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libs/qglengine/shaders/ds_light.glsl

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GLSL

// vert //
out vec3 view_dir;
uniform vec4 view_corners[4];
void main(void) {
gl_Position = qgl_ftransform();
view_dir = view_corners[gl_VertexID].xyz;
}
// frag //
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;
const vec3 luma = vec3(0.299, 0.587, 0.114);
const float _pe = 2.4e-7;
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
//vec3 vds, vds2;
float shm_diff, shm_spec, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
void calcLight(in int index, in vec3 n, in vec3 v) {
lpos = qgl_light_position[index].position;
ldir = lpos.xyz - (pos.xyz * lpos.w);
ldist = length(ldir);
ldir = normalize(ldir);
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);
float NdotLs = NdotL*NdotL;
float NdotHs = NdotH*NdotH;
float ndlc = (1. - NdotLs) / NdotLs;
float der = NdotLs * (shm_diff + ndlc);
diff = 2. / (1. + sqrt(1. + (1. - shm_diff) * ndlc));
li += spot * diff * qgl_light_parameter[index].color.rgb;// * light_diffuse(0, ldir, n);
ndlc = (1. - NdotHs) / NdotHs;
der = NdotHs * (shm_spec + ndlc);
si += spot * (shm_spec / (der*der) / 3.1416) * qgl_light_parameter[index].color.rgb;
}
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
float z = texelFetch(tex_d, tc, 0).r;
if (z == 1.) {
qgl_FragColor = vec4(0);
return;
}
vec4 v0 = texelFetch(tex_0, tc, 0),
v1 = texelFetch(tex_1, tc, 0),
v2 = texelFetch(tex_2, tc, 0),
v3 = texelFetch(tex_3, tc, 0),
v4 = texelFetch(tex_4, tc, 0);
z = z + z - 1;
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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);
vec3 diffuse = v0.rgb;
vec3 normal = v1.xyz;
vec3 specular = v2.rgb;
vec3 emission = v3.rgb;
float roughness = v0.w;
float reflectivity = v1.w;
float height = v2.w;
//bn = normalize(vec3(v3.w, v4.zw));
//bn2 = normalize(cross(n, bn));
shm_diff = max(roughness, 0.00001);
roughness = roughness*roughness*roughness;
shm_spec = max(roughness, 0.00001);
//sh_pow = 1. / max(roughness, 0.00001);
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);
qgl_FragColor.rgb = max(vec3(0), li * diffuse + si * specular + emission);
qgl_FragColor.a = 1;
//qgl_FragData[4] = vec4(speed.xy, bn.yz);
//ivec2 itc = ivec2(gl_FragCoord.xy);
//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));
//qgl_FragData[0].rgb = diffuse.rgb * dot(n,vec3(0,0,1));
}