Arbeiten aus dem URlaub

This commit is contained in:
2026-05-19 12:55:05 +02:00
parent b8a0234ad2
commit 4f48834e2c
403 changed files with 23402 additions and 6389 deletions

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#import "Common/ShaderLib/Parallax.glsllib"
#import "Common/ShaderLib/Optics.glsllib"
#define ATTENUATION
//#define HQ_ATTENUATION
#import "MatDefs/FragScattering.glsllib"
varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
varying vec2 texCoord2;
#endif
varying vec3 AmbientSum;
varying vec4 DiffuseSum;
varying vec3 SpecularSum;
varying float z;
#ifndef VERTEX_LIGHTING
uniform vec4 g_LightDirection;
//varying vec3 vPosition;
varying vec3 vViewDir;
varying vec4 vLightDir;
varying vec3 lightVec;
#else
varying vec2 vertexLightValues;
#endif
#ifdef DIFFUSEMAP
uniform sampler2D m_DiffuseMap;
uniform sampler2D m_BackgroundDiffuseMap;
uniform sampler2D m_NoiseMap;
#endif
#ifdef SPECULARMAP
uniform sampler2D m_SpecularMap;
#endif
#ifdef PARALLAXMAP
uniform sampler2D m_ParallaxMap;
#endif
#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING)
uniform float m_ParallaxHeight;
#endif
#ifdef LIGHTMAP
uniform sampler2D m_LightMap;
#endif
#ifdef NORMALMAP
uniform sampler2D m_NormalMap;
#else
varying vec3 vNormal;
#endif
#ifdef ALPHAMAP
uniform sampler2D m_AlphaMap;
#endif
#ifdef COLORRAMP
uniform sampler2D m_ColorRamp;
#endif
uniform float m_AlphaDiscardThreshold;
#ifndef VERTEX_LIGHTING
uniform float m_Shininess;
#ifdef HQ_ATTENUATION
uniform vec4 g_LightPosition;
#endif
#ifdef USE_REFLECTION
uniform float m_ReflectionPower;
uniform float m_ReflectionIntensity;
varying vec4 refVec;
uniform ENVMAP m_EnvMap;
#endif
float tangDot(in vec3 v1, in vec3 v2){
float d = dot(v1,v2);
#ifdef V_TANGENT
d = 1.0 - d*d;
return step(0.0, d) * sqrt(d);
#else
return d;
#endif
}
float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){
#ifdef MINNAERT
float NdotL = max(0.0, dot(norm, lightdir));
float NdotV = max(0.0, dot(norm, viewdir));
return NdotL * pow(max(NdotL * NdotV, 0.1), -1.0) * 0.5;
#else
return max(0.0, dot(norm, lightdir));
#endif
}
float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
// NOTE: check for shiny <= 1 removed since shininess is now
// 1.0 by default (uses matdefs default vals)
#ifdef LOW_QUALITY
// Blinn-Phong
// Note: preferably, H should be computed in the vertex shader
vec3 H = (viewdir + lightdir) * vec3(0.5);
return pow(max(tangDot(H, norm), 0.0), shiny);
#elif defined(WARDISO)
// Isotropic Ward
vec3 halfVec = normalize(viewdir + lightdir);
float NdotH = max(0.001, tangDot(norm, halfVec));
float NdotV = max(0.001, tangDot(norm, viewdir));
float NdotL = max(0.001, tangDot(norm, lightdir));
float a = tan(acos(NdotH));
float p = max(shiny/128.0, 0.001);
return NdotL * (1.0 / (4.0*3.14159265*p*p)) * (exp(-(a*a)/(p*p)) / (sqrt(NdotV * NdotL)));
#else
// Standard Phong
vec3 R = reflect(-lightdir, norm);
return pow(max(tangDot(R, viewdir), 0.0), shiny);
#endif
}
vec2 computeLighting(in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
#ifdef HQ_ATTENUATION
float att = clamp(1.0 - g_LightPosition.w * length(lightVec), 0.0, 1.0);
#else
float att = vLightDir.w;
#endif
if (m_Shininess <= 1.0) {
specularFactor = 0.0; // should be one instruction on most cards ..
