git-svn-id: svn://db.shs.com.ru/libs@626 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
64
qglengine/shaders/ds_geom.glsl
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64
qglengine/shaders/ds_geom.glsl
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// vert //
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out vec3 geom_normal;
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out mat3 TBN;
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out vec4 object_color;
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void main(void) {
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qgl_MaterialIndex = qgl_Material;
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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mat3 nmat = qgl_getNormalMatrix();
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geom_normal = normalize(nmat * qgl_Normal);
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TBN = nmat * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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object_color = qgl_ObjectColor;
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}
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// frag //
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in vec3 geom_normal;
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in mat3 TBN;
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in vec4 object_color;
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uniform vec2 dt;
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uniform float z_near;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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void main(void) {
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vec2 tc = qgl_FragTexture.xy;
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vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0)) * qgl_material[qgl_MaterialIndex].color_diffuse * object_color;
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vec3 normal, dn;
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dn = qgl_materialTexture(QGL_MAP_NORMAL, tc, -vec4(0.5, 0.5, 1., 0.)).xyz;
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//dn.y = -dn.y;
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float dn_sl = length(dn);
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dn = TBN * dn;
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dn *= dn_sl / (length(dn) + 1E-6);
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normal = normalize(geom_normal + dn);
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vec4 specular = qgl_materialTexture(QGL_MAP_SPECULAR, tc, vec4(0)) * qgl_material[qgl_MaterialIndex].color_specular;
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float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0)).rgb, luma);
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roughness = clamp(roughness, 0.0001, 0.9999);
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float reflectivity = clamp(qgl_material[qgl_MaterialIndex].reflectivity, 0., 1.);
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vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0));
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emission *= qgl_material[qgl_MaterialIndex].color_emission;
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float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, tc, vec4(0)).rgb, luma);
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qgl_FragData[0] = vec4(diffuse .rgb, roughness );
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qgl_FragData[1] = vec4(normal .xyz, reflectivity);
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qgl_FragData[2] = vec4(specular.rgb, height );
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qgl_FragData[3] = vec4(emission.rgb, 0/*bn.x*/);
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//qgl_FragData[4] = vec4(speed.xy, bn.yz);
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//ivec2 itc = ivec2(gl_FragCoord.xy);
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//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));
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//qgl_FragData[0].rgb = diffuse.rgb * dot(n,vec3(0,0,1));
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}
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144
qglengine/shaders/ds_light.glsl
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144
qglengine/shaders/ds_light.glsl
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// vert //
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out vec3 view_dir;
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uniform vec4 view_corners[4];
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void main(void) {
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gl_Position = qgl_ftransform();
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view_dir = view_corners[gl_VertexID].xyz;
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}
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// frag //
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in vec3 view_dir;
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uniform vec2 dt;
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uniform float z_near;
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4;
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uniform sampler2D tex_d;
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uniform int lights_count;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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const float _pe = 2.4e-7;
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vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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//vec3 vds, vds2;
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float shm_diff, shm_spec, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
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void calcLight(in int index, in vec3 n, in vec3 v) {
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lpos = qgl_light_position[index].position;
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ldir = lpos.xyz - (pos.xyz * lpos.w);
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ldist = length(ldir);
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ldir = normalize(ldir);
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halfV = normalize(ldir + v);
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NdotL = max(dot(n, ldir), 1E-6);
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NdotH = max(dot(n, halfV), 1E-6);
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spot = step(1.01E-6, NdotL) * qgl_light_parameter[index].intensity;
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/*if (qgl_Light[index].endAngle <= 90.) {
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float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.);
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spot *= scos * step(qgl_Light[index].endAngleCos, scos);
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spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
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//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
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//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
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//bn2 = normalize(cross(lwdir, bn));
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float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
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//spot *= clamp(1. - sdist, 0, 1);
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
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shadow += getShadow(index, pos.xyz, vds ) * 2.;
