2023-08-16 13:10:48 +10:00
|
|
|
#ifdef GL_ES
|
|
|
|
|
#define LOWP lowp
|
|
|
|
|
#define MEDP mediump
|
|
|
|
|
#define HIGHP highp
|
|
|
|
|
precision mediump float;
|
|
|
|
|
#else
|
|
|
|
|
#define LOWP
|
|
|
|
|
#define MEDP
|
|
|
|
|
#define HIGHP
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef normalFlag
|
|
|
|
|
varying vec3 v_normal;
|
|
|
|
|
#endif // normalFlag
|
|
|
|
|
|
|
|
|
|
#ifdef colorFlag
|
|
|
|
|
varying vec4 v_color;
|
|
|
|
|
#endif // colorFlag
|
|
|
|
|
|
|
|
|
|
#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
|
|
|
|
|
#define textureFlag
|
|
|
|
|
#endif
|
|
|
|
|
#ifdef diffuseTextureFlag
|
|
|
|
|
varying MEDP vec2 v_diffuseUV;
|
|
|
|
|
uniform sampler2D u_diffuseTexture;
|
|
|
|
|
#endif // diffuseTextureFlag
|
|
|
|
|
#ifdef specularTextureFlag
|
|
|
|
|
varying MEDP vec2 v_specularUV;
|
|
|
|
|
uniform sampler2D u_specularTexture;
|
|
|
|
|
#endif // specularTextureFlag
|
|
|
|
|
/*
|
|
|
|
|
#ifdef emissiveTextureFlag
|
|
|
|
|
varying MEDP vec2 v_emissiveUV;
|
|
|
|
|
uniform sampler2D u_emissiveTexture;
|
|
|
|
|
#endif // emissiveTextureFlag
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#ifdef diffuseColorFlag
|
|
|
|
|
uniform vec4 u_diffuseColor;
|
|
|
|
|
#endif // diffuseColorFlag
|
|
|
|
|
|
|
|
|
|
#ifdef specularColorFlag
|
|
|
|
|
uniform vec4 u_specularColor;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef lightingFlag
|
|
|
|
|
varying vec3 v_lightDiffuse;
|
|
|
|
|
|
|
|
|
|
#ifdef shininessFlag
|
|
|
|
|
uniform float u_shininess;
|
|
|
|
|
#else
|
|
|
|
|
const float u_shininess = 20.0;
|
|
|
|
|
#endif // shininessFlag
|
|
|
|
|
|
|
|
|
|
#if numDirectionalLights > 0
|
|
|
|
|
struct DirectionalLight
|
|
|
|
|
{
|
|
|
|
|
vec3 color;
|
|
|
|
|
vec3 direction;
|
|
|
|
|
};
|
|
|
|
|
uniform DirectionalLight u_dirLights[numDirectionalLights];
|
|
|
|
|
#endif // numDirectionalLights
|
|
|
|
|
|
|
|
|
|
#if numPointLights > 0
|
|
|
|
|
struct PointLight
|
|
|
|
|
{
|
|
|
|
|
vec3 color;
|
|
|
|
|
vec3 position;
|
|
|
|
|
};
|
|
|
|
|
uniform PointLight u_pointLights[numPointLights];
|
|
|
|
|
#endif // numPointLights
|
|
|
|
|
|
|
|
|
|
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
|
|
|
|
|
#define ambientFlag
|
|
|
|
|
varying vec3 v_ambient;
|
|
|
|
|
#endif // ambientFlag
|
|
|
|
|
|
|
|
|
|
#if defined(specularTextureFlag) || defined(specularColorFlag)
|
|
|
|
|
#define specularFlag
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#endif // lightingFlag
|
|
|
|
|
|
|
|
|
|
#if defined(specularFlag) || defined(fogFlag)
|
|
|
|
|
varying vec4 v_worldPosition;
|
|
|
|
|
uniform vec4 u_cameraPosition;
|
|
|
|
|
#endif // lightingFlag || fogFlag
|
|
|
|
|
|
|
|
|
|
#ifdef fogFlag
|
|
|
|
|
uniform vec4 u_fogColor;
|
2023-08-17 21:17:28 +10:00
|
|
|
|
|
|
|
|
#if defined(fogLinearFlag) || defined(fogSmoothFlag) || defined(fogInvSquareFlag)
|
|
|
|
|
uniform float u_fogNear;
|
|
|
|
|
