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_BRIGHT
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45 | uniform vec4 lightBrightRcpSize;
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46 | @endif
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47 |
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48 | @ifdef S3D_LIGHT_SHMAP
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49 | uniform vec4 lightShmapSize;
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50 | uniform vec4 lightShmapRcpSize;
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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[6].www
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70 | - abs(2.0 * gl_TexCoord[6].xyz - gl_TexCoord[6].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(
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78 | lightBrightSamp, gl_TexCoord[5]);
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79 | float brightIdent = fract(100.0 * gl_TexCoord[6].z / gl_TexCoord[6].w);
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80 | float brightDeltaMain = abs(brightVecMain.w - brightIdent);
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81 | float brightVal = brightVecMain.x;
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82 | if(brightDeltaMain > S3D_BRIGHT_EPS)
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83 | {
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84 | vec2 brightOffs = lightBrightRcpSize.xy * gl_TexCoord[5].w;
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85 | vec4 brightCoordX = vec4(
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86 | gl_TexCoord[5].xy + brightOffs,
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87 | gl_TexCoord[5].zw);
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88 | vec4 brightCoordY = vec4(
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89 | gl_TexCoord[5].xy - brightOffs,
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90 | gl_TexCoord[5].zw);
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91 | vec4 brightCoordZ = brightCoordX;
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92 | brightCoordZ.y = brightCoordY.y;
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93 | vec4 brightCoordW = brightCoordY;
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94 | brightCoordW.y = brightCoordX.y;
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95 | vec4 brightVecX = texture2DProj(lightBrightSamp, brightCoordX);
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96 | vec4 brightVecY = texture2DProj(lightBrightSamp, brightCoordY);
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97 | vec4 brightVecZ = texture2DProj(lightBrightSamp, brightCoordZ);
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98 | vec4 brightVecW = texture2DProj(lightBrightSamp, brightCoordW);
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99 | brightVal = min(brightVecMain.x,
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100 | min(min(brightVecX.x, brightVecY.x),
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101 | min(brightVecZ.x, brightVecW.x)));
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102 | }
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103 | @else
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104 | // Lookup brightness:
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105 | float brightVal = texture2DProj(lightBrightSamp, gl_TexCoord[5]).x;
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106 | @endif
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107 | // Exit if no light:
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108 | if(brightVal <= S3D_INTENS_DISCARD_TRESHOLD)
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109 | discard;
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110 | @endif
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111 |
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112 | @ifdef S3D_LIGHT_SHMAP
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113 | // Shadow map:
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114 | float shmapVal = s3d_shmapFilter(
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115 | lightShmapSamp, gl_TexCoord[6],
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116 | lightShmapSize, lightShmapRcpSize);
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117 | if(shmapVal <= S3D_INTENS_DISCARD_TRESHOLD)
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118 | discard;
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119 | @endif
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120 |
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121 | // Texture coordinates:
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122 | vec2 mainTexCoord = gl_TexCoord[0].xy;
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123 | @ifdef S3D_PARALLAX_MAPPING
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124 | vec3 camToVertSurfNrm = normalize(gl_TexCoord[4].xyz);
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125 | float height = texture2D(normalSamp, mainTexCoord).a;
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126 | vec2 offset = S3D_PARALLAX_SCALE * (S3D_PARALLAX_BIAS - height)
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127 | * camToVertSurfNrm.xy;
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128 | mainTexCoord = mainTexCoord + offset;
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129 | @endif
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130 |
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131 | // Texture lookups:
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132 | vec4 texCol = texture2D(tex0, mainTexCoord.xy);
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133 | vec4 rawNormalView = texture2D(normalSamp, mainTexCoord.xy);
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134 | vec3 normalView = (rawNormalView.xyz - 0.5) * 2.0;
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135 |
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136 | // Calculate range-factor from scaled surface-to-light vector:
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137 | float rangeFac =
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138 | max(1.0 - dot(gl_TexCoord[3].xyz, gl_TexCoord[3].xyz), 0.0);
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139 |
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140 | // Diffuse direction:
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141 | vec3 diffuseDirSurfNrm = S3D_NORMALIZE(gl_TexCoord[1].xyz);
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142 |
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143 | // Calculate diffuse:
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144 | vec4 diffuse = vec4(lightDiffuse.xyz * rangeFac, lightDiffuse.w);
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145 | diffuse += lightAmbient;
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146 | float diffDot = dot(normalView, diffuseDirSurfNrm);
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147 | @ifdef S3D_MILD
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148 | float diffFac = diffDot * (1.0 - S3D_MILD) + S3D_MILD;
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149 | @else
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150 | float diffFac = diffDot;
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151 | @endif
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152 | diffuse *= clamp(diffFac, 0.0, 1.0);;
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153 |
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154 | // Calculate specular:
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155 | vec4 specular = vec4(lightSpecular.xyz * rangeFac, lightSpecular.w);
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156 | // ATI workaround: Don't use x component of gl_TexCoord[2]:
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157 | vec3 specularDirSurfNrm = S3D_NORMALIZE(gl_TexCoord[2].yzw);
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158 | float specDot = dot(normalView, specularDirSurfNrm);
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159 | float specFac = clamp(pow(clamp(specDot, 0.0, 1.0),
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160 | S3D_SPECULAR_EXP), 0.0, 1.0);
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161 | specular *= specFac;
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162 |
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163 | vec4 outCol;
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164 | outCol.rgb = clamp(diffuse.rgb * texCol.rgb
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165 | + specular.rgb * texCol.a, 0.0, 1.0);
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166 | // Preserve original opacity from texture.
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167 | outCol.a = texCol.a;
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168 |
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169 | @ifdef S3D_GEOMETRIC_SHADOW
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170 | // Geometric shadow
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171 | float geomShadow = clamp(diffuseDirSurfNrm.z * 4.0, 0.0, 1.0);
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172 | outCol.rgb = clamp(outCol.rgb * geomShadow, 0.0, 1.0);
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173 | @endif
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174 |
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175 | @ifdef S3D_LIGHT_BRIGHT
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176 | // Correct brightness:
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177 | // The smoothing algorithm generates higher brightness gradients
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178 | // near 0 and 1 due to sticking to 0 and 1.
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179 | // This is approximately compensated by using a quadratic function
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180 | // near 0 and 1.
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181 | brightVal = 2.0 * brightVal * brightVal * (1.5 - brightVal);
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182 |
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183 | // Apply brightness:
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184 | outCol.rgb = outCol.rgb * brightVal;
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185 | @endif
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186 |
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187 | @ifdef S3D_LIGHT_PROJ
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188 | vec4 texColProjTex = texture2DProj(lightProjSamp, gl_TexCoord[5]);
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189 | outCol *= texColProjTex;
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190 | @endif
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191 |
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192 | @ifdef S3D_LIGHT_SHMAP
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193 | outCol *= shmapVal;
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194 | @endif
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195 |
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196 | gl_FragColor = outCol;
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197 | }
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198 |
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199 | ///////////////////////////////////////////////////////////////////////////////
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