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shadow += getShadow(index, pos.xyz, - vds ) * 2.;
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shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
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shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
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//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
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//shadow += getShadow(index, pos.xyz, vds + vds );
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//shadow += getShadow(index, pos.xyz, - vds - vds );
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//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
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//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
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//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
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//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
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//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
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//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
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//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
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//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
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//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
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spot *= mix(1., shadow / 11., shadow_on);
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}*/
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//spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
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//li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
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//si += spot * qgl_Light[index].color.rgb * shm_diff * light_specular(0, ldir, n, halfV, v, sh_pow);
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float NdotLs = NdotL*NdotL;
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float NdotHs = NdotH*NdotH;
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float ndlc = (1. - NdotLs) / NdotLs;
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float der = NdotLs * (shm_diff + ndlc);
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diff = 2. / (1. + sqrt(1. + (1. - shm_diff) * ndlc));
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li += spot * diff * qgl_light_parameter[index].color.rgb;// * light_diffuse(0, ldir, n);
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ndlc = (1. - NdotHs) / NdotHs;
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der = NdotHs * (shm_spec + ndlc);
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si += spot * (shm_spec / (der*der) / 3.1416) * qgl_light_parameter[index].color.rgb;
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}
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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float z = texelFetch(tex_d, tc, 0).r;
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if (z == 1.) {
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qgl_FragColor = vec4(0);
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return;
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}
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vec4 v0 = texelFetch(tex_0, tc, 0),
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v1 = texelFetch(tex_1, tc, 0),
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v2 = texelFetch(tex_2, tc, 0),
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v3 = texelFetch(tex_3, tc, 0),
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v4 = texelFetch(tex_4, tc, 0);
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z = z + z - 1;
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z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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pos.w = 1;
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pos.xyz = view_dir * z;
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//pos.z = -pos.z;
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vec3 v = normalize(-pos.xyz);
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//vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
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vec3 diffuse = v0.rgb;
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vec3 normal = v1.xyz;
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vec3 specular = v2.rgb;
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vec3 emission = v3.rgb;
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float roughness = v0.w;
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float reflectivity = v1.w;
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float height = v2.w;
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//bn = normalize(vec3(v3.w, v4.zw));
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//bn2 = normalize(cross(n, bn));
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shm_diff = max(roughness, 0.00001);
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roughness = roughness*roughness*roughness;
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shm_spec = max(roughness, 0.00001);
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//sh_pow = 1. / max(roughness, 0.00001);
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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for (int i = 0; i < lights_count; ++i)
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calcLight(i, normal, v);
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// calcLight(0, n, v, v2);
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//calcLight(0, normal, v);
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qgl_FragColor.rgb = max(vec3(0), li * diffuse + si * specular + emission);
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qgl_FragColor.a = 1;
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//qgl_FragData[4] = vec4(speed.xy, bn.yz);
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//ivec2 itc = ivec2(gl_FragCoord.xy);
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//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));
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//qgl_FragData[0].rgb = diffuse.rgb * dot(n,vec3(0,0,1));
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}
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19
qglengine/shaders/selection.glsl
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19
qglengine/shaders/selection.glsl
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// vert //
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flat out uint id, select;
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void main(void) {
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id = qgl_ObjectID;
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select = qgl_ObjectSelected;
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gl_Position = qgl_ftransform();
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}
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// frag //
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flat in uint id, select;
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void main(void) {
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qgl_FragData[0] = unpackUnorm4x8(id);
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qgl_FragData[1] = vec4(select);
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}
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22