uniform float u_fogFar;
|
|
|
|
|
#elif defined(fogExpFlag) || defined(fogExp2Flag)
|
|
|
|
|
uniform float u_fogDensity;
|
|
|
|
|
#endif
|
|
|
|
|
|
2023-08-16 13:10:48 +10:00
|
|
|
#endif // fogFlag
|
|
|
|
|
|
|
|
|
|
uniform mat4 u_projViewTrans;
|
|
|
|
|
uniform mat4 u_worldTrans;
|
|
|
|
|
|
|
|
|
|
vec3 linearEncode(vec3 v) { return vec3(pow(v.r, 2.2), pow(v.g, 2.2), pow(v.b, 2.2)); }
|
|
|
|
|
vec3 linearDecode(vec3 v) { return vec3(pow(v.r, 1.0 / 2.2), pow(v.g, 1.0 / 2.2), pow(v.b, 1.0 / 2.2)); }
|
|
|
|
|
|
|
|
|
|
void main()
|
|
|
|
|
{
|
|
|
|
|
#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
|
|
|
|
|
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
|
|
|
|
|
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
|
|
|
|
|
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
|
|
|
|
|
#elif defined(diffuseTextureFlag) && defined(colorFlag)
|
|
|
|
|
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
|
|
|
|
|
#elif defined(diffuseTextureFlag)
|
|
|
|
|
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
|
|
|
|
|
#elif defined(diffuseColorFlag) && defined(colorFlag)
|
|
|
|
|
vec4 diffuse = u_diffuseColor * v_color;
|
|
|
|
|
#elif defined(diffuseColorFlag)
|
|
|
|
|
vec4 diffuse = u_diffuseColor;
|
|
|
|
|
#elif defined(colorFlag)
|
|
|
|
|
vec4 diffuse = v_color;
|
|
|
|
|
#else
|
|
|
|
|
vec4 diffuse = vec4(1.0);
|
|
|
|
|
#endif
|
|
|
|
|
diffuse.rgb = linearEncode(diffuse.rgb);
|
|
|
|
|
|
|
|
|
|
#ifdef lightingFlag
|
|
|
|
|
|
|
|
|
|
#ifdef normalFlag
|
|
|
|
|
vec3 normal = normalize(v_normal);
|
|
|
|
|
#endif // normalFlag
|
|
|
|
|
|
|
|
|
|
#ifdef ambientFlag
|
|
|
|
|
vec3 accum = v_ambient;
|
|
|
|
|
#else // !ambientFlag
|
|
|
|
|
vec3 accum = vec3(0.0);
|
|
|
|
|
#endif // ambientFlag
|
|
|
|
|
|
|
|
|
|
#ifdef specularFlag
|
|
|
|
|
vec3 eyeVec = normalize(u_cameraPosition.xyz - v_worldPosition.xyz);
|
|
|
|
|
vec3 specAccum = vec3(0.0);
|
|
|
|
|
#endif // specularFlag
|
|
|
|
|
|
|
|
|
|
#if defined(normalFlag) && (numDirectionalLights > 0)
|
|
|
|
|
for (int i = 0; i < numDirectionalLights; ++i)
|
|
|
|
|
{
|
|
|
|
|
vec3 lightVec = -u_dirLights[i].direction;
|
|
|
|
|
float lambert = dot(normal, lightVec);
|
|
|
|
|
float phongTerm = max(lambert, 0.0);
|
|
|
|
|
vec3 value = u_dirLights[i].color * phongTerm;
|
|
|
|
|
value = linearEncode(value);
|
|
|
|
|
value *= phongTerm;
|
|
|
|
|
accum += value;
|
|
|
|
|
#ifdef specularFlag
|
|
|
|
|
vec3 halfDir = normalize(lightVec + eyeVec);
|
|
|
|
|
float specAngle = max(dot(halfDir, normal), 0.0);
|
|
|
|
|
float specTerm = pow(specAngle, u_shininess);
|
|
|
|
|
specAccum += value * specTerm;
|
|
|
|
|
#endif // specularFlag
|
|
|
|
|
}
|
|
|
|
|
#endif // normalFlag && numDirectionalLights
|
|
|
|
|
|
|
|
|
|
vec3 fragment;
|
|
|
|
|
#ifdef specularFlag
|
|
|
|
|
#ifdef specularTextureFlag
|
|
|
|
|
vec3 specularColorTex = texture2D(u_specularTexture, v_specularUV).rgb;
|
|
|
|
|
