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- /* clang-format off */
- [vertex]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- // Default to high precision variables for the vertex shader.
- // Note that the fragment shader however may default to mediump on mobile for performance,
- // and thus shared uniforms should use a specifier to be consistent in both shaders.
- precision highp float;
- precision highp int;
- #endif
- #if defined(ENSURE_CORRECT_NORMALS)
- #define INVERSE_USED
- #endif
- /* clang-format on */
- #include "stdlib.glsl"
- /* clang-format off */
- #define SHADER_IS_SRGB true
- #define M_PI 3.14159265359
- //
- // attributes
- //
- attribute highp vec4 vertex_attrib; // attrib:0
- /* clang-format on */
- #ifdef ENABLE_OCTAHEDRAL_COMPRESSION
- attribute vec4 normal_tangent_attrib; // attrib:1
- #else
- attribute vec3 normal_attrib; // attrib:1
- #endif
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- #ifdef ENABLE_OCTAHEDRAL_COMPRESSION
- // packed into normal_attrib zw component
- #else
- attribute vec4 tangent_attrib; // attrib:2
- #endif
- #endif
- #if defined(ENABLE_COLOR_INTERP)
- attribute vec4 color_attrib; // attrib:3
- #endif
- #if defined(ENABLE_UV_INTERP)
- attribute vec2 uv_attrib; // attrib:4
- #endif
- #if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
- attribute vec2 uv2_attrib; // attrib:5
- #endif
- #ifdef USE_SKELETON
- #ifdef USE_SKELETON_SOFTWARE
- attribute highp vec4 bone_transform_row_0; // attrib:13
- attribute highp vec4 bone_transform_row_1; // attrib:14
- attribute highp vec4 bone_transform_row_2; // attrib:15
- #else
- attribute vec4 bone_ids; // attrib:6
- attribute highp vec4 bone_weights; // attrib:7
- uniform highp sampler2D bone_transforms; // texunit:-1
- uniform ivec2 skeleton_texture_size;
- #endif
- #endif
- #ifdef USE_INSTANCING
- attribute highp vec4 instance_xform_row_0; // attrib:8
- attribute highp vec4 instance_xform_row_1; // attrib:9
- attribute highp vec4 instance_xform_row_2; // attrib:10
- attribute highp vec4 instance_color; // attrib:11
- attribute highp vec4 instance_custom_data; // attrib:12
- #endif
- //
- // uniforms
- //
- uniform highp mat4 camera_matrix;
- uniform highp mat4 camera_inverse_matrix;
- uniform highp mat4 projection_matrix;
- uniform highp mat4 projection_inverse_matrix;
- uniform highp mat4 world_transform;
- uniform highp float time;
- uniform highp vec2 viewport_size;
- #ifdef RENDER_DEPTH
- uniform float light_bias;
- uniform float light_normal_bias;
- #endif
- uniform highp int view_index;
- #ifdef ENABLE_OCTAHEDRAL_COMPRESSION
- vec3 oct_to_vec3(vec2 e) {
- vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
- float t = max(-v.z, 0.0);
- v.xy += t * -sign(v.xy);
- return normalize(v);
- }
- #endif
- //
- // varyings
- //
- #if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
- varying highp vec4 position_interp;
- #endif
- varying highp vec3 vertex_interp;
- varying vec3 normal_interp;
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- varying vec3 tangent_interp;
- varying vec3 binormal_interp;
- #endif
- #if defined(ENABLE_COLOR_INTERP)
- varying vec4 color_interp;
- #endif
- #if defined(ENABLE_UV_INTERP)
- varying vec2 uv_interp;
- #endif
- #if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
- varying vec2 uv2_interp;
- #endif
- /* clang-format off */
- VERTEX_SHADER_GLOBALS
- /* clang-format on */
- #ifdef RENDER_DEPTH_DUAL_PARABOLOID
- varying highp float dp_clip;
- uniform highp float shadow_dual_paraboloid_render_zfar;
- uniform highp float shadow_dual_paraboloid_render_side;
- #endif
- #if defined(USE_SHADOW) && defined(USE_LIGHTING)
- uniform highp mat4 light_shadow_matrix;
- varying highp vec4 shadow_coord;
- #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
- uniform highp mat4 light_shadow_matrix2;
- varying highp vec4 shadow_coord2;
- #endif
- #if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
- uniform highp mat4 light_shadow_matrix3;
- varying highp vec4 shadow_coord3;
- #endif
- #if defined(LIGHT_USE_PSSM4)
- uniform highp mat4 light_shadow_matrix4;
- varying highp vec4 shadow_coord4;
- #endif
- #endif
- #if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
- varying highp vec3 diffuse_interp;
- varying highp vec3 specular_interp;
- // general for all lights
- uniform highp vec4 light_color;
- uniform highp vec4 shadow_color;
- uniform highp float light_specular;
- // directional
- uniform highp vec3 light_direction;
- // omni
- uniform highp vec3 light_position;
- uniform highp float light_range;
- uniform highp float light_attenuation;
- // spot
- uniform highp float light_spot_attenuation;
- uniform highp float light_spot_range;
- uniform highp float light_spot_angle;
- float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
- }
- void light_compute(
- vec3 N,
- vec3 L,
- vec3 V,
- vec3 light_color,
- vec3 attenuation,
- float roughness) {
- //this makes lights behave closer to linear, but then addition of lights looks bad
- //better left disabled
- //#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
- /*
- #define SRGB_APPROX(m_var) {\
- float S1 = sqrt(m_var);\
- float S2 = sqrt(S1);\
- float S3 = sqrt(S2);\
- m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
- }
- */
- #define SRGB_APPROX(m_var)
- float NdotL = dot(N, L);
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
- #if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
- #else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
- #endif
- #if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
- #elif defined(DIFFUSE_OREN_NAYAR)
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
- #else
- // lambert by default for everything else
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
- #endif
- SRGB_APPROX(diffuse_brdf_NL)
- diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
- if (roughness > 0.0) {
- // D
- float specular_brdf_NL = 0.0;
- #if !defined(SPECULAR_DISABLED)
- //normalized blinn always unless disabled
- vec3 H = normalize(V + L);
- float cNdotH = max(dot(N, H), 0.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_brdf_NL = blinn;
- #endif
- SRGB_APPROX(specular_brdf_NL)
- specular_interp += specular_brdf_NL * light_color * attenuation;
- }
- }
- #endif
- #ifdef USE_VERTEX_LIGHTING
- #ifdef USE_REFLECTION_PROBE1
- uniform highp mat4 refprobe1_local_matrix;
- varying mediump vec4 refprobe1_reflection_normal_blend;
- uniform highp vec3 refprobe1_box_extents;
- #ifndef USE_LIGHTMAP
- varying mediump vec3 refprobe1_ambient_normal;
- #endif
- #endif //reflection probe1
- #ifdef USE_REFLECTION_PROBE2
- uniform highp mat4 refprobe2_local_matrix;
- varying mediump vec4 refprobe2_reflection_normal_blend;
- uniform highp vec3 refprobe2_box_extents;
- #ifndef USE_LIGHTMAP
- varying mediump vec3 refprobe2_ambient_normal;
- #endif
- #endif //reflection probe2
- #endif //vertex lighting for refprobes
