[2236] | 1 | ///////////////////////////////////////////////////////////////////////////////
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| 2 | //
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| 3 | // ## ######
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| 4 | // ###### ###
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| 5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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| 6 | // ########## # # #
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| 7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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| 8 | // ######### # # # All rights reserved.
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| 9 | // ## ##########
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| 10 | // ##
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| 11 | //
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| 12 | ///////////////////////////////////////////////////////////////////////////////
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| 13 |
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| 14 | @include "levelutil/shader/prog/ogl_glsl/" \
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| 15 | "include_shmap_filter_ogl_glsl_vs1x0.s3d_shadercode_run"
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| 16 |
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| 17 | ///////////////////////////////////////////////////////////////////////////////
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| 18 |
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| 19 | @define S3D_NORMALIZE(v) (v)
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| 20 |
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| 21 | ///////////////////////////////////////////////////////////////////////////////
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| 22 |
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| 23 | uniform sampler2D tex0;
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| 24 | uniform sampler2D normalSamp;
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| 25 |
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| 26 | ///////////////////////////////////////////////////////////////////////////////
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| 27 |
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| 28 | @ifdef S3D_LIGHT_BRIGHT
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| 29 | uniform sampler2D lightBrightSamp;
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| 30 | @endif
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| 31 | @ifdef S3D_LIGHT_PROJ
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| 32 | uniform sampler2D lightProjSamp;
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| 33 | @endif
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| 34 | @ifdef S3D_LIGHT_SHMAP
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| 35 | uniform sampler2D lightShmapSamp;
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| 36 | @endif
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| 37 |
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| 38 | ///////////////////////////////////////////////////////////////////////////////
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| 39 |
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| 40 | uniform vec4 lightAmbient;
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| 41 | uniform vec4 lightDiffuse;
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| 42 | uniform vec4 lightSpecular;
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| 43 |
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| 44 | @ifdef S3D_LIGHT_SHMAP
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| 45 | uniform vec4 lightShmapSize;
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| 46 | uniform vec4 lightShmapRcpSize;
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| 47 | @endif
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| 48 |
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| 49 | @ifdef S3D_LIGHT_BRIGHT
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| 50 | uniform vec4 lightBrightRcpSize;
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| 51 | @endif
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| 52 |
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| 53 | ///////////////////////////////////////////////////////////////////////////////
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| 54 |
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| 55 | @define S3D_INTENS_DISCARD_TRESHOLD 0.001
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| 56 | @define S3D_BRIGHT_EPS 0.01
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| 57 |
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| 58 | ///////////////////////////////////////////////////////////////////////////////
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| 59 |
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| 60 | void main(void)
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| 61 | {
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| 62 | @ifdef S3D_GEOMETRIC_SHADOW
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| 63 | // Geometric shadow
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| 64 | if(gl_TexCoord[1].z < 0.0)
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| 65 | discard;
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| 66 | @endif
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| 67 |
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| 68 | @ifdef S3D_LIGHT_SHMAP
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| 69 | vec3 clipVal = gl_TexCoord[2].www
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| 70 | - abs(2.0 * gl_TexCoord[2].xyz - gl_TexCoord[2].www);
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| 71 | if(clipVal.x < 0.0 || clipVal.y < 0.0 || clipVal.z < 0.0)
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| 72 | discard;
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| 73 | @endif
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| 74 |
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| 75 | @ifdef S3D_LIGHT_BRIGHT
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| 76 | @ifdef S3D_LIGHT_BRIGHT_CARE
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| 77 | vec4 brightVecMain = texture2Dproj(lightBrightSamp, input.lightBrightCoord);
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| 78 | float brightIdent = frac(100 * input.secPosScr.z / input.secPosScr.w);
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| 79 | float brightDeltaMain = abs(brightVecMain.w - brightIdent);
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| 80 | float brightVal = brightVecMain.x;
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| 81 | if(brightDeltaMain > S3D_BRIGHT_EPS)
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| 82 | {
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| 83 | float2 brightOffs = lightBrightRcpSize.xy * input.lightBrightCoord.w;
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| 84 | vec4 brightCoordX = vec4(
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| 85 | input.lightBrightCoord.xy + brightOffs, input.lightBrightCoord.zw);
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| 86 | vec4 brightCoordY = vec4(
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| 87 | input.lightBrightCoord.xy - brightOffs, input.lightBrightCoord.zw);
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| 88 | vec4 brightCoordZ = brightCoordX;
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| 89 | brightCoordZ.y = brightCoordY.y;
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| 90 | vec4 brightCoordW = brightCoordY;
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| 91 | brightCoordW.y = brightCoordX.y;
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| 92 | vec4 brightVecX = texture2Dproj(lightBrightSamp, brightCoordX);
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| 93 | vec4 brightVecY = texture2Dproj(lightBrightSamp, brightCoordY);
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| 94 | vec4 brightVecZ = texture2Dproj(lightBrightSamp, brightCoordZ);
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| 95 | vec4 brightVecW = texture2Dproj(lightBrightSamp, brightCoordW);
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| 96 | brightVal = min(brightVecMain.x,
