2018-09-13 12:50:34 +00:00
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#ifndef _R3DSHADERQUADS_H_
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#define _R3DSHADERQUADS_H_
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static const char *vertexShaderR3DQuads = R"glsl(
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2019-12-10 11:40:39 +00:00
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#version 450 core
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2018-09-13 12:50:34 +00:00
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// uniforms
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uniform float modelScale;
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uniform float nodeAlpha;
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2018-09-13 12:50:34 +00:00
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uniform mat4 modelMat;
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uniform mat4 projMat;
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2020-05-11 09:05:46 +00:00
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uniform bool translatorMap;
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2018-09-13 12:50:34 +00:00
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// attributes
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in vec4 inVertex;
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in vec3 inNormal;
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in vec2 inTexCoord;
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in vec3 inFaceNormal; // used to emulate r3d culling
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in float inFixedShade;
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in vec4 inColour;
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// outputs to geometry shader
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out VS_OUT
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{
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vec3 viewVertex;
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vec3 viewNormal; // per vertex normal vector
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vec2 texCoord;
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vec4 color;
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2022-07-22 22:05:54 +00:00
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float fixedShade;
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2018-09-13 12:50:34 +00:00
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float discardPoly; // can't have varying bool (glsl spec)
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} vs_out;
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2020-05-11 09:05:46 +00:00
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vec4 GetColour(vec4 colour)
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{
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vec4 c = colour;
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if(translatorMap) {
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c.rgb *= 16.0;
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}
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2023-10-14 19:05:00 +00:00
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c.a *= nodeAlpha;
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2020-05-11 09:05:46 +00:00
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return c;
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}
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2018-09-13 12:50:34 +00:00
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float CalcBackFace(in vec3 viewVertex)
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{
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vec3 vt = viewVertex; // - vec3(0.0);
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vec3 vn = mat3(modelMat) * inFaceNormal;
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2018-09-13 12:50:34 +00:00
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// dot product of face normal with view direction
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return dot(vt, vn);
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}
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void main(void)
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{
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vs_out.viewVertex = vec3(modelMat * inVertex);
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vs_out.viewNormal = (mat3(modelMat) * inNormal) / modelScale;
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vs_out.discardPoly = CalcBackFace(vs_out.viewVertex);
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vs_out.color = GetColour(inColour);
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2018-09-13 12:50:34 +00:00
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vs_out.texCoord = inTexCoord;
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vs_out.fixedShade = inFixedShade;
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gl_Position = projMat * modelMat * inVertex;
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}
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)glsl";
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static const char *geometryShaderR3DQuads = R"glsl(
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2019-12-10 11:40:39 +00:00
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#version 450 core
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2018-09-13 12:50:34 +00:00
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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in VS_OUT
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{
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vec3 viewVertex;
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vec3 viewNormal; // per vertex normal vector
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vec2 texCoord;
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vec4 color;
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float fixedShade;
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2018-09-13 12:50:34 +00:00
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float discardPoly; // can't have varying bool (glsl spec)
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} gs_in[4];
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out GS_OUT
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{
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noperspective vec2 v[4];
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noperspective float area[4];
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flat float oneOverW[4];
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//our regular attributes
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flat vec3 viewVertex[4];
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flat vec3 viewNormal[4]; // per vertex normal vector
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flat vec2 texCoord[4];
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flat vec4 color;
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flat float fixedShade[4];
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} gs_out;
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2022-07-22 22:05:54 +00:00
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//a*b - c*d, computed in a stable fashion (Kahan)
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float DifferenceOfProducts(float a, float b, float c, float d)
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{
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precise float cd = c * d;
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precise float err = fma(-c, d, cd);
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precise float dop = fma(a, b, -cd);
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return dop + err;
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2018-09-13 12:50:34 +00:00
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}
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void main(void)
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{
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2019-01-16 01:07:56 +00:00
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if(gs_in[0].discardPoly > 0) {
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return; //emulate back face culling here (all vertices in poly have same value)
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}
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vec2 v[4];
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for (int i=0; i<4; i++) {
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float oneOverW = 1.0 / gl_in[i].gl_Position.w;
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gs_out.oneOverW[i] = oneOverW;
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v[i] = gl_in[i].gl_Position.xy * oneOverW;
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// our regular vertex attribs
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gs_out.viewVertex[i] = gs_in[i].viewVertex * oneOverW;
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gs_out.viewNormal[i] = gs_in[i].viewNormal * oneOverW;
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gs_out.texCoord[i] = gs_in[i].texCoord * oneOverW;
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gs_out.fixedShade[i] = gs_in[i].fixedShade * oneOverW;
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}
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// flat attributes
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gs_out.color = gs_in[0].color;
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// precompute crossproducts for all vertex combinations to be looked up in loop below for area computation
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precise float cross[4][4];
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for (int i=0; i<4; i++)
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{
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cross[i][i] = 0.0;
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for (int j=i+1; j<4; j++)
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cross[i][j] = DifferenceOfProducts(gl_in[i].gl_Position.x, gl_in[j].gl_Position.y, gl_in[j].gl_Position.x, gl_in[i].gl_Position.y) / (gl_in[i].gl_Position.w * gl_in[j].gl_Position.w);
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}
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for (int i=1; i<4; i++)
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for (int j=0; j<i; j++)
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cross[i][j] = -cross[j][i];
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for (int i=0; i<4; i++) {
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// Mapping of polygon vertex order to triangle strip vertex order.