- #if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
- varying vec4 fog_interp;
- uniform mediump vec4 fog_color_base;
- #ifdef LIGHT_MODE_DIRECTIONAL
- uniform mediump vec4 fog_sun_color_amount;
- #endif
- uniform bool fog_transmit_enabled;
- uniform mediump float fog_transmit_curve;
- #ifdef FOG_DEPTH_ENABLED
- uniform highp float fog_depth_begin;
- uniform mediump float fog_depth_curve;
- uniform mediump float fog_max_distance;
- #endif
- #ifdef FOG_HEIGHT_ENABLED
- uniform highp float fog_height_min;
- uniform highp float fog_height_max;
- uniform mediump float fog_height_curve;
- #endif
- #endif //fog
- void main() {
- highp vec4 vertex = vertex_attrib;
- mat4 world_matrix = world_transform;
- #ifdef USE_INSTANCING
- {
- highp mat4 m = mat4(
- instance_xform_row_0,
- instance_xform_row_1,
- instance_xform_row_2,
- vec4(0.0, 0.0, 0.0, 1.0));
- world_matrix = world_matrix * transpose(m);
- }
- #endif
- #ifdef ENABLE_OCTAHEDRAL_COMPRESSION
- vec3 normal = oct_to_vec3(normal_tangent_attrib.xy);
- #else
- vec3 normal = normal_attrib;
- #endif
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- #ifdef ENABLE_OCTAHEDRAL_COMPRESSION
- vec3 tangent = oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0));
- float binormalf = sign(normal_tangent_attrib.w);
- #else
- vec3 tangent = tangent_attrib.xyz;
- float binormalf = tangent_attrib.a;
- #endif
- vec3 binormal = normalize(cross(normal, tangent) * binormalf);
- #endif
- #if defined(ENABLE_COLOR_INTERP)
- color_interp = color_attrib;
- #ifdef USE_INSTANCING
- color_interp *= instance_color;
- #endif
- #endif
- #if defined(ENABLE_UV_INTERP)
- uv_interp = uv_attrib;
- #endif
- #if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
- uv2_interp = uv2_attrib;
- #endif
- #if defined(OVERRIDE_POSITION)
- highp vec4 position;
- #endif
- #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = world_matrix * vertex;
- #if defined(ENSURE_CORRECT_NORMALS)
- mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
- normal = normal_matrix * normal;
- #else
- normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
- #endif
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
- #endif
- #endif
- #ifdef USE_SKELETON
- highp mat4 bone_transform = mat4(0.0);
- #ifdef USE_SKELETON_SOFTWARE
- // passing the transform as attributes
- bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0);
- bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0);
- bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0);
- bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0);
- #else
- // look up transform from the "pose texture"
- {
- ivec4 bone_indicesi = ivec4(bone_ids); // cast to signed int
- ivec2 tex_ofs = ivec2(bone_indicesi.x * 3, 0);
- bone_transform = mat4(
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
- vec4(0.0, 0.0, 0.0, 1.0)) *
- bone_weights.x;
- tex_ofs = ivec2(bone_indicesi.y * 3, 0);
- bone_transform += mat4(
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
- vec4(0.0, 0.0, 0.0, 1.0)) *
- bone_weights.y;
- tex_ofs = ivec2(bone_indicesi.z * 3, 0);
- bone_transform += mat4(
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
- vec4(0.0, 0.0, 0.0, 1.0)) *
- bone_weights.z;
- tex_ofs = ivec2(bone_indicesi.w * 3, 0);
- bone_transform += mat4(
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
- texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
- vec4(0.0, 0.0, 0.0, 1.0)) *
- bone_weights.w;
- bone_transform = transpose(bone_transform);
- }
- #endif
- world_matrix = world_matrix * bone_transform;
- #endif
- #ifdef USE_INSTANCING
- vec4 instance_custom = instance_custom_data;
- #else
- vec4 instance_custom = vec4(0.0);
- #endif
- mat4 local_projection_matrix = projection_matrix;
- mat4 modelview = camera_inverse_matrix * world_matrix;
- float roughness = 1.0;
- #define projection_matrix local_projection_matrix
- #define world_transform world_matrix
- float point_size = 1.0;
- {
- /* clang-format off */
- VERTEX_SHADER_CODE
- /* clang-format on */
- }
- gl_PointSize = point_size;
- vec4 outvec = vertex;
- // use local coordinates
- #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
- vertex = modelview * vertex;
- #if defined(ENSURE_CORRECT_NORMALS)
- mat3 normal_matrix = mat3(transpose(inverse(modelview)));
- normal = normal_matrix * normal;
- #else
- normal = normalize((modelview * vec4(normal, 0.0)).xyz);
- #endif
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
- binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
- #endif
- #endif
- #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = camera_inverse_matrix * vertex;
- normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
- #endif
- #endif
- vertex_interp = vertex.xyz;
- normal_interp = normal;
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent_interp = tangent;
- binormal_interp = binormal;
- #endif
- #ifdef RENDER_DEPTH
- #ifdef RENDER_DEPTH_DUAL_PARABOLOID
- vertex_interp.z *= shadow_dual_paraboloid_render_side;
- normal_interp.z *= shadow_dual_paraboloid_render_side;
- dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
- //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias;
- highp float distance = length(vtx);
- vtx = normalize(vtx);
- vtx.xy /= 1.0 - vtx.z;
- vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
- vtx.z = vtx.z * 2.0 - 1.0;
- vertex_interp = vtx;
- #else
- float z_ofs = light_bias;
- z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
- vertex_interp.z -= z_ofs;
- #endif //dual parabolloid
- #endif //depth
- //vertex lighting
- #if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
- //vertex shaded version of lighting (more limited)
- vec3 L;
- vec3 light_att;
- #ifdef LIGHT_MODE_OMNI
- vec3 light_vec = light_position - vertex_interp;
- float light_length = length(light_vec);
- float normalized_distance = light_length / light_range;
- if (normalized_distance < 1.0) {
- #ifdef USE_PHYSICAL_LIGHT_ATTENUATION
- float omni_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
- #else
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
- #endif
- light_att = vec3(omni_attenuation);
- } else {
- light_att = vec3(0.0);
- }
- L = normalize(light_vec);
- #endif
- #ifdef LIGHT_MODE_SPOT
- vec3 light_rel_vec = light_position - vertex_interp;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length / light_range;
- if (normalized_distance < 1.0) {
- #ifdef USE_PHYSICAL_LIGHT_ATTENUATION
- float spot_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
- #else
- float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
- #endif
- vec3 spot_dir = light_direction;
- float spot_cutoff = light_spot_angle;
- float angle = dot(-normalize(light_rel_vec), spot_dir);
- if (angle > spot_cutoff) {
- float scos = max(angle, spot_cutoff);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
- light_att = vec3(spot_attenuation);
- } else {
- light_att = vec3(0.0);
