[2269] | 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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