145 lines
5.1 KiB
GLSL
145 lines
5.1 KiB
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, tex_sum;
|
|
uniform int lights_start, 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(1.001E-6, NdotL) * qgl_light_parameter[index].intensity;
|
|
#ifdef SPOT
|
|
float scos = max(dot(-ldir, qgl_light_position[index].direction.xyz), 0.);
|
|
spot *= scos * step(qgl_light_parameter[index].endAngleCos, scos);
|
|
spot *= smoothstep(qgl_light_parameter[index].endAngleCos, qgl_light_parameter[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);*/
|
|
#endif
|
|
spot /= (qgl_light_parameter[index].constantAttenuation +
|
|
ldist * (qgl_light_parameter[index].linearAttenuation +
|
|
ldist * qgl_light_parameter[index].quadraticAttenuation));
|
|
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;
|
|
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 reflectivity = v0.w;
|
|
float roughness = 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(lights_start + i, normal, v);
|
|
|
|
vec4 result = vec4(max(vec3(0), li * diffuse + si * specular + emission), 1);
|
|
#ifndef FIRST_PASS
|
|
result += texelFetch(tex_sum, tc, 0);
|
|
#endif
|
|
qgl_FragColor = result;
|
|
//qgl_FragColor.rgb = vec3(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));
|
|
}
|