
}
|
||||
|
||||
void expandVertex(mat4 idxToObjectSpace, float baseUVScale, vec2 idx, float height, out vec4 position, out vec2 uv)
|
||||
{
|
||||
position = mul(idxToObjectSpace, vec4(idx, height, 1));
|
||||
uv = vec2(idx.x * baseUVScale, 1.0 - idx.y * baseUVScale);
|
||||
}
|
||||
BIN
resources/terrain/terr_dirt-grass.jpg
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
resources/terrain/terr_rock-dirt.jpg
Normal file
|
After Width: | Height: | Size: 26 KiB |
BIN
resources/terrain/terr_rock6.jpg
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
resources/terrain/terrain.png
Normal file
|
After Width: | Height: | Size: 101 KiB |
BIN
resources/terrain/terrain_detail.jpg
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
resources/terrain/terrain_texture.jpg
Normal file
|
After Width: | Height: | Size: 70 KiB |