- }
- } else {
- light_att = vec3(0.0);
- }
- L = normalize(light_rel_vec);
- #endif
- #ifdef LIGHT_MODE_DIRECTIONAL
- vec3 light_vec = -light_direction;
- light_att = vec3(1.0); //no base attenuation
- L = normalize(light_vec);
- #endif
- diffuse_interp = vec3(0.0);
- specular_interp = vec3(0.0);
- light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness);
- #endif
- //shadows (for both vertex and fragment)
- #if defined(USE_SHADOW) && defined(USE_LIGHTING)
- vec4 vi4 = vec4(vertex_interp, 1.0);
- shadow_coord = light_shadow_matrix * vi4;
- #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
- shadow_coord2 = light_shadow_matrix2 * vi4;
- #endif
- #if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
- shadow_coord3 = light_shadow_matrix3 * vi4;
- #endif
- #if defined(LIGHT_USE_PSSM4)
- shadow_coord4 = light_shadow_matrix4 * vi4;
- #endif
- #endif //use shadow and use lighting
- #ifdef USE_VERTEX_LIGHTING
- #ifdef USE_REFLECTION_PROBE1
- {
- vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
- vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
- vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
- float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
- {
- vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
- refprobe1_reflection_normal_blend.xyz = local_ref_vec;
- refprobe1_reflection_normal_blend.a = blend;
- }
- #ifndef USE_LIGHTMAP
- refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz;
- #endif
- }
- #endif //USE_REFLECTION_PROBE1
- #ifdef USE_REFLECTION_PROBE2
- {
- vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
- vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz;
- vec3 inner_pos = abs(local_pos / refprobe2_box_extents);
- float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
- {
- vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
- refprobe2_reflection_normal_blend.xyz = local_ref_vec;
- refprobe2_reflection_normal_blend.a = blend;
- }
- #ifndef USE_LIGHTMAP
- refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz;
- #endif
- }
- #endif //USE_REFLECTION_PROBE2
- #if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
- float fog_amount = 0.0;
- #ifdef LIGHT_MODE_DIRECTIONAL
- vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0));
- #else
- vec3 fog_color = fog_color_base.rgb;
- #endif
- #ifdef FOG_DEPTH_ENABLED
- {
- float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
- fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
- }
- #endif
- #ifdef FOG_HEIGHT_ENABLED
- {
- float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
- fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
- }
- #endif
- fog_interp = vec4(fog_color, fog_amount);
- #endif //fog
- #endif //use vertex lighting
- #if defined(OVERRIDE_POSITION)
- gl_Position = position;
- #else
- gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
- #endif
- #if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
- position_interp = gl_Position;
- #endif
- }
- /* clang-format off */
- [fragment]
- // texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
- // Do not copy these defines in the vertex section.
- #ifndef USE_GLES_OVER_GL
- #ifdef GL_EXT_shader_texture_lod
- #extension GL_EXT_shader_texture_lod : enable
- #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
- #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
- #endif
- #endif // !USE_GLES_OVER_GL
- #ifdef GL_ARB_shader_texture_lod
- #extension GL_ARB_shader_texture_lod : enable
- #endif
- #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
- #define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
- #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
- #endif
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- // On mobile devices we want to default to medium precision to increase performance in the fragment shader.
- #if defined(USE_HIGHP_PRECISION)
- precision highp float;
- precision highp int;
- #else
- precision mediump float;
- precision mediump int;
- #endif
- #endif
- #include "stdlib.glsl"
- #define M_PI 3.14159265359
- #define SHADER_IS_SRGB true
- //
- // uniforms
- //
- uniform highp mat4 camera_matrix;
- /* clang-format on */
- uniform highp mat4 camera_inverse_matrix;
- uniform highp mat4 projection_matrix;
- uniform highp mat4 projection_inverse_matrix;
- uniform highp mat4 world_transform;
- uniform highp float time;
- uniform highp int view_index;
- uniform highp vec2 viewport_size;
- #if defined(SCREEN_UV_USED)
- uniform vec2 screen_pixel_size;
- #endif
- #if defined(SCREEN_TEXTURE_USED)
- uniform highp sampler2D screen_texture; //texunit:-4
- #endif
- #if defined(DEPTH_TEXTURE_USED)
- uniform highp sampler2D depth_texture; //texunit:-4
- #endif
- #ifdef USE_REFLECTION_PROBE1
- #ifdef USE_VERTEX_LIGHTING
- varying mediump vec4 refprobe1_reflection_normal_blend;
- #ifndef USE_LIGHTMAP
- varying mediump vec3 refprobe1_ambient_normal;
- #endif
- #else
- uniform bool refprobe1_use_box_project;
- uniform highp vec3 refprobe1_box_extents;
- uniform vec3 refprobe1_box_offset;
- uniform highp mat4 refprobe1_local_matrix;
- #endif //use vertex lighting
- uniform bool refprobe1_exterior;
- uniform highp samplerCube reflection_probe1; //texunit:-5
- uniform float refprobe1_intensity;
- uniform vec4 refprobe1_ambient;
- #endif //USE_REFLECTION_PROBE1
- #ifdef USE_REFLECTION_PROBE2
- #ifdef USE_VERTEX_LIGHTING
- varying mediump vec4 refprobe2_reflection_normal_blend;
- #ifndef USE_LIGHTMAP
- varying mediump vec3 refprobe2_ambient_normal;
- #endif
- #else
- uniform bool refprobe2_use_box_project;
- uniform highp vec3 refprobe2_box_extents;
- uniform vec3 refprobe2_box_offset;
- uniform highp mat4 refprobe2_local_matrix;
- #endif //use vertex lighting
- uniform bool refprobe2_exterior;
- uniform highp samplerCube reflection_probe2; //texunit:-6
- uniform float refprobe2_intensity;
- uniform vec4 refprobe2_ambient;
- #endif //USE_REFLECTION_PROBE2
- #define RADIANCE_MAX_LOD 6.0
- #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
- void reflection_process(samplerCube reflection_map,
- #ifdef USE_VERTEX_LIGHTING
- vec3 ref_normal,
- #ifndef USE_LIGHTMAP
- vec3 amb_normal,
- #endif
- float ref_blend,
- #else //no vertex lighting
- vec3 normal, vec3 vertex,
- mat4 local_matrix,
- bool use_box_project, vec3 box_extents, vec3 box_offset,
- #endif //vertex lighting
- bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
- vec4 reflection;
- #ifdef USE_VERTEX_LIGHTING
- reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
- float blend = ref_blend; //crappier blend formula for vertex
- blend *= blend;
- blend = max(0.0, 1.0 - blend);
- #else //fragment lighting
- vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz;
- if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
- return;
- }
- vec3 inner_pos = abs(local_pos / box_extents);
- float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