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| 97 | min(min(brightVecX.x, brightVecY.x),
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| 98 | min(brightVecZ.x, brightVecW.x)));
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| 99 | }
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| 100 | @else
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| 101 | // Lookup brightness:
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| 102 | float brightVal = texture2DProj(lightBrightSamp, gl_TexCoord[5]).x;
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| 103 | @endif
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| 104 | // Exit if no light:
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| 105 | if(brightVal <= S3D_INTENS_DISCARD_TRESHOLD)
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| 106 | discard;
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| 107 | @endif
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| 108 |
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| 109 | @ifdef S3D_LIGHT_SHMAP
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| 110 | // Shadow map:
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| 111 | float shmapVal = s3d_shmapFilter(
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| 112 | lightShmapSamp, gl_TexCoord[6],
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| 113 | lightShmapSize, lightShmapRcpSize);
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| 114 | if(shmapVal <= S3D_INTENS_DISCARD_TRESHOLD)
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| 115 | discard;
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| 116 | @endif
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| 117 |
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| 118 | // Texture coordinates:
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| 119 | vec2 mainTexCoord = gl_TexCoord[0].xy;
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| 120 | @ifdef S3D_PARALLAX_MAPPING
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| 121 | vec3 camToVertSurfNrm = normalize(gl_TexCoord[4].xyz);
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| 122 | float height = texture2D(normalSamp, mainTexCoord).a;
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| 123 | vec2 offset = S3D_PARALLAX_SCALE * (S3D_PARALLAX_BIAS - height)
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| 124 | * camToVertSurfNrm.xy;
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| 125 | mainTexCoord = mainTexCoord + offset;
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| 126 | @endif
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| 127 |
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| 128 | // Texture lookups:
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| 129 | vec4 texCol = texture2D(tex0, mainTexCoord.xy);
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| 130 | vec4 rawNormalView = texture2D(normalSamp, mainTexCoord.xy);
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| 131 | vec3 normalView = (rawNormalView.xyz - 0.5) * 2.0;
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| 132 |
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| 133 | // Calculate range-factor from scaled surface-to-light vector:
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| 134 | float rangeFac =
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| 135 | max(1.0 - dot(gl_TexCoord[3].xyz, gl_TexCoord[3].xyz), 0.0);
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| 136 |
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| 137 | // Diffuse direction:
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| 138 | vec3 diffuseDirSurfNrm = S3D_NORMALIZE(gl_TexCoord[1].xyz);
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| 139 |
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| 140 | // Calculate diffuse:
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| 141 | vec4 diffuse = vec4(lightDiffuse.xyz * rangeFac, lightDiffuse.w);
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| 142 | diffuse += lightAmbient;
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| 143 | float diffDot = dot(normalView, diffuseDirSurfNrm);
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| 144 | #ifdef S3D_MILD
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| 145 | float diffFac = clamp(lerp(diffDot, 1, S3D_MILD), 0.0, 1.0);
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| 146 | #else
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| 147 | float diffFac = clamp(diffDot, 0.0, 1.0);
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| 148 | #endif
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| 149 | diffuse *= diffFac;
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| 150 |
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| 151 | // Calculate specular:
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| 152 | vec4 specular = vec4(lightSpecular.xyz * rangeFac, lightSpecular.w);
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| 153 | // ATI workaround: Don't use x component of gl_TexCoord[2]:
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| 154 | vec3 specularDirSurfNrm = S3D_NORMALIZE(gl_TexCoord[2].yzw);
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| 155 | float specDot = dot(normalView, specularDirSurfNrm);
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| 156 | float specFac = clamp(pow(clamp(specDot, 0.0, 1.0),
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| 157 | S3D_SPECULAR_EXP, 0.0, 1.0);
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| 158 | specular *= specFac;
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| 159 |
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| 160 | vec4 outCol;
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| 161 | outCol.rgb = clamp(diffuse.rgb * texCol.rgb
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| 162 | + specular.rgb * texCol.a, 0.0, 1.0);
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| 163 | // Preserve original opacity from texture.
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| 164 | outCol.a = texCol.a;
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| 165 |
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| 166 | @ifdef S3D_GEOMETRIC_SHADOW
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| 167 | // Geometric shadow
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| 168 | float geomShadow = clamp(diffuseDirSurfNrm.z * 4.0, 0.0, 1.0);
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| 169 | outCol.rgb = clamp(outCol.rgb * geomShadow, 0.0, 1.0);
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| 170 | @endif
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| 171 |
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| 172 | @ifdef S3D_LIGHT_BRIGHT
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| 173 | // Correct brightness:
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| 174 | // The smoothing algorithm generates higher brightness gradients
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| 175 | // near 0 and 1 due to sticking to 0 and 1.
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| 176 | // This is approximately compensated by using a quadratic function
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| 177 | // near 0 and 1.
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| 178 | brightVal = 2.0 * brightVal * brightVal * (1.5 - brightVal);
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| 179 |
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| 180 | // Apply brightness:
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| 181 | outCol.rgb = outCol.rgb * brightVal;
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| 182 | @endif
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| 183 |
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| 184 | @ifdef S3D_LIGHT_SHMAP
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| 185 | outCol *= shmapVal;
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| 186 | @endif
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| 187 |
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| 188 | gl_FragColor = outCol;
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| 189 | }
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| 190 |
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| 191 | ///////////////////////////////////////////////////////////////////////////////
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