specularColorTex = linearEncode(specularColorTex);
|
|
|
|
|
specAccum *= specularColorTex;
|
|
|
|
|
#endif // specularTextureFlag
|
|
|
|
|
#ifdef specularColorFlag
|
|
|
|
|
vec3 specularColor = u_specularColor.rgb;
|
|
|
|
|
specularColor = linearEncode(specularColor);
|
|
|
|
|
specAccum *= specularColor;
|
|
|
|
|
#endif // specularColorFlag
|
|
|
|
|
fragment = diffuse.rgb * accum + specAccum;
|
|
|
|
|
#else // !specularFlag
|
|
|
|
|
fragment = diffuse.rgb * accum;
|
|
|
|
|
#endif // specularFlag
|
|
|
|
|
#else // !lightingFlag
|
|
|
|
|
fragment = diffuse.rgb;
|
|
|
|
|
#endif // lightingFlag
|
|
|
|
|
|
2023-08-17 21:17:28 +10:00
|
|
|
#ifdef fogOriginalFlag
|
|
|
|
|
vec3 fogVec = u_cameraPosition.xyz - v_worldPosition.xyz;
|
|
|
|
|
float fogDist = dot(fogVec, fogVec);
|
|
|
|
|
float fog = min(fogDist * u_cameraPosition.w, 1.0);
|
|
|
|
|
#elif defined(fogDistanceFlag)
|
|
|
|
|
float fogDist = length(v_worldPosition.xyz - u_cameraPosition.xyz);
|
|
|
|
|
#elif defined(fogDepthFlag)
|
|
|
|
|
float fogDist = gl_FragCoord.z / gl_FragCoord.w;
|
|
|
|
|
#endif // fogOriginalFlag || fogDistanceFlag || fogDepthFlag
|
|
|
|
|
|
|
|
|
|
#ifdef fogLinearFlag
|
2023-08-16 13:10:48 +10:00
|
|
|
// fog = saturate(linearstep(near, far, x))
|
2023-08-17 21:17:28 +10:00
|
|
|
float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
|
|
|
|
|
#elif defined(fogSmoothFlag)
|
2023-08-16 13:10:48 +10:00
|
|
|
// fog = smoothstep(saturate(linearstep(near, far, x)))
|
2023-08-17 21:17:28 +10:00
|
|
|
float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
|
2023-08-16 13:10:48 +10:00
|
|
|
fog = fog * fog * (3.0 - 2.0 * fog);
|
|
|
|
|
//fog = fog * fog * fog * (fog * (6.0 * fog - 15.0) + 10.0);
|
2023-08-17 21:17:28 +10:00
|
|
|
#elif defined(fogInvSquareFlag)
|
2023-08-16 13:10:48 +10:00
|
|
|
// fog = isqstep(saturate(linearstep(near, far, x)))
|
2023-08-17 21:17:28 +10:00
|
|
|
float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
|
2023-08-16 13:10:48 +10:00
|
|
|
fog = 1.0 - fog;
|
|
|
|
|
fog = 1.0 - fog * fog;
|
2023-08-17 21:17:28 +10:00
|
|
|
#elif defined(fogExpFlag)
|
|
|
|
|
// todo: can precompute some stuff in uniforms
|
|
|
|
|
float fog = max(1.0 - exp(-u_fogDensity * fogDist), 0.0);
|
|
|
|
|
#elif defined(fogExp2Flag)
|
|
|
|
|
// todo: can precompute some stuff in uniforms
|
|
|
|
|
float dz = u_fogDensity * fogDist;
|
2023-08-16 13:10:48 +10:00
|
|
|
float fog = max(1.0 - exp(-dz * dz), 0.0);
|
2023-08-17 21:17:28 +10:00
|
|
|
#endif // fogLinearFlag || fogSmoothFlag || fogInvSquareFlag || fogExpFlag || fogExp2Flag
|
2023-08-16 13:10:48 +10:00
|
|
|
|
2023-08-17 21:17:28 +10:00
|
|
|
#ifdef fogFlag
|
2023-08-16 13:10:48 +10:00
|
|
|
vec3 fogColor = u_fogColor.rgb;
|
|
|
|
|
fogColor = linearEncode(fogColor);
|
|
|
|
|
fragment = mix(fragment, fogColor, fog);
|
|
|
|
|
#endif // fogFlag
|
|
|
|
|
gl_FragColor = vec4(linearDecode(fragment), diffuse.a);
|
|
|
|
|
}
|