- blend = mix(length(inner_pos), blend, blend);
- blend *= blend;
- blend = max(0.0, 1.0 - blend);
- //reflect and make local
- vec3 ref_normal = normalize(reflect(vertex, normal));
- ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz;
- if (use_box_project) { //box project
- vec3 nrdir = normalize(ref_normal);
- vec3 rbmax = (box_extents - local_pos) / nrdir;
- vec3 rbmin = (-box_extents - local_pos) / nrdir;
- vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0))));
- float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
- vec3 posonbox = local_pos + nrdir * fa;
- ref_normal = posonbox - box_offset.xyz;
- }
- reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
- #endif
- if (exterior) {
- reflection.rgb = mix(skybox, reflection.rgb, blend);
- }
- reflection.rgb *= intensity;
- reflection.a = blend;
- reflection.rgb *= blend;
- reflection_accum += reflection;
- #ifndef USE_LIGHTMAP
- vec4 ambient_out;
- #ifndef USE_VERTEX_LIGHTING
- vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz;
- #endif
- ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb;
- ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a);
- if (exterior) {
- ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
- }
- ambient_out.a = blend;
- ambient_out.rgb *= blend;
- ambient_accum += ambient_out;
- #endif
- }
- #endif //use refprobe 1 or 2
- #ifdef USE_LIGHTMAP
- uniform mediump sampler2D lightmap; //texunit:-4
- uniform mediump float lightmap_energy;
- #if defined(USE_LIGHTMAP_FILTER_BICUBIC)
- uniform mediump vec2 lightmap_texture_size;
- // w0, w1, w2, and w3 are the four cubic B-spline basis functions
- float w0(float a) {
- return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
- }
- float w1(float a) {
- return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
- }
- float w2(float a) {
- return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
- }
- float w3(float a) {
- return (1.0 / 6.0) * (a * a * a);
- }
- // g0 and g1 are the two amplitude functions
- float g0(float a) {
- return w0(a) + w1(a);
- }
- float g1(float a) {
- return w2(a) + w3(a);
- }
- // h0 and h1 are the two offset functions
- float h0(float a) {
- return -1.0 + w1(a) / (w0(a) + w1(a));
- }
- float h1(float a) {
- return 1.0 + w3(a) / (w2(a) + w3(a));
- }
- vec4 texture2D_bicubic(sampler2D tex, vec2 uv) {
- vec2 texel_size = vec2(1.0) / lightmap_texture_size;
- uv = uv * lightmap_texture_size + vec2(0.5);
- vec2 iuv = floor(uv);
- vec2 fuv = fract(uv);
- float g0x = g0(fuv.x);
- float g1x = g1(fuv.x);
- float h0x = h0(fuv.x);
- float h1x = h1(fuv.x);
- float h0y = h0(fuv.y);
- float h1y = h1(fuv.y);
- vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
- vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
- vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
- vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
- return (g0(fuv.y) * (g0x * texture2D(tex, p0) + g1x * texture2D(tex, p1))) +
- (g1(fuv.y) * (g0x * texture2D(tex, p2) + g1x * texture2D(tex, p3)));
- }
- #endif //USE_LIGHTMAP_FILTER_BICUBIC
- #endif
- #ifdef USE_LIGHTMAP_CAPTURE
- uniform mediump vec4 lightmap_captures[12];
- #endif
- #ifdef USE_RADIANCE_MAP
- uniform samplerCube radiance_map; // texunit:-2
- uniform mat4 radiance_inverse_xform;
- #endif
- uniform vec4 bg_color;
- uniform float bg_energy;
- uniform float ambient_sky_contribution;
- uniform vec4 ambient_color;
- uniform float ambient_energy;
- #ifdef USE_LIGHTING
- uniform highp vec4 shadow_color;
- #ifdef USE_VERTEX_LIGHTING
- //get from vertex
- varying highp vec3 diffuse_interp;
- varying highp vec3 specular_interp;
- uniform highp vec3 light_direction; //may be used by fog, so leave here
- #else
- //done in fragment
- // general for all lights
- uniform highp vec4 light_color;
- uniform highp float light_specular;
- // directional
- uniform highp vec3 light_direction;
- // omni
- uniform highp vec3 light_position;
- uniform highp float light_attenuation;
- // spot
- uniform highp float light_spot_attenuation;
- uniform highp float light_spot_range;
- uniform highp float light_spot_angle;
- #endif
- //this is needed outside above if because dual paraboloid wants it
- uniform highp float light_range;
- #ifdef USE_SHADOW
- uniform highp vec2 shadow_pixel_size;
- #if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT)
- uniform highp sampler2D light_shadow_atlas; //texunit:-3
- #endif
- #ifdef LIGHT_MODE_DIRECTIONAL
- uniform highp sampler2D light_directional_shadow; // texunit:-3
- uniform highp vec4 light_split_offsets;
- uniform mediump float fade_from;
- uniform mediump float fade_to;
- #endif
- varying highp vec4 shadow_coord;
- #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
- varying highp vec4 shadow_coord2;
- #endif
- #if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
- varying highp vec4 shadow_coord3;
- #if defined(LIGHT_USE_PSSM4)
- varying highp vec4 shadow_coord4;
- #endif
- #endif
- uniform vec4 light_clamp;
- #endif // light shadow
- // directional shadow
- #endif
- //
- // varyings
- //
- #if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
- varying highp vec4 position_interp;
- #endif
- varying highp vec3 vertex_interp;
- varying vec3 normal_interp;
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- varying vec3 tangent_interp;
- varying vec3 binormal_interp;
- #endif
- #if defined(ENABLE_COLOR_INTERP)
- varying vec4 color_interp;
- #endif
- #if defined(ENABLE_UV_INTERP)
- varying vec2 uv_interp;
- #endif
- #if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
- varying vec2 uv2_interp;
- #endif
- varying vec3 view_interp;
- vec3 F0(float metallic, float specular, vec3 albedo) {
- float dielectric = 0.16 * specular * specular;
- // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
- // see https://google.github.io/filament/Filament.md.html
- return mix(vec3(dielectric), albedo, vec3(metallic));
- }
- /* clang-format off */
- FRAGMENT_SHADER_GLOBALS
- /* clang-format on */
- #ifdef RENDER_DEPTH_DUAL_PARABOLOID
- varying highp float dp_clip;
- #endif
- #ifdef USE_LIGHTING
- // This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
- // We're dividing this factor off because the overall term we'll end up looks like
- // (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
- //
- // F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
- //
- // We're basically regouping this as
- //
- // F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
- //
- // and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
- //
- // The contents of the D and G (G1) functions (GGX) are taken from
- // E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
- // Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
- /*
- float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
- }
- */
- // This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
- // See Filament docs, Specular G section.