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//
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// Quad (lines adjacency) Triangle strip
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// vertex order: vertex order:
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//
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// 1----2 1----3
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// | | ===> | \ |
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// | | | \ |
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// 0----3 0----2
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//
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int reorder[4] = int[]( 1, 0, 2, 3 );
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int ii = reorder[i];
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for (int j=0; j<4; j++) {
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gs_out.v[j] = v[j] - v[ii];
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int j_next = (j+1) % 4;
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// compute area via shoelace algorithm BUT divided by w afterwards to improve precision!
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// in addition also use Kahans algorithm to further improve precision of the 2D crossproducts
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gs_out.area[j] = cross[j][j_next] + cross[j_next][ii] + cross[ii][j];
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}
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gl_Position = gl_in[ii].gl_Position;
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EmitVertex();
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}
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}
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)glsl";
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2023-10-14 19:05:00 +00:00
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static const char *fragmentShaderR3DQuads = R"glsl(
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2018-09-13 12:50:34 +00:00
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2019-12-10 11:40:39 +00:00
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#version 450 core
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2018-09-13 12:50:34 +00:00
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2022-11-07 21:33:01 +00:00
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uniform usampler2D tex1; // entire texture sheet
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// texturing
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uniform bool textureEnabled;
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uniform bool microTexture;
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uniform float microTextureScale;
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uniform int microTextureID;
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uniform ivec4 baseTexInfo; // x/y are x,y positions in the texture sheet. z/w are with and height
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uniform int baseTexType;
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uniform bool textureInverted;
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uniform bool textureAlpha;
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uniform bool alphaTest;
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uniform bool discardAlpha;
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uniform ivec2 textureWrapMode;
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// general
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uniform vec3 fogColour;
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uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
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uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
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uniform vec3 spotColor; // spotlight RGB color
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uniform vec3 spotFogColor; // spotlight RGB color on fog
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uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
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uniform bool lightEnabled; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
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uniform bool sunClamp; // not used by daytona and la machine guns
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uniform bool intensityClamp; // some games such as daytona and
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uniform bool specularEnabled; // specular enabled
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uniform float specularValue; // specular coefficient
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uniform float shininess; // specular shininess
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uniform float fogIntensity;
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uniform float fogDensity;
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uniform float fogStart;
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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uniform int colourLayer;
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// matrices (shared with vertex shader)
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uniform mat4 projMat;
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//interpolated inputs from geometry shader
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in GS_OUT
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{
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noperspective vec2 v[4];
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noperspective float area[4];
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flat float oneOverW[4];
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//our regular attributes
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flat vec3 viewVertex[4];
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flat vec3 viewNormal[4]; // per vertex normal vector
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flat vec2 texCoord[4];
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flat vec4 color;
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flat float fixedShade[4];
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2018-09-13 12:50:34 +00:00
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} fs_in;
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//our calculated vertex attributes from the above
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vec3 fsViewVertex;
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vec3 fsViewNormal;
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vec2 fsTexCoord;
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float fsFixedShade;
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vec4 fsColor;
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//outputs
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layout(location = 0) out vec4 out0; // opaque
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layout(location = 1) out vec4 out1; // trans layer 1
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layout(location = 2) out vec4 out2; // trans layer 2
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// forward declarations (see common file)
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float CalcFog();
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void Step15Luminous(inout vec4 colour);
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vec4 GetTextureValue();
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void WriteOutputs(vec4 colour, int layer);
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float Sqr(float a);
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float SqrLength(vec2 a);
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void QuadraticInterpolation()
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{
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vec2 s[4];
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float A[4];
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for (int i=0; i<4; i++) {
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s[i] = fs_in.v[i];
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A[i] = fs_in.area[i];
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}
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float D[4];
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float r[4];
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2022-07-22 22:05:54 +00:00
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for (int i=0; i<4; i++) {
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int i_next = (i+1)%4;
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D[i] = dot(s[i], s[i_next]);
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r[i] = length(s[i]);
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if (fs_in.oneOverW[i] < 0.0) { // is w[i] negative?