}
specularFactor *= diffuseFactor;
return vec2(diffuseFactor, specularFactor) * vec2(att);
}
#endif
vec4 getColor( in sampler2D diffuseMap, in sampler2D diffuseMap2,
in sampler2D normalMap, in vec2 tc, in float distMix,
out vec3 normal ) {
vec2 tcOffset;
tcOffset = texture2D(m_NoiseMap, tc * 0.01).xy * 6.0 - 3.0;
vec4 diffuseColor = texture2D(diffuseMap, (tc + tcOffset) * 0.75);
tcOffset = (texture2D(m_NoiseMap, tc * 0.01).xy * 6.0) - 3.0;
vec4 subColor = texture2D(diffuseMap2, ((tc + tcOffset) * 1.0) * 0.1 );
diffuseColor = mix(diffuseColor, subColor, distMix);
#ifdef NORMALMAP
vec4 normalHeight = texture2D(normalMap, tc);
normal = normalize((normalHeight.xyz * vec3(2.0) - vec3(1.0)));
#else
normal = vec3(0.0, 1.0, 0.0);
#endif
return diffuseColor;
}
void main(){
vec2 newTexCoord;
#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING)
#ifdef STEEP_PARALLAX
#ifdef NORMALMAP_PARALLAX
//parallax map is stored in the alpha channel of the normal map
newTexCoord = steepParallaxOffset(m_NormalMap, vViewDir, texCoord, m_ParallaxHeight);
#else
//parallax map is a texture
newTexCoord = steepParallaxOffset(m_ParallaxMap, vViewDir, texCoord, m_ParallaxHeight);
#endif
#else
#ifdef NORMALMAP_PARALLAX
//parallax map is stored in the alpha channel of the normal map
newTexCoord = classicParallaxOffset(m_NormalMap, vViewDir, texCoord, m_ParallaxHeight);
#else
//parallax map is a texture
newTexCoord = classicParallaxOffset(m_ParallaxMap, vViewDir, texCoord, m_ParallaxHeight);
#endif
#endif
#else
newTexCoord = texCoord;
#endif
float distMix = z / 32.0;
distMix = clamp(distMix, 0.4, 1.0);
#ifdef DIFFUSEMAP
vec3 newNormal;
#ifdef NORMALMAP
vec4 diffuseColor = getColor(m_DiffuseMap, m_BackgroundDiffuseMap,
m_NormalMap, texCoord, distMix, newNormal);
#else
vec4 diffuseColor = getColor(m_DiffuseMap, m_BackgroundDiffuseMap,
m_DiffuseMap, texCoord, distMix, newNormal);
#endif
#else
vec4 diffuseColor = vec4(1.0);
vec3 newNormal = vec3(0.0, 1.0, 0.0);
#endif
float alpha = DiffuseSum.a * diffuseColor.a;
#ifdef ALPHAMAP
alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
#endif
if(alpha < m_AlphaDiscardThreshold){
discard;
}
#ifndef VERTEX_LIGHTING
float spotFallOff = 1.0;
#if __VERSION__ >= 110
// allow use of control flow
if(g_LightDirection.w != 0.0){
#endif
vec3 L = normalize(lightVec.xyz);
vec3 spotdir = normalize(g_LightDirection.xyz);
float curAngleCos = dot(-L, spotdir);
float innerAngleCos = floor(g_LightDirection.w) * 0.001;
float outerAngleCos = fract(g_LightDirection.w);
float innerMinusOuter = innerAngleCos - outerAngleCos;
spotFallOff = (curAngleCos - outerAngleCos) / innerMinusOuter;
#if __VERSION__ >= 110
if(spotFallOff <= 0.0){
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb;
gl_FragColor.a = alpha;
return;
}else{
spotFallOff = clamp(spotFallOff, 0.0, 1.0);
}
}
#else
spotFallOff = clamp(spotFallOff, step(g_LightDirection.w, 0.001), 1.0);
#endif
#endif
// ***********************
// Read from textures
// ***********************
#if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
vec3 normal = newNormal;
#elif !defined(VERTEX_LIGHTING)
vec3 normal = vNormal;
#if !defined(LOW_QUALITY) && !defined(V_TANGENT)
normal = normalize(normal);
#endif
#endif
#ifdef SPECULARMAP
vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
#else
vec4 specularColor = vec4(1.0);
#endif
#ifdef LIGHTMAP
vec3 lightMapColor;
#ifdef SEPARATE_TEXCOORD
lightMapColor = texture2D(m_LightMap, texCoord2).rgb;
#else
