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Common.MatDefs.Light.Lighting.frag Maven / Gradle / Ivy

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#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Parallax.glsllib"
#import "Common/ShaderLib/Optics.glsllib"
#ifndef VERTEX_LIGHTING
    #import "Common/ShaderLib/BlinnPhongLighting.glsllib"
    #import "Common/ShaderLib/Lighting.glsllib"
#endif

// fog - jayfella
#ifdef USE_FOG
#import "Common/ShaderLib/MaterialFog.glsllib"
varying float fog_distance;
uniform vec4 m_FogColor;

#ifdef FOG_LINEAR
uniform vec2 m_LinearFog;
#endif

#ifdef FOG_EXP
uniform float m_ExpFog;
#endif

#ifdef FOG_EXPSQ
uniform float m_ExpSqFog;
#endif

#endif // end fog

varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
  varying vec2 texCoord2;
#endif

varying vec3 AmbientSum;
varying vec4 DiffuseSum;
varying vec3 SpecularSum;

#ifndef VERTEX_LIGHTING
  uniform vec4 g_LightDirection;
  //varying vec3 vPosition;
  varying vec3 vViewDir;
  varying vec4 vLightDir;
  varying vec3 lightVec;
#else
  varying vec2 vertexLightValues;
#endif

#ifdef DIFFUSEMAP
  uniform sampler2D m_DiffuseMap;
#endif

#ifdef SPECULARMAP
  uniform sampler2D m_SpecularMap;
#endif

#ifdef PARALLAXMAP
  uniform sampler2D m_ParallaxMap;  
#endif
#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING) 
    uniform float m_ParallaxHeight;
    varying vec3 vViewDirPrlx;
#endif

#ifdef LIGHTMAP
  uniform sampler2D m_LightMap;
#endif
  
#ifdef NORMALMAP
  uniform sampler2D m_NormalMap;   
#else
  varying vec3 vNormal;
#endif

#ifdef ALPHAMAP
  uniform sampler2D m_AlphaMap;
#endif

#ifdef COLORRAMP
  uniform sampler2D m_ColorRamp;
#endif

uniform float m_AlphaDiscardThreshold;

#ifndef VERTEX_LIGHTING
    uniform float m_Shininess;
    #ifdef USE_REFLECTION 
        uniform float m_ReflectionPower;
        uniform float m_ReflectionIntensity;
        varying vec4 refVec;

        uniform ENVMAP m_EnvMap;
    #endif
#endif


#ifndef NORMAL_TYPE
  #define NORMAL_TYPE -1.0
#endif

void main(){
    vec2 newTexCoord;
     
    #if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING) 
     
       #ifdef STEEP_PARALLAX
           #ifdef NORMALMAP_PARALLAX
               //parallax map is stored in the alpha channel of the normal map         
               newTexCoord = steepParallaxOffset(m_NormalMap, vViewDirPrlx, texCoord, m_ParallaxHeight);
           #else
               //parallax map is a texture
               newTexCoord = steepParallaxOffset(m_ParallaxMap, vViewDirPrlx, texCoord, m_ParallaxHeight);         
           #endif
       #else
           #ifdef NORMALMAP_PARALLAX
               //parallax map is stored in the alpha channel of the normal map         
               newTexCoord = classicParallaxOffset(m_NormalMap, vViewDirPrlx, texCoord, m_ParallaxHeight);
           #else
               //parallax map is a texture
               newTexCoord = classicParallaxOffset(m_ParallaxMap, vViewDirPrlx, texCoord, m_ParallaxHeight);
           #endif
       #endif
    #else
       newTexCoord = texCoord;    
    #endif
    
   #ifdef DIFFUSEMAP
      vec4 diffuseColor = texture2D(m_DiffuseMap, newTexCoord);
    #else
      vec4 diffuseColor = vec4(1.0);
    #endif

    float alpha = DiffuseSum.a * diffuseColor.a;
    #ifdef ALPHAMAP
       alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
    #endif
    #ifdef DISCARD_ALPHA
        if(alpha < m_AlphaDiscardThreshold){
            discard;
        }
    #endif