- float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
- return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
- }
- float D_GGX(float cos_theta_m, float alpha) {
- float alpha2 = alpha * alpha;
- float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
- return alpha2 / (M_PI * d * d);
- }
- /*
- float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
- }
- */
- // This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...)
- // See Filament docs, Anisotropic specular BRDF section.
- float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
- float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
- float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
- return 0.5 / (Lambda_V + Lambda_L);
- }
- float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) {
- float alpha2 = alpha_x * alpha_y;
- highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH);
- highp float v2 = dot(v, v);
- float w2 = alpha2 / v2;
- float D = alpha2 * w2 * w2 * (1.0 / M_PI);
- return D;
- /* float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); */
- }
- float SchlickFresnel(float u) {
- float m = 1.0 - u;
- float m2 = m * m;
- return m2 * m2 * m; // pow(m,5)
- }
- float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
- }
- #ifdef USE_PHYSICAL_LIGHT_ATTENUATION
- float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
- }
- #endif
- void light_compute(
- vec3 N,
- vec3 L,
- vec3 V,
- vec3 B,
- vec3 T,
- vec3 light_color,
- vec3 attenuation,
- vec3 diffuse_color,
- vec3 transmission,
- float specular_blob_intensity,
- float roughness,
- float metallic,
- float specular,
- float rim,
- float rim_tint,
- float clearcoat,
- float clearcoat_gloss,
- float anisotropy,
- inout vec3 diffuse_light,
- inout vec3 specular_light,
- inout float alpha) {
- //this makes lights behave closer to linear, but then addition of lights looks bad
- //better left disabled
- //#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
- /*
- #define SRGB_APPROX(m_var) {\
- float S1 = sqrt(m_var);\
- float S2 = sqrt(S1);\
- float S3 = sqrt(S2);\
- m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
- }
- */
- #define SRGB_APPROX(m_var)
- #if defined(USE_LIGHT_SHADER_CODE)
- // light is written by the light shader
- vec3 normal = N;
- vec3 albedo = diffuse_color;
- vec3 light = L;
- vec3 view = V;
- /* clang-format off */
- LIGHT_SHADER_CODE
- /* clang-format on */
- #else
- float NdotL = dot(N, L);
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(abs(NdotV), 1e-6);
- /* Make a default specular mode SPECULAR_SCHLICK_GGX. */
- #if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
- #define SPECULAR_SCHLICK_GGX
- #endif
- #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
- vec3 H = normalize(V + L);
- #endif
- #if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
- float cNdotH = max(dot(N, H), 0.0);
- #endif
- #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
- float cLdotH = max(dot(L, H), 0.0);
- #endif
- if (metallic < 1.0) {
- #if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
- #else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
- #endif
- #if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
- #elif defined(DIFFUSE_OREN_NAYAR)
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
- #elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
- #elif defined(DIFFUSE_BURLEY)
- {
- float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
- float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
- float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
- /*
- float energyBias = mix(roughness, 0.0, 0.5);
- float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
- float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
- diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
- */
- }
- #else
- // lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
- #endif
- SRGB_APPROX(diffuse_brdf_NL)
- diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
- #if defined(TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
- #endif
- #if defined(LIGHT_USE_RIM)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
- #endif
- }
- if (roughness > 0.0) {
- #if defined(SPECULAR_SCHLICK_GGX) || defined(SPECULAR_BLINN) || defined(SPECULAR_PHONG)
- vec3 specular_brdf_NL = vec3(0.0);
- #else
- float specular_brdf_NL = 0.0;
- #endif
- #if defined(SPECULAR_BLINN)
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_brdf_NL = blinn * diffuse_color * specular;
- #elif defined(SPECULAR_PHONG)
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(0.0, dot(R, V));
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
- specular_brdf_NL = phong * diffuse_color * specular;
- #elif defined(SPECULAR_TOON)
- vec3 R = normalize(-reflect(L, N));
- float RdotV = dot(R, V);
- float mid = 1.0 - roughness;
- mid *= mid;
- specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- #elif defined(SPECULAR_DISABLED)
- // none..
- #elif defined(SPECULAR_SCHLICK_GGX)
- // shlick+ggx as default
- #if defined(LIGHT_USE_ANISOTROPY)
- float alpha_ggx = roughness * roughness;
- float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha_ggx / aspect;
- float ay = alpha_ggx * aspect;
- float XdotH = dot(T, H);
- float YdotH = dot(B, H);
- float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
- //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
- float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
- #else
- float alpha_ggx = roughness * roughness;
- float D = D_GGX(cNdotH, alpha_ggx);
- //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
- float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
- #endif
- // F
- vec3 f0 = F0(metallic, specular, diffuse_color);
- float cLdotH5 = SchlickFresnel(cLdotH);
- vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
- specular_brdf_NL = cNdotL * D * F * G;
- #endif
- SRGB_APPROX(specular_brdf_NL)
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
- #if defined(LIGHT_USE_CLEARCOAT)
- #if !defined(SPECULAR_SCHLICK_GGX)
- float cLdotH5 = SchlickFresnel(cLdotH);
- #endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
- float Fr = mix(.04, 1.0, cLdotH5);
- //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
- float Gr = V_GGX(cNdotL, cNdotV, 0.25);
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
- #endif
- }
- #ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
- #endif
- #endif //defined(USE_LIGHT_SHADER_CODE)
- }
- #endif
- // shadows
- #ifdef USE_SHADOW
- #ifdef USE_RGBA_SHADOWS
- #define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
- #else
- #define SHADOW_DEPTH(m_val) (m_val).r
- #endif
- #define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
- float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
- spos.xyz /= spos.w;
- vec2 pos = spos.xy;
- float depth = spos.z;
- #ifdef SHADOW_MODE_PCF_13
- // Soft PCF filter adapted from three.js:
- // https://github.com/mrdoob/three.js/blob/0c815022849389cbe6de14a93e1c2fc7e4b21c18/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js#L148-L182
- // This method actually uses 16 shadow samples. This soft filter isn't needed in GLES3
- // as we can use hardware-based linear filtering instead of emulating it in the shader
- // like we're doing here.