lightMapColor = texture2D(m_LightMap, texCoord).rgb;
#endif
specularColor.rgb *= lightMapColor;
diffuseColor.rgb *= lightMapColor;
#endif
#ifdef VERTEX_LIGHTING
vec2 light = vertexLightValues.xy;
#ifdef COLORRAMP
light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
#endif
#ifndef USE_SCATTERING
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
SpecularSum * specularColor.rgb * vec3(light.y);
#else
vec3 color = AmbientSum * diffuseColor.rgb +
DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
SpecularSum * specularColor.rgb * vec3(light.y);
gl_FragColor.rgb = calculateGroundColor(vec4(color, 1.0)).rgb;
#endif
#else
vec4 lightDir = vLightDir;
lightDir.xyz = normalize(lightDir.xyz);
vec3 viewDir = normalize(vViewDir);
vec2 light = computeLighting(normal, viewDir, lightDir.xyz) * spotFallOff;
#ifdef COLORRAMP
diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
#endif
// Workaround, since it is not possible to modify varying variables
vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
#ifdef USE_REFLECTION
vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
// Interpolate light specularity toward reflection color
// Multiply result by specular map
specularColor = mix(SpecularSum2 * light.y, refColor, refVec.w) * specularColor;
SpecularSum2 = vec4(1.0);
light.y = 1.0;
#endif
#ifndef USE_SCATTERING
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
SpecularSum * specularColor.rgb * vec3(light.y);
#else
vec3 color = AmbientSum * diffuseColor.rgb +
DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
SpecularSum * specularColor.rgb * vec3(light.y);
gl_FragColor.rgb = calculateGroundColor(vec4(color, 1.0)).rgb;
#endif
#endif
gl_FragColor.a = alpha;
}

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MaterialDef Phong Lighting {
MaterialParameters {
// Compute vertex lighting in the shader
// For better performance
Boolean VertexLighting
// Use more efficent algorithms to improve performance
Boolean LowQuality
// Improve quality at the cost of performance
Boolean HighQuality
// Output alpha from the diffuse map
Boolean UseAlpha
// Alpha threshold for fragment discarding
Float AlphaDiscardThreshold (AlphaTestFallOff)
// Normal map is in BC5/ATI2n/LATC/3Dc compression format
Boolean LATC
// Use the provided ambient, diffuse, and specular colors
Boolean UseMaterialColors
// Activate shading along the tangent, instead of the normal
// Requires tangent data to be available on the model.
Boolean VTangent
// Use minnaert diffuse instead of lambert
Boolean Minnaert
// Use ward specular instead of phong
Boolean WardIso
// Use vertex color as an additional diffuse color.
Boolean UseVertexColor
// Ambient color
Color Ambient (MaterialAmbient)
// Diffuse color
Color Diffuse (MaterialDiffuse)
// Specular color
Color Specular (MaterialSpecular)
// Specular power/shininess
Float Shininess (MaterialShininess) : 1
// Diffuse map
Texture2D DiffuseMap
// Diffuse map
Texture2D BackgroundDiffuseMap
// Diffuse map
Texture2D NoiseMap
// Normal map
Texture2D NormalMap
// Specular/gloss map
Texture2D SpecularMap
// Parallax/height map
Texture2D ParallaxMap
//Set to true is parallax map is stored in the alpha channel of the normal map
Boolean PackedNormalParallax
//Sets the relief height for parallax mapping
Float ParallaxHeight : 0.05
//Set to true to activate Steep Parallax mapping
Boolean SteepParallax
// Texture that specifies alpha values
Texture2D AlphaMap
// Color ramp, will map diffuse and specular values through it.