qglengine/shaders/selection_apply.glsl
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22
qglengine/shaders/selection_apply.glsl
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// vert //
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void main(void) {
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gl_Position = qgl_ftransform();
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}
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// frag //
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uniform sampler2D fb_out, fb_hover, fb_select;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 src = texelFetch(fb_out , tc, 0);
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vec4 hov = texelFetch(fb_hover , tc, 0);
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vec4 sel = texelFetch(fb_select, tc, 0);
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src.rgb = mix(src.rgb, sel.rgb, sel.a);
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src.rgb = mix(src.rgb, hov.rgb, hov.a * 0.667f);
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//src.rgb = src.rgb + (sel.rgb*sel.a);
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qgl_FragData[0] = src;
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//qgl_FragData[0] = vec4(sel.a);
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}
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24
qglengine/shaders/selection_frame.glsl
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24
qglengine/shaders/selection_frame.glsl
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// vert //
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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// frag //
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uniform vec2 dt, size;
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uniform float thickness;
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void main(void) {
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vec2 frame_size = size / dt;
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vec2 pix_pos = qgl_FragTexture * frame_size;
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vec2 frame = vec2(1) + step(pix_pos, vec2(thickness)) - step(pix_pos, frame_size - vec2(thickness));
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vec2 line = frame * step(0.5, fract(pix_pos.yx / thickness / 4.));
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float fc = max(frame.x, frame.y);
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float fl = max(line.x , line.y );
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fl = mix(1, fl, fc);
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qgl_FragColor = vec4(vec3(fl), fc * 0.8 + 0.2);
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//qgl_FragColor = vec4(vec3(fl,0),1);
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}
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44
qglengine/shaders/selection_halo.glsl
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44
qglengine/shaders/selection_halo.glsl
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// vert //
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void main(void) {
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gl_Position = qgl_ftransform();
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}
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// frag //
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uniform sampler2D fb_hover, fb_selection;
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uniform vec4 hover_id, hover_color, selection_color;
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uniform float hover_fill, selection_fill, has_hover, has_selection;
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ivec2 tc;
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vec4 diffVector(in sampler2D map, in vec4 id) {
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vec4 ds0 = abs(texelFetchOffset(map, tc, 0, ivec2(-1, 0)) - id);
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vec4 ds1 = abs(texelFetchOffset(map, tc, 0, ivec2( 1, 0)) - id);
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vec4 ds2 = abs(texelFetchOffset(map, tc, 0, ivec2(0, -1)) - id);
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vec4 ds3 = abs(texelFetchOffset(map, tc, 0, ivec2(0, 1)) - id);
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return vec4(dot(ds0, vec4(1)), dot(ds1, vec4(1)), dot(ds2, vec4(1)), dot(ds3, vec4(1)));
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}
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vec2 diffPair(in vec4 dv) {
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const float _c = 64;
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return vec2(step(1e-6, dot(dv, vec4(1))),
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step(1e-3, (dv.r * _c) * (dv.g * _c) * (dv.b * _c) * (dv.a * _c)));
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}
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float diffAlpha(in vec2 dp, in float fill) {
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return mix(dp.x - dp.y, dp.x - dp.y - dp.y + 1, fill);
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}
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void main(void) {
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tc = ivec2(gl_FragCoord.xy);
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float hh = clamp(dot(hover_id, vec4(1)), 0, 1);
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vec2 dp = diffPair(diffVector(fb_hover, hover_id));
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float v = diffAlpha(dp, hover_fill);
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qgl_FragData[2] = has_hover*hh*v*vec4(hover_color.bgr, hover_color.a);
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dp = diffPair(diffVector(fb_selection, vec4(1)));
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v = diffAlpha(dp, selection_fill);
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qgl_FragData[3] = has_selection*v*vec4(selection_color.bgr, selection_color.a);
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//qgl_FragData[3] = vec4(has_selection);
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}
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25
qglengine/shaders/service.glsl
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25
qglengine/shaders/service.glsl
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@@ -0,0 +1,25 @@
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// vert //
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out vec3 geom_normal;
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out vec4 object_color;
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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mat3 nmat = qgl_getNormalMatrix();
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geom_normal = normalize(nmat * qgl_Normal);
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object_color = qgl_ObjectColor;
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}
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// frag //
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in vec3 geom_normal;
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in vec4 object_color;
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void main(void) {
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vec3 normal = normalize(geom_normal);
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float l = max(0, dot(normal, vec3(0,0,1)));
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qgl_FragColor = object_color * (l * 0.6 + 0.4);
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}
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