git-svn-id: svn://db.shs.com.ru/libs@45 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-23 17:07:25 +00:00
parent 104a7f99ad
commit 48addec20f
32 changed files with 738 additions and 541 deletions

View File

@@ -3,6 +3,7 @@
in vec3 src_normal, normal;//, et;
in vec4 pos;
in float fogCoord;
in mat3 TBN;
uniform bool acc_fog;
uniform vec2 dt;
@@ -18,10 +19,14 @@ void main(void) {
//if (acc_fog) dc.xyz = mix(dc.rgb, gl_Fog.color.rgb, fogCoord);
vec3 n, dn;
dn = (texture2D(qgl_Material.map_bump.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_bump.amount + qgl_Material.map_bump.offset;
dn.x = -dn.x;
dn = dn * mat3(qgl_ModelViewMatrixInverse);
n = normalize(normal - dn);
dn = (texture2D(qgl_Material.map_normal.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset;
//float tx = dn.x;
dn.y = -dn.y;
//dn.y = tx;
dn = TBN * dn;
//dn = dn * mat3(qgl_ModelViewMatrix)*10;//*(mat3(qgl_NormalMatrix));
n = normalize(qgl_NormalMatrix*(normal+dn));//normalize(qgl_NormalMatrix * (normal - dn));
//n = dn;
/*vec2 dpm = normalize(gl_FragCoord.xy * dt * 2. - vec2(1., 1.)), ntc;
ntc = gl_FragCoord.xy * dt * 2. - vec2(1., 1.) + dpm * hei;
@@ -32,16 +37,15 @@ void main(void) {
dc *= texture2D(qgl_Material.map_diffuse.map, tc) * qgl_Material.map_diffuse.amount + qgl_Material.map_diffuse.offset;
vec4 spec = texture2D(qgl_Material.map_specular.map, tc) * qgl_Material.map_specular.amount + qgl_Material.map_specular.offset;
spec *= qgl_Material.color_specular * qgl_Material.specular;
vec4 rough = texture2D(qgl_Material.map_roughness.map, tc) * qgl_Material.map_roughness.amount + qgl_Material.map_roughness.offset;
rough *= qgl_Material.roughness;
spec *= qgl_Material.color_specular;
vec4 specularity = texture2D(qgl_Material.map_specularity.map, tc) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset;
vec4 self = texture2D(qgl_Material.map_self_illumination.map, tc) * qgl_Material.map_self_illumination.amount + qgl_Material.map_self_illumination.offset;
self *= qgl_Material.color_self_illumination;
qgl_FragData[0] = vec4(dc.rgb, z);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), rough);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
qgl_FragData[2] = vec4(spec.rgb, hei);
qgl_FragData[3] = vec4(pos.xyz, pos.z);
qgl_FragData[3] = vec4(self.rgb, pos.w);
//gl_FragData[0] = vec4(et.xyz, pos.w);
//gl_FragDepth = gl_FragCoord.z - clamp(hei / pos.z / pos.z / (abs(n.z) + 1), -0.01, 0.01);

View File

@@ -3,14 +3,16 @@
out vec3 src_normal, normal;//, et;
out vec4 pos;
out float fogCoord, fs_gid;
out mat3 TBN;
uniform bool acc_fog;
uniform vec2 dt;
uniform vec3 eye;
void main(void) {
normal = (qgl_NormalMatrix * qgl_Normal);
pos.xyz = vec3(qgl_ModelViewMatrix * qgl_Vertex);
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
pos.xyzw = vec4(qgl_ModelViewMatrix * qgl_Vertex);
TBN = (mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal));
/*if (acc_fog) {
fogCoord = (gl_Fog.end - length(pos.xyz) * 0.85) / (gl_Fog.end - gl_Fog.start);
fogCoord = 1. - clamp(fogCoord, 0., 1.);

View File

@@ -1,8 +1,7 @@
#version 150
//#extension GL_EXT_gpu_shader4 : enable
in vec4 view_dir;
in vec3 view_pos;
in vec4 view_dir, view_pos;
uniform vec3 ambient;
uniform sampler2D t0, t1, t2, t3, tb;
@@ -15,19 +14,21 @@ uniform vec4 back_color;
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;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff;
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.);
spot = step(0., NdotL);
NdotH = max(dot(n, halfV), 0.);
spot = step(0., NdotL) * qgl_Light[index].intensity;
if (NdotL > 0.) {
/*if (gl_LightSource[index].spotCutoff < 180.) {
spot = max(dot(-ldir, gl_LightSource[index].spotDirection.xyz), 0.);
@@ -35,15 +36,18 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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);
///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);
//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);
//si += der;//dot(n, halfV);
}
}
@@ -63,14 +67,22 @@ void main(void) {
//li = vec3(0.);
si = vec3(0.);
pos = vec4(sp, 0, 1)*mat_proji;
pos.xyz *= v0.w;
float posz = z_near * z_far / (texture2D(td, tc).r * (z_far - z_near) - z_far);
pos = vec4(sp, 0., 1) * mat_proji;
pos.xy *= v3.w;
pos.z = posz;
pos.xyz += n * height;
//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);
//calcLight(0, n, v, v2);
for (int i = 0; i < 16; ++i)
calcLight(i, n, v, v2);
/*if (lightsCount > 0) {
calcLight(0, n, v, v2);
if (lightsCount > 1) {
@@ -95,14 +107,9 @@ void main(void) {
}
}
}*/
//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));
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb;// + texture2D(tb, tc).rgb;
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
//qgl_FragData[0].rgb = vec3(li.xyz);
//qgl_FragData[0].rgb = vec3(v1.xyz);
//qgl_FragData[0].a = 0.;
}

View File

@@ -2,11 +2,12 @@
in vec4 view_corner;
out vec4 view_dir;
out vec3 view_pos;
out vec4 view_pos;
void main(void) {
view_dir = view_corner;
view_pos = vec3(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
view_pos /= view_pos.w;
qgl_FragTexture = qgl_Texture;
qgl_FragColor = qgl_Color;
gl_Position = qgl_ftransform();