Texture2D ColorRamp
// Texture of the glowing parts of the material
Texture2D GlowMap
// Set to Use Lightmap
Texture2D LightMap
// Set to use TexCoord2 for the lightmap sampling
Boolean SeparateTexCoord
// The glow color of the object
Color GlowColor
// Parameters for fresnel
// X = bias
// Y = scale
// Z = power
Vector3 FresnelParams
// Env Map for reflection
TextureCubeMap EnvMap
// the env map is a spheremap and not a cube map
Boolean EnvMapAsSphereMap
//shadows
Int FilterMode
Boolean HardwareShadows
Texture2D ShadowMap0
Texture2D ShadowMap1
Texture2D ShadowMap2
Texture2D ShadowMap3
//pointLights
Texture2D ShadowMap4
Texture2D ShadowMap5
Float ShadowIntensity
Vector4 Splits
Vector2 FadeInfo
Matrix4 LightViewProjectionMatrix0
Matrix4 LightViewProjectionMatrix1
Matrix4 LightViewProjectionMatrix2
Matrix4 LightViewProjectionMatrix3
//pointLight
Matrix4 LightViewProjectionMatrix4
Matrix4 LightViewProjectionMatrix5
Vector3 LightPos
Float PCFEdge
Float ShadowMapSize
// For hardware skinning
Int NumberOfBones
Matrix4Array BoneMatrices
// Ground scattering parameters
Boolean UseScattering
Vector3 SunPosition
Float Exposure
Float KmESun
Float InnerRadius
Float RadiusScale
Float PlanetScale : 1
Vector3 InvWavelengthsKrESun
Float AverageDensityScale
Float InvAverageDensityHeight;
Vector3 KWavelengths4PI;
}
Technique {
LightMode MultiPass
VertexShader GLSL110: MatDefs/MultiResolution.vert
FragmentShader GLSL110: MatDefs/MultiResolution.frag
WorldParameters {
WorldViewProjectionMatrix
NormalMatrix
WorldViewMatrix
ViewMatrix
CameraPosition
WorldMatrix
}
Defines {
LATC : LATC
VERTEX_COLOR : UseVertexColor
VERTEX_LIGHTING : VertexLighting
ATTENUATION : Attenuation
MATERIAL_COLORS : UseMaterialColors
V_TANGENT : VTangent
MINNAERT : Minnaert
WARDISO : WardIso
LOW_QUALITY : LowQuality
HQ_ATTENUATION : HighQuality
DIFFUSEMAP : DiffuseMap
NORMALMAP : NormalMap
SPECULARMAP : SpecularMap
PARALLAXMAP : ParallaxMap
NORMALMAP_PARALLAX : PackedNormalParallax
STEEP_PARALLAX : SteepParallax
ALPHAMAP : AlphaMap
COLORRAMP : ColorRamp
LIGHTMAP : LightMap
SEPARATE_TEXCOORD : SeparateTexCoord
USE_REFLECTION : EnvMap
SPHERE_MAP : SphereMap
NUM_BONES : NumberOfBones
USE_SCATTERING : UseScattering
}
}
Technique PreShadow {
VertexShader GLSL110 : Common/MatDefs/Shadow/PreShadow.vert
FragmentShader GLSL110 : Common/MatDefs/Shadow/PreShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
}
Defines {
COLOR_MAP : ColorMap
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_BONES : NumberOfBones
}
ForcedRenderState {
FaceCull Off
DepthTest On
DepthWrite On
PolyOffset 5 3
ColorWrite Off
}
}
Technique PostShadow15{
VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert
FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique PostShadow{
VertexShader GLSL110: Common/MatDefs/Shadow/PostShadow.vert
FragmentShader GLSL110: Common/MatDefs/Shadow/PostShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique PreNormalPass {
VertexShader GLSL110 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL110 : Common/MatDefs/SSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
}
Defines {
DIFFUSEMAP_ALPHA : DiffuseMap
NUM_BONES : NumberOfBones
}
}
Technique GBuf {
VertexShader GLSL110: Common/MatDefs/Light/GBuf.vert
FragmentShader GLSL110: Common/MatDefs/Light/GBuf.frag
WorldParameters {
WorldViewProjectionMatrix
NormalMatrix
