git-svn-id: svn://db.shs.com.ru/libs@44 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-20 21:19:36 +00:00
parent cabaead1c6
commit 104a7f99ad
48 changed files with 1973 additions and 1273 deletions

View File

@@ -1,69 +1,77 @@
#version 130
#version 150
//#extension GL_EXT_gpu_shader4 : enable
uniform vec3 ambient;
in vec4 view_dir;
in vec3 view_pos;
uniform sampler2D t0, t1, t2, tb;
uniform vec3 ambient;
uniform sampler2D t0, t1, t2, t3, tb;
uniform sampler2D td;
uniform int gid, lightsCount;
uniform float z_near, z_far;
uniform bool firstPass;
uniform vec2 dt;
uniform vec4 back_color;
uniform mat4 mat;
uniform mat4 mat_proji;
float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
//float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
vec4 pos, lpos;
vec3 li, si, ldir, halfV;
float sh_pow, sh_mul, dist, NdotL, spot, ldist, diff;
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
lpos = gl_LightSource[index].position;
lpos = qgl_Light[index].position;
ldir = lpos.xyz - (pos.xyz * lpos.w);
ldist = length(ldir);
ldir = normalize(ldir);
NdotL = max(dot(n, ldir), 0.);
spot = step(0., NdotL);
if (NdotL > 0.) {
if (gl_LightSource[index].spotCutoff < 180.) {
/*if (gl_LightSource[index].spotCutoff < 180.) {
spot = max(dot(-ldir, gl_LightSource[index].spotDirection.xyz), 0.);
spot *= step(gl_LightSource[index].spotCosCutoff, spot);
spot = pow(spot, (gl_LightSource[index].spotExponent + 0.001));
}
}*/
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
halfV = normalize(ldir + v);
spot /= (gl_LightSource[index].constantAttenuation + ldist * (gl_LightSource[index].linearAttenuation + ldist * gl_LightSource[index].quadraticAttenuation));
//li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
//si += spot * gl_LightSource[index].specular.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow);
///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
///si += spot * gl_LightSource[index].specular.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow);
float NdotLs = NdotL*NdotL;
float ndlc = (1. - NdotLs) / NdotLs;
float der = NdotLs * (sh_mul + ndlc);
diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc));
li += spot * gl_LightSource[index].diffuse.rgb * diff * light_diffuse(0, ldir, n);
si += spot * gl_LightSource[index].specular.rgb * (sh_mul / (der*der) / 3.1416);
li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n);
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
}
}
void main(void) {
//if (d == 1.) discard;
vec4 v0 = texture2D(t0, gl_TexCoord[0].xy);
vec2 tc = qgl_FragTexture.xy;
vec4 v0 = texture2D(t0, tc);
if (v0.w == 0.) {
gl_FragColor = back_color;
qgl_FragData[0] = back_color;
return;
}
vec4 v1 = texture2D(t1, gl_TexCoord[0].xy), v2 = texture2D(t2, gl_TexCoord[0].xy);//, v3 = texture2D(t2, gl_TexCoord[0].xy);
vec4 v1 = texture2D(t1, tc), v2 = texture2D(t2, tc), v3 = texture2D(t3, tc);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
float height = v2.w;
li = gl_LightModel.ambient.rgb;
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
//li = vec3(0.);
si = vec3(0.);
pos = vec4(sp, 0, 1.) * mat;
pos *= v0.w;
pos.rgb += n * height;
pos = vec4(sp, 0, 1)*mat_proji;
pos.xyz *= v0.w;
//pos.xy *= 10.;
//pos.z = v0.w;
vec3 v = normalize(-pos.xyz);
sh_pow = 1. / max((1. - v1.w), 0.0001);
sh_mul = max(1. - v1.w, 0.0001);
if (lightsCount > 0) {
//calcLight(0, n, v, v2);
/*if (lightsCount > 0) {
calcLight(0, n, v, v2);
if (lightsCount > 1) {
calcLight(1, n, v, v2);
@@ -86,7 +94,15 @@ void main(void) {
}
}
}
}
gl_FragColor.rgb = li * dc + si * v2.rgb + texture2D(tb, gl_TexCoord[0].xy).rgb;
//gl_FragColor.rgb = vec3(v2.rgb);
}*/
//qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb;// + texture2D(tb, tc).rgb;
//vec4 lp = mat*qgl_Light[0].position;
lpos = qgl_Light[0].position;
ldir = lpos.xyz - pos.xyz;
ldist = length(ldir);
float d = texture2D(td, tc).r;
//float z = ((z_near / (z_near-z_far)) * z_far) / (d - (z_far / (z_far-z_near)));
float z = z_near * z_far / (d * (z_far - z_near) - z_far);
//qgl_FragData[0].rgb = vec3(abs((v0.w)+(v3.z))-0.5);
qgl_FragData[0].rgb = vec3((-z*view_pos));
}