git-svn-id: svn://db.shs.com.ru/libs@636 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2019-11-27 21:49:24 +00:00
parent 988c4e1150
commit 09298fadcd
22 changed files with 291 additions and 173 deletions

View File

@@ -17,8 +17,8 @@ in vec3 view_dir;
uniform vec2 dt;
uniform float z_near;
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4;
uniform sampler2D tex_d;
uniform int lights_count;
uniform sampler2D tex_d, tex_sum;
uniform int lights_start, lights_count;
const vec3 luma = vec3(0.299, 0.587, 0.114);
const float _pe = 2.4e-7;
@@ -36,45 +36,45 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
halfV = normalize(ldir + v);
NdotL = max(dot(n, ldir), 1E-6);
NdotH = max(dot(n, halfV), 1E-6);
spot = step(1.01E-6, NdotL) * qgl_light_parameter[index].intensity;
/*if (qgl_Light[index].endAngle <= 90.) {
float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.);
spot *= scos * step(qgl_Light[index].endAngleCos, scos);
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
//bn2 = normalize(cross(lwdir, bn));
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
shadow += getShadow(index, pos.xyz, vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds );
//shadow += getShadow(index, pos.xyz, - vds - vds );
//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
spot *= mix(1., shadow / 11., shadow_on);
}*/
//spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
//li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
//si += spot * qgl_Light[index].color.rgb * shm_diff * light_specular(0, ldir, n, halfV, v, sh_pow);
spot = step(1.001E-6, NdotL) * qgl_light_parameter[index].intensity;
#ifdef SPOT
float scos = max(dot(-ldir, qgl_light_position[index].direction.xyz), 0.);
spot *= scos * step(qgl_light_parameter[index].endAngleCos, scos);
spot *= smoothstep(qgl_light_parameter[index].endAngleCos, qgl_light_parameter[index].startAngleCos, scos);
/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
//bn2 = normalize(cross(lwdir, bn));
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
shadow += getShadow(index, pos.xyz, vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds );
//shadow += getShadow(index, pos.xyz, - vds - vds );
//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
spot *= mix(1., shadow / 11., shadow_on);*/
#endif
spot /= (qgl_light_parameter[index].constantAttenuation +
ldist * (qgl_light_parameter[index].linearAttenuation +
ldist * qgl_light_parameter[index].quadraticAttenuation));
float NdotLs = NdotL*NdotL;
float NdotHs = NdotH*NdotH;
@@ -106,7 +106,6 @@ void main(void) {
pos.w = 1;
pos.xyz = view_dir * z;
//pos.z = -pos.z;
vec3 v = normalize(-pos.xyz);
//vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
@@ -127,14 +126,14 @@ void main(void) {
li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.);
for (int i = 0; i < lights_count; ++i)
calcLight(i, normal, v);
// calcLight(0, n, v, v2);
//calcLight(0, normal, v);
calcLight(lights_start + i, normal, v);
qgl_FragColor.rgb = max(vec3(0), li * diffuse + si * specular + emission);
vec4 result = vec4(max(vec3(0), li * diffuse + si * specular + emission), 1);
#ifndef FIRST_PASS
result += texelFetch(tex_sum, tc, 0);
#endif
qgl_FragColor = result;
//qgl_FragColor.rgb = vec3(1);
qgl_FragColor.a = 1;
//qgl_FragData[4] = vec4(speed.xy, bn.yz);