WorldViewMatrix
WorldMatrix
}
Defines {
VERTEX_COLOR : UseVertexColor
MATERIAL_COLORS : UseMaterialColors
V_TANGENT : VTangent
MINNAERT : Minnaert
WARDISO : WardIso
DIFFUSEMAP : DiffuseMap
NORMALMAP : NormalMap
SPECULARMAP : SpecularMap
PARALLAXMAP : ParallaxMap
}
}
Technique Glow {
VertexShader GLSL110: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL110: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
NEED_TEXCOORD1
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
NUM_BONES : NumberOfBones
}
}
}

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#define ATTENUATION
//#define HQ_ATTENUATION
#import "Common/ShaderLib/Skinning.glsllib"
#import "MatDefs/VertScattering.glsllib"
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldViewMatrix;
uniform mat4 g_WorldMatrix;
uniform mat3 g_NormalMatrix;
uniform mat4 g_ViewMatrix;
uniform vec3 g_CameraPosition;
uniform vec4 m_Ambient;
uniform vec4 m_Diffuse;
uniform vec4 m_Specular;
uniform float m_Shininess;
uniform vec4 g_LightColor;
uniform vec4 g_LightPosition;
uniform vec4 g_AmbientLightColor;
varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
varying vec2 texCoord2;
attribute vec2 inTexCoord2;
#endif
varying vec3 AmbientSum;
varying vec4 DiffuseSum;
varying vec3 SpecularSum;
varying float z;
attribute vec3 inPosition;
attribute vec2 inTexCoord;
attribute vec3 inNormal;
varying vec3 lightVec;
//varying vec4 spotVec;
#ifdef VERTEX_COLOR
attribute vec4 inColor;
#endif
#ifndef VERTEX_LIGHTING
attribute vec4 inTangent;
#ifndef NORMALMAP
varying vec3 vNormal;
#endif
//varying vec3 vPosition;
varying vec3 vViewDir;
varying vec4 vLightDir;
#else
varying vec2 vertexLightValues;
uniform vec4 g_LightDirection;
#endif
#ifdef USE_REFLECTION
uniform vec3 g_CameraPosition;
uniform mat4 g_WorldMatrix;
uniform vec3 m_FresnelParams;
varying vec4 refVec;
/**
* Input:
* attribute inPosition
* attribute inNormal
* uniform g_WorldMatrix
* uniform g_CameraPosition
*
* Output:
* varying refVec
*/
void computeRef(in vec4 modelSpacePos){
vec3 worldPos = (g_WorldMatrix * modelSpacePos).xyz;
vec3 I = normalize( g_CameraPosition - worldPos ).xyz;
vec3 N = normalize( (g_WorldMatrix * vec4(inNormal, 0.0)).xyz );
refVec.xyz = reflect(I, N);
refVec.w = m_FresnelParams.x + m_FresnelParams.y * pow(1.0 + dot(I, N), m_FresnelParams.z);
}
#endif
// JME3 lights in world space
void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){
float posLight = step(0.5, color.w);
vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
lightVec = tempVec;
#ifdef ATTENUATION
float dist = length(tempVec);
lightDir.w = clamp(1.0 - position.w * dist * posLight, 0.0, 1.0);
lightDir.xyz = tempVec / vec3(dist);
#else
lightDir = vec4(normalize(tempVec), 1.0);
#endif
}
#ifdef VERTEX_LIGHTING
float lightComputeDiffuse(in vec3 norm, in vec3 lightdir){
return max(0.0, dot(norm, lightdir));
}
float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
if (shiny <= 1.0){
return 0.0;
}
#ifndef LOW_QUALITY
vec3 H = (viewdir + lightdir) * vec3(0.5);
return pow(max(dot(H, norm), 0.0), shiny);
#else
return 0.0;
#endif
}
vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 wvLightPos){
vec4 lightDir;
lightComputeDir(wvPos, g_LightColor, wvLightPos, lightDir);
float spotFallOff = 1.0;
if(g_LightDirection.w != 0.0){
vec3 L=normalize(lightVec.xyz);
vec3 spotdir = normalize(g_LightDirection.xyz);
