git-svn-id: svn://db.shs.com.ru/libs@59 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-04 11:50:32 +00:00
parent edfd396059
commit 6ab9283a18
13 changed files with 92 additions and 46 deletions

View File

@@ -1,8 +1,11 @@
#version 150
//#extension GL_ARB_conservative_depth: enable
//layout(depth_less) out float gl_FragDepth;
in vec3 src_normal, normal, binormal;//, et;
in vec4 pos, ppos;
in float fogCoord;
in float fogCoord, logz;
in mat3 TBN;
uniform bool acc_fog;
@@ -12,7 +15,7 @@ uniform float z_far, z_near;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
//float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
vec4 dc = qgl_FragColor;
vec2 tc = qgl_FragTexture.xy;
float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
@@ -46,7 +49,8 @@ void main(void) {
vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
//speed /= abs(pos.z);
qgl_FragData[0] = vec4(dc.rgb, pos.w);
gl_FragDepth = logz;
qgl_FragData[0] = vec4(dc.rgb, pos.z);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
qgl_FragData[2] = vec4(spec.rgb, hei);
qgl_FragData[3] = vec4(self.rgb, bn.x);

View File

@@ -2,13 +2,17 @@
out vec3 src_normal, normal, binormal;//, et;
out vec4 pos, ppos;
out float fogCoord, fs_gid;
out float fogCoord, logz;
out mat3 TBN;
uniform bool acc_fog;
uniform vec2 dt;
uniform vec3 eye;
uniform mat4 prev_ModelViewProjectioMatrix;
uniform float z_near, z_far;
const float C = 0.0001;
float FC = 1. / log(z_far * C + 1.);
void main(void) {
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
@@ -33,5 +37,11 @@ void main(void) {
//speed /= (abs(speed) + 1.);
//speed.xyz *= speed.w;
//pos *= pos.w;
//logz = gl_Position.w*C + 1; //version with fragment code
logz = log(pos.w * C + 1.) * FC;
//pos.z = (logz + logz - 1) * pos.w;
gl_Position = pos;
}

View File

@@ -1,7 +1,8 @@
#version 150
//#extension GL_EXT_gpu_shader4 : enable
in vec4 view_dir, view_pos;
in vec3 view_dir;
in vec4 view_pos;
uniform vec3 ambient;
uniform sampler2D t0, t1, t2, t3, t4, t_pp;
@@ -22,9 +23,10 @@ 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 = mat_viewi * vec4(view_pos, 1);
//shp += vec4(dpos, 0);
shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1);
//shp.xyz /= shp.w;
shp.z -= 0.1;
return textureProj(qgl_Light[light].shadow, shp);
@@ -51,7 +53,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = 1;/* getShadow(index, pos.xyz, vec3(0))/* * 3. +
float shadow = 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. +
@@ -92,7 +94,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
void main(void) {
//if (d == 1.) discard;
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texture2D(t0, qgl_FragTexture.xy);
vec4 v0 = texelFetch(t0, tc, 0);
if (v0.w == 0.) {
qgl_FragData[0] = back_color;
return;
@@ -109,10 +111,15 @@ void main(void) {
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);
/*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.xy *= v0.z;
pos.z = posz;*/
pos.xyz = view_dir * v0.w;
pos.z = -pos.z;
//pos.z = posz;
//pos.xyz += n * height;
//pos.xyz = v3.xyz;
//pos = v3;
@@ -130,10 +137,11 @@ void main(void) {
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 = vec3(abs(shp.xy/shp.w)/1,0);
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w;
vec3 fp = pos.xyz * lpos.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);
@@ -143,7 +151,10 @@ void main(void) {
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);
float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz);
float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz);
qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/
//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.;

View File

@@ -1,11 +1,11 @@
#version 150
in vec4 view_corner;
out vec4 view_dir;
in vec3 view_corner;
out vec3 view_dir;
out vec4 view_pos;
void main(void) {
view_dir = view_corner;
view_dir = view_corner / view_corner.z;
view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
view_pos /= view_pos.w;
qgl_FragTexture = qgl_Texture;

View File

@@ -1,7 +1,10 @@
#version 150
in float logz;
uniform vec4 id;
void main(void) {
gl_FragDepth = logz;
qgl_FragData[0] = id;
}

View File

@@ -1,5 +1,14 @@
#version 150
out float logz;
uniform float z_near, z_far;
const float C = 0.0001;
float FC = 1. / log(z_far * C + 1.);
void main(void) {
gl_Position = qgl_ftransform();
vec4 pos = qgl_ftransform();
logz = log(pos.w * C + 1.) * FC;
gl_Position = pos;
}