- vec2 f = fract(pos * (1.0 / shadow_pixel_size) + 0.5);
- pos -= f * shadow_pixel_size;
- return (
- SAMPLE_SHADOW_TEXEL(shadow, pos, depth) +
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth) +
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth) +
- SAMPLE_SHADOW_TEXEL(shadow, pos + shadow_pixel_size, depth) +
- mix(
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth),
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, 0.0), depth),
- f.x) +
- mix(
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth),
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, shadow_pixel_size.y), depth),
- f.x) +
- mix(
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth),
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, 2.0 * shadow_pixel_size.y), depth),
- f.y) +
- mix(
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth),
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 2.0 * shadow_pixel_size.y), depth),
- f.y) +
- mix(
- mix(SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth),
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, -shadow_pixel_size.y), depth),
- f.x),
- mix(SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 2.0 * shadow_pixel_size.y), depth),
- SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(2.0 * shadow_pixel_size.x, 2.0 * shadow_pixel_size.y), depth),
- f.x),
- f.y)) *
- (1.0 / 9.0);
- #endif
- #ifdef SHADOW_MODE_PCF_5
- float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
- avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
- avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
- avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
- avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
- return avg * (1.0 / 5.0);
- #endif
- #if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13)
- return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
- #endif
- }
- #endif
- #if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
- #if defined(USE_VERTEX_LIGHTING)
- varying vec4 fog_interp;
- #else
- uniform mediump vec4 fog_color_base;
- #ifdef LIGHT_MODE_DIRECTIONAL
- uniform mediump vec4 fog_sun_color_amount;
- #endif
- uniform bool fog_transmit_enabled;
- uniform mediump float fog_transmit_curve;
- #ifdef FOG_DEPTH_ENABLED
- uniform highp float fog_depth_begin;
- uniform mediump float fog_depth_curve;
- uniform mediump float fog_max_distance;
- #endif
- #ifdef FOG_HEIGHT_ENABLED
- uniform highp float fog_height_min;
- uniform highp float fog_height_max;
- uniform mediump float fog_height_curve;
- #endif
- #endif //vertex lit
- #endif //fog
- void main() {
- #ifdef RENDER_DEPTH_DUAL_PARABOLOID
- if (dp_clip > 0.0)
- discard;
- #endif
- highp vec3 vertex = vertex_interp;
- vec3 view = -normalize(vertex_interp);
- vec3 albedo = vec3(1.0);
- vec3 transmission = vec3(0.0);
- float metallic = 0.0;
- float specular = 0.5;
- vec3 emission = vec3(0.0);
- float roughness = 1.0;
- float rim = 0.0;
- float rim_tint = 0.0;
- float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
- float anisotropy = 0.0;
- vec2 anisotropy_flow = vec2(1.0, 0.0);
- float sss_strength = 0.0; //unused
- // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
- // compile error because DEPTH is not a variable.
- float m_DEPTH = 0.0;
- float alpha = 1.0;
- float side = 1.0;
- float specular_blob_intensity = 1.0;
- #if defined(SPECULAR_TOON)
- specular_blob_intensity *= specular * 2.0;
- #endif
- #if defined(ENABLE_AO)
- float ao = 1.0;
- float ao_light_affect = 0.0;
- #endif
- #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- vec3 binormal = normalize(binormal_interp) * side;
- vec3 tangent = normalize(tangent_interp) * side;
- #else
- vec3 binormal = vec3(0.0);
- vec3 tangent = vec3(0.0);
- #endif
- vec3 normal = normalize(normal_interp) * side;
- #if defined(ENABLE_NORMALMAP)
- vec3 normalmap = vec3(0.5);
- #endif
- float normaldepth = 1.0;
- #if defined(ALPHA_SCISSOR_USED)
- float alpha_scissor = 0.5;
- #endif
- #if defined(SCREEN_UV_USED)
- vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
- #endif
- {
- /* clang-format off */
- FRAGMENT_SHADER_CODE
- /* clang-format on */
- }
- #if defined(ENABLE_NORMALMAP)
- normalmap.xy = normalmap.xy * 2.0 - 1.0;
- normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
- normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
- //normal = normalmap;
- #endif
- normal = normalize(normal);
- vec3 N = normal;
- vec3 specular_light = vec3(0.0, 0.0, 0.0);
- vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
- vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- vec3 eye_position = view;
- #if !defined(USE_SHADOW_TO_OPACITY)
- #if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
- #endif // ALPHA_SCISSOR_USED
- #ifdef USE_DEPTH_PREPASS
- #if !defined(ALPHA_SCISSOR_USED)
- if (alpha < 0.1) {
- discard;
- }
- #endif // not ALPHA_SCISSOR_USED
- #endif // USE_DEPTH_PREPASS
- #endif // !USE_SHADOW_TO_OPACITY
- #ifdef BASE_PASS
- // IBL precalculations
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- vec3 f0 = F0(metallic, specular, albedo);
- vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
- #ifdef AMBIENT_LIGHT_DISABLED
- ambient_light = vec3(0.0, 0.0, 0.0);
- #else
- #ifdef USE_RADIANCE_MAP
- vec3 ref_vec = reflect(-eye_position, N);
- float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
- ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
- ref_vec.z *= -1.0;
- specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
- specular_light *= horizon * horizon;
- #ifndef USE_LIGHTMAP
- {
- vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
- vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
- env_ambient *= 1.0 - F;
- ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
- }
- #endif
- #else
- ambient_light = ambient_color.rgb;
- specular_light = bg_color.rgb * bg_energy;
- #endif
- #endif // AMBIENT_LIGHT_DISABLED
- ambient_light *= ambient_energy;
- #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
- vec4 ambient_accum = vec4(0.0);
- vec4 reflection_accum = vec4(0.0);
- #ifdef USE_REFLECTION_PROBE1
- reflection_process(reflection_probe1,
- #ifdef USE_VERTEX_LIGHTING
- refprobe1_reflection_normal_blend.rgb,
- #ifndef USE_LIGHTMAP
- refprobe1_ambient_normal,
- #endif
- refprobe1_reflection_normal_blend.a,
- #else
- normal, vertex_interp, refprobe1_local_matrix,
- refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
- #endif
- refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
- ambient_light, specular_light, reflection_accum, ambient_accum);
- #endif // USE_REFLECTION_PROBE1
- #ifdef USE_REFLECTION_PROBE2
- reflection_process(reflection_probe2,
- #ifdef USE_VERTEX_LIGHTING
- refprobe2_reflection_normal_blend.rgb,
- #ifndef USE_LIGHTMAP
- refprobe2_ambient_normal,
- #endif
- refprobe2_reflection_normal_blend.a,
- #else
- normal, vertex_interp, refprobe2_local_matrix,
- refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
- #endif
- refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
- ambient_light, specular_light, reflection_accum, ambient_accum);
- #endif // USE_REFLECTION_PROBE2
- if (reflection_accum.a > 0.0) {