float curAngleCos = dot(-L, spotdir);
float innerAngleCos = floor(g_LightDirection.w) * 0.001;
float outerAngleCos = fract(g_LightDirection.w);
float innerMinusOuter = innerAngleCos - outerAngleCos;
spotFallOff = clamp((curAngleCos - outerAngleCos) / innerMinusOuter, 0.0, 1.0);
}
float diffuseFactor = lightComputeDiffuse(wvNorm, lightDir.xyz);
float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, lightDir.xyz, m_Shininess);
//specularFactor *= step(0.01, diffuseFactor);
return vec2(diffuseFactor, specularFactor) * vec2(lightDir.w)*spotFallOff;
}
#endif
void main(){
vec4 modelSpacePos = vec4(inPosition, 1.0);
vec3 modelSpaceNorm = inNormal;
#ifndef VERTEX_LIGHTING
vec3 modelSpaceTan = inTangent.xyz;
#endif
#ifdef NUM_BONES
#ifndef VERTEX_LIGHTING
Skinning_Compute(modelSpacePos, modelSpaceNorm, modelSpaceTan);
#else
Skinning_Compute(modelSpacePos, modelSpaceNorm);
#endif
#endif
#ifdef USE_SCATTERING
vec4 wPos = g_WorldMatrix * modelSpacePos;
calculateVertexGroundScattering(wPos.xyz, g_CameraPosition);
#endif
gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
texCoord = inTexCoord;
#ifdef SEPARATE_TEXCOORD
texCoord2 = inTexCoord2;
#endif
vec3 wvPosition = (g_WorldViewMatrix * modelSpacePos).xyz;
z = length(wvPosition);
vec3 wvNormal = normalize(g_NormalMatrix * modelSpaceNorm);
vec3 viewDir = normalize(-wvPosition);
//vec4 lightColor = g_LightColor[gl_InstanceID];
//vec4 lightPos = g_LightPosition[gl_InstanceID];
//vec4 wvLightPos = (g_ViewMatrix * vec4(lightPos.xyz, lightColor.w));
//wvLightPos.w = lightPos.w;
vec4 wvLightPos = (g_ViewMatrix * vec4(g_LightPosition.xyz,clamp(g_LightColor.w,0.0,1.0)));
wvLightPos.w = g_LightPosition.w;
vec4 lightColor = g_LightColor;
#if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
vec3 wvTangent = normalize(g_NormalMatrix * modelSpaceTan);
vec3 wvBinormal = cross(wvNormal, wvTangent);
mat3 tbnMat = mat3(wvTangent, wvBinormal * -inTangent.w,wvNormal);
//vPosition = wvPosition * tbnMat;
//vViewDir = viewDir * tbnMat;
vViewDir = -wvPosition * tbnMat;
lightComputeDir(wvPosition, lightColor, wvLightPos, vLightDir);
vLightDir.xyz = (vLightDir.xyz * tbnMat).xyz;
#elif !defined(VERTEX_LIGHTING)
vNormal = wvNormal;
//vPosition = wvPosition;
vViewDir = viewDir;
lightComputeDir(wvPosition, lightColor, wvLightPos, vLightDir);
#ifdef V_TANGENT
vNormal = normalize(g_NormalMatrix * inTangent.xyz);
vNormal = -cross(cross(vLightDir.xyz, vNormal), vNormal);
#endif
#endif
//computing spot direction in view space and unpacking spotlight cos
// spotVec = (g_ViewMatrix * vec4(g_LightDirection.xyz, 0.0) );
// spotVec.w = floor(g_LightDirection.w) * 0.001;
// lightVec.w = fract(g_LightDirection.w);
lightColor.w = 1.0;
#ifdef MATERIAL_COLORS
AmbientSum = (m_Ambient * g_AmbientLightColor).rgb;
DiffuseSum = m_Diffuse * lightColor;
SpecularSum = (m_Specular * lightColor).rgb;
#else
AmbientSum = vec3(0.2, 0.2, 0.2) * g_AmbientLightColor.rgb; // Default: ambient color is dark gray
DiffuseSum = lightColor;
SpecularSum = vec3(0.0);
#endif
#ifdef VERTEX_COLOR
AmbientSum *= inColor.rgb;
DiffuseSum *= inColor;
#endif
#ifdef VERTEX_LIGHTING
vertexLightValues = computeLighting(wvPosition, wvNormal, viewDir, wvLightPos);
#endif
#ifdef USE_REFLECTION
computeRef(modelSpacePos);
#endif
}

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#import "Common/ShaderLib/MultiSample.glsllib"
