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libs/qglview/shaders/dsl_pass_1.frag

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5.9 KiB
GLSL

#version 150
//#extension GL_EXT_gpu_shader4 : enable
in vec4 view_dir, view_pos;
uniform vec3 ambient;
uniform sampler2D t0, t1, t2, t3, t4, t_pp;
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_proji, mat_view, mat_viewi, mat_viewproji;
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));}
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
vec3 vds, vds2;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
float getShadow(int light, vec3 view_pos, vec3 dpos) {
shp = mat_viewi * vec4(view_pos, 1);
shp += vec4(dpos, 0);
//shp = qgl_Light[light].shadowMatrix * shp;
//shp.xyz /= shp.w;
shp.z -= 0.1;
return textureProj(qgl_Light[light].shadow, shp);
}
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
lpos = qgl_Light[index].position;
ldir = lpos.xyz - (pos.xyz * lpos.w);
ldist = length(ldir);
ldir = normalize(ldir);
halfV = normalize(ldir + v);
NdotL = max(dot(n, ldir), 0.);
NdotH = max(dot(n, halfV), 0.);
spot = step(0., NdotL) * qgl_Light[index].intensity;
if (NdotL > 0.) {
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/100;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = 1;/* getShadow(index, pos.xyz, vec3(0))/* * 3. +
getShadow(index, pos.xyz, vds ) * 2. +
getShadow(index, pos.xyz, - vds ) * 2. +
getShadow(index, pos.xyz, - vds2 ) * 2. +
getShadow(index, pos.xyz, + vds2 ) * 2. +
getShadow(index, pos.xyz, vds - vds2 ) * 1.5 +
getShadow(index, pos.xyz, vds + vds2 ) * 1.5 +
getShadow(index, pos.xyz, - vds - vds2 ) * 1.5 +
getShadow(index, pos.xyz, - vds + vds2 ) * 1.5 +
getShadow(index, pos.xyz, vds + vds ) +
getShadow(index, pos.xyz, - vds - vds ) +
getShadow(index, pos.xyz, - vds2 - vds2) +
getShadow(index, pos.xyz, + vds2 + vds2) +
getShadow(index, pos.xyz, vds + vds - vds2 ) +
getShadow(index, pos.xyz, - vds - vds - vds2 ) +
getShadow(index, pos.xyz, vds + vds + vds2 ) +
getShadow(index, pos.xyz, - vds - vds + vds2 ) +
getShadow(index, pos.xyz, vds - vds2 - vds2) +
getShadow(index, pos.xyz, vds + vds2 + vds2) +
getShadow(index, pos.xyz, - vds - vds2 - vds2) +
getShadow(index, pos.xyz, - vds + vds2 + vds2)*/;
spot *= shadow;// / 29.;
}
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 * sh_mul * 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 * (sh_mul + ndlc);
diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc));
li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n);
ndlc = (1. - NdotHs) / NdotHs;
der = NdotHs * (sh_mul + ndlc);
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
}
}
void main(void) {
//if (d == 1.) discard;
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texture2D(t0, qgl_FragTexture.xy);
if (v0.w == 0.) {
qgl_FragData[0] = back_color;
return;
}
vec4 v1 = texelFetch(t1, tc, 0),
v2 = texelFetch(t2, tc, 0),
v3 = texelFetch(t3, tc, 0),
v4 = texelFetch(t4, tc, 0);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
//bn = vec3(v3.w, v4.zw);
//bn2 = normalize(cross(n, bn));
float height = v2.w;
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.);
float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
pos = vec4(sp, 0., 1) * mat_proji;
pos.xy *= v0.w;
pos.z = posz;
//pos.xyz += n * height;
//pos.xyz = v3.xyz;
//pos = v3;
//pos = vec4(sp, 0, 1.) * mat_proji;
//pos *= v0.w;
//pos.z += 1;
//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);
//for (int i = 0; i < 8; ++i)
// calcLight(i, n, v, v2);
calcLight(0, n, v, v2);
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w;
vec3 fp = pos.xyz * lpos.w;
vec3 _dlp = fp - qgl_Light[0].position.xyz;
vec3 _ld = qgl_Light[0].direction.xyz;
float lz = dot(_ld, _dlp);
vec3 _lt = normalize(cross(_ld, _dlp));
vec3 _lt2 = normalize(cross(_lt, _dlp));
float ly = dot(qgl_Light[0].shadowDir0.xyz, normalize(_dlp));
float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp));
vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld);
//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
qgl_FragData[0].rgb = vec3(lx*qgl_Light[0].endAngleCos/1);
//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
//qgl_FragData[0].a = 0.;
}