- specular_light = reflection_accum.rgb / reflection_accum.a;
- }
- #ifndef USE_LIGHTMAP
- if (ambient_accum.a > 0.0) {
- ambient_light = ambient_accum.rgb / ambient_accum.a;
- }
- #endif
- #endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
- // environment BRDF approximation
- {
- #if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
- #else
- // scales the specular reflections, needs to be be computed before lighting happens,
- // but after environment and reflection probes are added
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * F + env.y;
- #endif
- }
- #ifdef USE_LIGHTMAP
- //ambient light will come entirely from lightmap is lightmap is used
- #if defined(USE_LIGHTMAP_FILTER_BICUBIC)
- ambient_light = texture2D_bicubic(lightmap, uv2_interp).rgb * lightmap_energy;
- #else
- ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
- #endif
- #endif
- #ifdef USE_LIGHTMAP_CAPTURE
- {
- vec3 cone_dirs[12];
- cone_dirs[0] = vec3(0.0, 0.0, 1.0);
- cone_dirs[1] = vec3(0.866025, 0.0, 0.5);
- cone_dirs[2] = vec3(0.267617, 0.823639, 0.5);
- cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5);
- cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5);
- cone_dirs[5] = vec3(0.267617, -0.823639, 0.5);
- cone_dirs[6] = vec3(0.0, 0.0, -1.0);
- cone_dirs[7] = vec3(0.866025, 0.0, -0.5);
- cone_dirs[8] = vec3(0.267617, 0.823639, -0.5);
- cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5);
- cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
- cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
- vec4 captured = vec4(0.0);
- float sum = 0.0;
- for (int i = 0; i < 12; i++) {
- float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
- captured += lightmap_captures[i] * amount;
- sum += amount;
- }
- captured /= sum;
- // Alpha channel is used to indicate if dynamic objects keep the environment lighting
- if (lightmap_captures[0].a > 0.5) {
- ambient_light += captured.rgb;
- } else {
- ambient_light = captured.rgb;
- }
- }
- #endif
- #endif //BASE PASS
- //
- // Lighting
- //
- #ifdef USE_LIGHTING
- #ifndef USE_VERTEX_LIGHTING
- vec3 L;
- #endif
- vec3 light_att = vec3(1.0);
- #ifdef LIGHT_MODE_OMNI
- #ifndef USE_VERTEX_LIGHTING
- vec3 light_vec = light_position - vertex;
- float light_length = length(light_vec);
- float normalized_distance = light_length / light_range;
- if (normalized_distance < 1.0) {
- #ifdef USE_PHYSICAL_LIGHT_ATTENUATION
- float omni_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
- #else
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
- #endif
- light_att = vec3(omni_attenuation);
- } else {
- light_att = vec3(0.0);
- }
- L = normalize(light_vec);
- #endif
- #if !defined(SHADOWS_DISABLED)
- #ifdef USE_SHADOW
- {
- highp vec4 splane = shadow_coord;
- float shadow_len = length(splane.xyz);
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = light_clamp;
- if (splane.z >= 0.0) {
- splane.z += 1.0;
- clamp_rect.y += clamp_rect.w;
- } else {
- splane.z = 1.0 - splane.z;
- }
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len / light_range;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0;
- float shadow = sample_shadow(light_shadow_atlas, splane);
- light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
- }
- #endif
- #endif //SHADOWS_DISABLED
- #endif //type omni
- #ifdef LIGHT_MODE_DIRECTIONAL
- #ifndef USE_VERTEX_LIGHTING
- vec3 light_vec = -light_direction;
- L = normalize(light_vec);
- #endif
- float depth_z = -vertex.z;
- #if !defined(SHADOWS_DISABLED)
- #ifdef USE_SHADOW
- #ifdef USE_VERTEX_LIGHTING
- //compute shadows in a mobile friendly way
- #ifdef LIGHT_USE_PSSM4
- //take advantage of prefetch
- float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
- float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
- float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
- float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
- if (depth_z < light_split_offsets.w) {
- float shadow_att = 1.0;
- #ifdef LIGHT_USE_PSSM_BLEND
- float shadow_att2 = 1.0;
- float pssm_blend = 0.0;
- bool use_blend = true;
- #endif
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- shadow_att = shadow1;
- #ifdef LIGHT_USE_PSSM_BLEND
- shadow_att2 = shadow2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- shadow_att = shadow2;
- #ifdef LIGHT_USE_PSSM_BLEND
- shadow_att2 = shadow3;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
- #endif
- }
- } else {
- if (depth_z < light_split_offsets.z) {
- shadow_att = shadow3;
- #if defined(LIGHT_USE_PSSM_BLEND)
- shadow_att2 = shadow4;
- pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
- #endif
- } else {
- shadow_att = shadow4;
- #if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
- #endif
- }
- }
- #if defined(LIGHT_USE_PSSM_BLEND)
- if (use_blend) {
- shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
- }
- #endif
- light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
- }
- #endif //LIGHT_USE_PSSM4
- #ifdef LIGHT_USE_PSSM3
- //take advantage of prefetch
- float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
- float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
- float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
- if (depth_z < light_split_offsets.z) {
- float shadow_att = 1.0;
- #ifdef LIGHT_USE_PSSM_BLEND
- float shadow_att2 = 1.0;
- float pssm_blend = 0.0;
- bool use_blend = true;
- #endif
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- shadow_att = shadow1;
- #ifdef LIGHT_USE_PSSM_BLEND
- shadow_att2 = shadow2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- shadow_att = shadow2;
- #ifdef LIGHT_USE_PSSM_BLEND
- shadow_att2 = shadow3;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
- #endif
- }
- } else {
- shadow_att = shadow3;
- #if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
- #endif
- }
- #if defined(LIGHT_USE_PSSM_BLEND)
- if (use_blend) {
- shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
- }
- #endif
- light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
- }
- #endif //LIGHT_USE_PSSM3
- #ifdef LIGHT_USE_PSSM2
- //take advantage of prefetch
- float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
- float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
- if (depth_z < light_split_offsets.y) {
- float shadow_att = 1.0;
- #ifdef LIGHT_USE_PSSM_BLEND
- float shadow_att2 = 1.0;
- float pssm_blend = 0.0;
- bool use_blend = true;
- #endif
- if (depth_z < light_split_offsets.x) {
- shadow_att = shadow1;
- #ifdef LIGHT_USE_PSSM_BLEND
- shadow_att2 = shadow2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- shadow_att = shadow2;
- #ifdef LIGHT_USE_PSSM_BLEND
- use_blend = false;
- #endif
- }
- #ifdef LIGHT_USE_PSSM_BLEND
- if (use_blend) {
- shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
- }
- #endif
- light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
- }
- #endif //LIGHT_USE_PSSM2
- #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
- light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
- #endif //orthogonal
- #else //fragment version of pssm
- {
- #ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.w) {
- #elif defined(LIGHT_USE_PSSM3)
- if (depth_z < light_split_offsets.z) {