uniform COLORTEXTURE m_Texture;
varying vec2 texCoord;
void main() {
vec4 texVal = getColor(m_Texture, texCoord);
gl_FragColor = texVal;
}

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MaterialDef Depth Blur {
MaterialParameters {
Int NumSamples
Int NumSamplesDepth
Texture2D Texture
Texture2D DepthTexture
}
Technique {
VertexShader GLSL100: Common/MatDefs/Post/Post.vert
FragmentShader GLSL100: MatDefs/Null.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
RESOLVE_MS : NumSamples
RESOLVE_DEPTH_MS : NumSamplesDepth
}
}
}

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#import "Common/ShaderLib/MultiSample.glsllib"
//#define SHOW_BOX
//#define SHOW_DELTA
uniform vec2 g_FrustumNearFar;
uniform vec4 g_ViewPort;
uniform vec4 m_ShadowColor;
uniform COLORTEXTURE m_FrameTexture;
uniform DEPTHTEXTURE m_DepthTexture;
varying vec3 texCoord;
varying vec3 vViewDir;
varying vec3 boxScale;
void main(){
vec4 color = vec4(1.0);
vec2 uv = vec2(gl_FragCoord.x/g_ViewPort.z, gl_FragCoord.y/g_ViewPort.w);
float zBuffer = getDepth( m_DepthTexture, uv ).r;
//
// z_buffer_value = a + b / z;
//
// Where:
// a = zFar / ( zFar - zNear )
// b = zFar * zNear / ( zNear - zFar )
// z = distance from the eye to the object
//
// Which means:
// zb - a = b / z;
// z * (zb - a) = b
// z = b / (zb - a)
//
float a = g_FrustumNearFar.y / (g_FrustumNearFar.y - g_FrustumNearFar.x);
float b = g_FrustumNearFar.y * g_FrustumNearFar.x / (g_FrustumNearFar.x - g_FrustumNearFar.y);
float z = b / (zBuffer - a);
float us = b / (gl_FragCoord.z - a);
float modelScale = 1.0;
float delta = (z-us) * modelScale;
#if defined(SHOW_DELTA)
color = vec4(delta, 0.0, 0.0, 1.0);
#elif defined(SHOW_BOX)
color = vec4(texCoord * boxScale,1.0);
#else
vec3 view = normalize(vViewDir);
vec3 scene = texCoord + view * delta;
vec3 stu = scene * boxScale;
float xTex = (0.5 - stu.x) * 2.0;
float zTex = (0.5 - stu.z) * 2.0;
float t = stu.y;
float low = (t - 0.75) * 1.33333;
float hi = (t - 0.75) * 4.0;
float yTex = low * step(t, 0.75) + hi * step(0.75, t);
float col = sqrt((xTex * xTex) + (zTex * zTex) + (yTex * yTex));
float shadow = (1.0 - col);
color = vec4(m_ShadowColor);
color.a *= clamp(shadow, 0.0, 0.8);
#endif
gl_FragColor = color;
}

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MaterialDef Simple Shadows {
MaterialParameters {
Int NumSamples
Int NumSamplesDepth
Color ShadowColor
Texture2D FrameTexture
Texture2D DepthTexture
}
Technique {
VertexShader GLSL120: MatDefs/Shadows.vert
FragmentShader GLSL130: MatDefs/Shadows.frag
WorldParameters {
ViewProjectionMatrix
FrustumNearFar
ViewPort
}
Defines {
RESOLVE_MS : NumSamples
RESOLVE_DEPTH_MS : NumSamplesDepth
}
}
}

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uniform mat4 g_ViewProjectionMatrix;
attribute vec3 inPosition; // the world position
attribute vec3 inTexCoord; // the model space position, relative to a corner
attribute vec3 inTexCoord2; // the x,y,z scale to get from model space to 0->1 space
attribute vec3 inNormal; // the view direction in model-space
varying vec3 texCoord;
varying vec3 vViewDir;
varying vec3 boxScale;
void main(){
vec4 modelSpacePos = vec4(inPosition, 1.0);
gl_Position = g_ViewProjectionMatrix * modelSpacePos;
vViewDir = inNormal;
texCoord = inTexCoord;
boxScale = inTexCoord2;
}

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