    // ***********************
    // Read from textures
    // ***********************
    #if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
      vec4 normalHeight = texture2D(m_NormalMap, newTexCoord);
      // Note we invert directx style normal maps to opengl style
      vec3 normal = normalize((normalHeight.xyz * vec3(2.0,NORMAL_TYPE * 2.0,2.0) - vec3(1.0,NORMAL_TYPE * 1.0,1.0)));
      #ifdef LATC
        normal.z = sqrt(1.0 - (normal.x * normal.x) - (normal.y * normal.y));
      #endif      
    #elif !defined(VERTEX_LIGHTING)
      vec3 normal = vNormal;
      #if !defined(LOW_QUALITY) && !defined(V_TANGENT)
         normal = normalize(normal);
      #endif
    #endif

    #ifdef SPECULARMAP
      vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
    #else
      vec4 specularColor = vec4(1.0);
    #endif

    #ifdef LIGHTMAP
       vec3 lightMapColor;
       #ifdef SEPARATE_TEXCOORD
          lightMapColor = texture2D(m_LightMap, texCoord2).rgb;
       #else
          lightMapColor = texture2D(m_LightMap, texCoord).rgb;
       #endif
       specularColor.rgb *= lightMapColor;
       diffuseColor.rgb  *= lightMapColor;
    #endif

    #ifdef VERTEX_LIGHTING
       vec2 light = vertexLightValues.xy;
       #ifdef COLORRAMP
            diffuseColor.rgb  *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
            specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
            light.xy = vec2(1.0);
       #endif

       gl_FragColor.rgb =  AmbientSum     * diffuseColor.rgb + 
                           DiffuseSum.rgb * diffuseColor.rgb  * vec3(light.x) +
                           SpecularSum    * specularColor.rgb * vec3(light.y);
    #else
       vec4 lightDir = vLightDir;
       lightDir.xyz = normalize(lightDir.xyz);
       vec3 viewDir = normalize(vViewDir);
       float spotFallOff = 1.0;

       #if __VERSION__ >= 110
        // allow use of control flow
        if(g_LightDirection.w != 0.0){
       #endif
          spotFallOff =  computeSpotFalloff(g_LightDirection, lightVec);
       #if __VERSION__ >= 110
          if(spotFallOff <= 0.0){
              gl_FragColor.rgb = AmbientSum * diffuseColor.rgb;
              gl_FragColor.a   = alpha;
              return;
          }
         }        
       #endif

       vec2   light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess) ;
       #ifdef COLORRAMP
            diffuseColor.rgb  *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
            specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
            light.xy = vec2(1.0);
       #endif

       // Workaround, since it is not possible to modify varying variables
       vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
       #ifdef USE_REFLECTION
            vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);

            // Interpolate light specularity toward reflection color
            // Multiply result by specular map
            specularColor = mix(SpecularSum2 * light.y, refColor, refVec.w) * specularColor;

            SpecularSum2 = vec4(1.0);
            light.y = 1.0;
       #endif

       gl_FragColor.rgb =  AmbientSum       * diffuseColor.rgb  +
                           DiffuseSum.rgb   * diffuseColor.rgb  * vec3(light.x) +
                           SpecularSum2.rgb * specularColor.rgb * vec3(light.y);
    #endif


    // add fog after the lighting because shadows will cause the fog to darken
    // which just results in the geometry looking like it's changed color
    #ifdef USE_FOG
        #ifdef FOG_LINEAR
            gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance);
        #endif
        #ifdef FOG_EXP
            gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance);
        #endif
        #ifdef FOG_EXPSQ
            gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance);
        #endif
    #endif // end fog


    gl_FragColor.a = alpha;
}




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