- #elif defined(LIGHT_USE_PSSM2)
- if (depth_z < light_split_offsets.y) {
- #else
- if (depth_z < light_split_offsets.x) {
- #endif //pssm2
- highp vec4 pssm_coord;
- #ifdef LIGHT_USE_PSSM_BLEND
- float pssm_blend;
- highp vec4 pssm_coord2;
- bool use_blend = true;
- #endif
- #ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- pssm_coord = shadow_coord;
- #ifdef LIGHT_USE_PSSM_BLEND
- pssm_coord2 = shadow_coord2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- pssm_coord = shadow_coord2;
- #ifdef LIGHT_USE_PSSM_BLEND
- pssm_coord2 = shadow_coord3;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
- #endif
- }
- } else {
- if (depth_z < light_split_offsets.z) {
- pssm_coord = shadow_coord3;
- #if defined(LIGHT_USE_PSSM_BLEND)
- pssm_coord2 = shadow_coord4;
- pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
- #endif
- } else {
- pssm_coord = shadow_coord4;
- #if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
- #endif
- }
- }
- #endif // LIGHT_USE_PSSM4
- #ifdef LIGHT_USE_PSSM3
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- pssm_coord = shadow_coord;
- #ifdef LIGHT_USE_PSSM_BLEND
- pssm_coord2 = shadow_coord2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- pssm_coord = shadow_coord2;
- #ifdef LIGHT_USE_PSSM_BLEND
- pssm_coord2 = shadow_coord3;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
- #endif
- }
- } else {
- pssm_coord = shadow_coord3;
- #if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
- #endif
- }
- #endif // LIGHT_USE_PSSM3
- #ifdef LIGHT_USE_PSSM2
- if (depth_z < light_split_offsets.x) {
- pssm_coord = shadow_coord;
- #ifdef LIGHT_USE_PSSM_BLEND
- pssm_coord2 = shadow_coord2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
- #endif
- } else {
- pssm_coord = shadow_coord2;
- #ifdef LIGHT_USE_PSSM_BLEND
- use_blend = false;
- #endif
- }
- #endif // LIGHT_USE_PSSM2
- #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
- {
- pssm_coord = shadow_coord;
- }
- #endif
- float shadow = sample_shadow(light_directional_shadow, pssm_coord);
- #ifdef LIGHT_USE_PSSM_BLEND
- if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
- }
- #endif
- float pssm_fade = smoothstep(fade_from, fade_to, vertex.z);
- light_att *= mix(mix(shadow_color.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
- }
- }
- #endif //use vertex lighting
- #endif //use shadow
- #endif // SHADOWS_DISABLED
- #endif
- #ifdef LIGHT_MODE_SPOT
- light_att = vec3(1.0);
- #ifndef USE_VERTEX_LIGHTING
- vec3 light_rel_vec = light_position - vertex;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length / light_range;
- if (normalized_distance < 1.0) {
- #ifdef USE_PHYSICAL_LIGHT_ATTENUATION
- float spot_attenuation = get_omni_attenuation(light_length, 1.0 / light_range, light_attenuation);
- #else
- float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
- #endif
- vec3 spot_dir = light_direction;
- float spot_cutoff = light_spot_angle;
- float angle = dot(-normalize(light_rel_vec), spot_dir);
- if (angle > spot_cutoff) {
- float scos = max(angle, spot_cutoff);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
- light_att = vec3(spot_attenuation);
- } else {
- light_att = vec3(0.0);
- }
- } else {
- light_att = vec3(0.0);
- }
- L = normalize(light_rel_vec);
- #endif
- #if !defined(SHADOWS_DISABLED)
- #ifdef USE_SHADOW
- {
- highp vec4 splane = shadow_coord;
- float shadow = sample_shadow(light_shadow_atlas, splane);
- light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
- }
- #endif
- #endif // SHADOWS_DISABLED
- #endif // LIGHT_MODE_SPOT
- #ifdef USE_VERTEX_LIGHTING
- //vertex lighting
- specular_light += specular_interp * albedo * specular * specular_blob_intensity * light_att;
- diffuse_light += diffuse_interp * albedo * light_att;
- #else
- //fragment lighting
- light_compute(
- normal,
- L,
- eye_position,
- binormal,
- tangent,
- light_color.xyz,
- light_att,
- albedo,
- transmission,
- specular_blob_intensity * light_specular,
- roughness,
- metallic,
- specular,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light,
- alpha);
- #endif //vertex lighting
- #endif //USE_LIGHTING
- //compute and merge
- #ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
- #if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
- #endif // ALPHA_SCISSOR_USED
- #ifdef USE_DEPTH_PREPASS
- #if !defined(ALPHA_SCISSOR_USED)
- if (alpha < 0.1) {
- discard;
- }
- #endif // not ALPHA_SCISSOR_USED
- #endif // USE_DEPTH_PREPASS
- #endif // !USE_SHADOW_TO_OPACITY
- // Instead of writing directly to gl_FragColor,
- // we use an intermediate, and only write
- // to gl_FragColor ONCE at the end of the shader.
- // This is because some hardware can have huge
- // slowdown if you modify gl_FragColor multiple times.
- vec4 frag_color;
- #ifndef RENDER_DEPTH
- #ifdef SHADELESS
- frag_color = vec4(albedo, alpha);
- #else
- ambient_light *= albedo;
- #if defined(ENABLE_AO)
- ambient_light *= ao;
- ao_light_affect = mix(1.0, ao, ao_light_affect);
- specular_light *= ao_light_affect;
- diffuse_light *= ao_light_affect;
- #endif
- diffuse_light *= 1.0 - metallic;
- ambient_light *= 1.0 - metallic;
- frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
- //add emission if in base pass
- #ifdef BASE_PASS
- frag_color.rgb += emission;
- #endif
- // frag_color = vec4(normal, 1.0);
- //apply fog
- #if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
- #if defined(USE_VERTEX_LIGHTING)
- #if defined(BASE_PASS)
- frag_color.rgb = mix(frag_color.rgb, fog_interp.rgb, fog_interp.a);
- #else
- frag_color.rgb *= (1.0 - fog_interp.a);
- #endif // BASE_PASS
- #else //pixel based fog
- float fog_amount = 0.0;
- #ifdef LIGHT_MODE_DIRECTIONAL
- vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0));
- #else
- vec3 fog_color = fog_color_base.rgb;
- #endif
- #ifdef FOG_DEPTH_ENABLED
- {
- float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
- fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
- if (fog_transmit_enabled) {
- vec3 total_light = frag_color.rgb;
- float transmit = pow(fog_z, fog_transmit_curve);
- fog_color = mix(max(total_light, fog_color), fog_color, transmit);
- }
- }
- #endif
- #ifdef FOG_HEIGHT_ENABLED
- {
- float y = (camera_matrix * vec4(vertex, 1.0)).y;
- fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
- }
- #endif
- #if defined(BASE_PASS)
- frag_color.rgb = mix(frag_color.rgb, fog_color, fog_amount);
- #else
- frag_color.rgb *= (1.0 - fog_amount);
- #endif // BASE_PASS
- #endif //use vertex lit
- #endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
- #endif //unshaded
- #ifdef OUTPUT_LINEAR
- // sRGB -> linear
- frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
- #endif
- // Write to the final output once and only once.
- // Use a temporary in the rest of the shader.
- // This is for drivers that have a performance drop
- // when the output is read during the shader.
- gl_FragColor = frag_color;
- #else // not RENDER_DEPTH
- //depth render
- #ifdef USE_RGBA_SHADOWS
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
- highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
- gl_FragColor = comp;
- #endif
- #endif
- }
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