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r[i] = -r[i];
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}
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}
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float t[4];
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2022-07-22 22:05:54 +00:00
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for (int i=0; i<4; i++) {
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int i_next = (i+1)%4;
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if(A[i]==0.0) t[i] = 0.0; // check for zero area + div by zero
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else t[i] = (r[i]*r[i_next] - D[i]) / A[i];
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}
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float uSum = 0.0;
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float u[4];
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for (uint i=0; i<4; i++) {
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uint i_prev = (i-1)%4;
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2018-09-13 12:50:34 +00:00
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u[i] = (t[i_prev] + t[i]) / r[i];
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uSum += u[i];
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}
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float lambda[4];
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for (int i=0; i<4; i++) {
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lambda[i] = u[i] / uSum;
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}
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/* Discard fragments when all the weights are neither all negative nor all positive. */
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int lambdaSignCount = 0;
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2022-07-22 22:05:54 +00:00
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for (int i=0; i<4; i++) {
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if (fs_in.oneOverW[i] * lambda[i] < 0.0) {
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lambdaSignCount--;
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} else {
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lambdaSignCount++;
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}
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}
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2019-12-27 21:36:46 +00:00
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if (lambdaSignCount != 4) {
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if(!gl_HelperInvocation) {
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discard;
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}
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}
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float interp_oneOverW = 0.0;
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2018-09-13 12:50:34 +00:00
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fsViewVertex = vec3(0.0);
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fsViewNormal = vec3(0.0);
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fsTexCoord = vec2(0.0);
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fsFixedShade = 0.0;
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fsColor = fs_in.color;
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2022-07-22 22:05:54 +00:00
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for (int i=0; i<4; i++) {
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2018-09-13 12:50:34 +00:00
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fsViewVertex += lambda[i] * fs_in.viewVertex[i];
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fsViewNormal += lambda[i] * fs_in.viewNormal[i];
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fsTexCoord += lambda[i] * fs_in.texCoord[i];
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fsFixedShade += lambda[i] * fs_in.fixedShade[i];
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interp_oneOverW += lambda[i] * fs_in.oneOverW[i];
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}
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fsViewVertex /= interp_oneOverW;
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fsViewNormal /= interp_oneOverW;
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fsTexCoord /= interp_oneOverW;
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fsFixedShade /= interp_oneOverW;
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vec4 vertex;
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float depth;
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// dirty hack for co-planar polys that really need 100% identical values to depth test correctly
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2022-07-22 22:05:54 +00:00
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// the reason we waste cycles and calculate depth value here is because we have run out of vertex attribs
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2018-09-13 12:50:34 +00:00
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if(fs_in.oneOverW[0]==fs_in.oneOverW[1] &&
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fs_in.oneOverW[1]==fs_in.oneOverW[2] &&
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fs_in.oneOverW[2]==fs_in.oneOverW[3]) {
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fsViewVertex.z = fs_in.viewVertex[0].z / fs_in.oneOverW[0];
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vertex = projMat * vec4(fsViewVertex,1.0);
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2022-07-22 22:05:54 +00:00
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depth = vertex.z / vertex.w;
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2018-09-13 12:50:34 +00:00
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}
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else {
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2022-07-22 22:05:54 +00:00
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vertex.z = projMat[2][2] * fsViewVertex.z + projMat[3][2]; // standard projMat * vertex - but just using Z components
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depth = vertex.z * interp_oneOverW;
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2018-09-13 12:50:34 +00:00
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}
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2022-07-22 22:05:54 +00:00
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gl_FragDepth = depth * 0.5 + 0.5;
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2018-09-13 12:50:34 +00:00
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}
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void main()
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{
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vec4 tex1Data;
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vec4 colData;
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vec4 finalData;
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vec4 fogData;
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QuadraticInterpolation(); // calculate our vertex attributes
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fogData = vec4(fogColour.rgb * fogAmbient, CalcFog());
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tex1Data = vec4(1.0, 1.0, 1.0, 1.0);
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if(textureEnabled) {
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tex1Data = GetTextureValue();
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}
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colData = fsColor;
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Step15Luminous(colData); // no-op for step 2.0+
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finalData = tex1Data * colData;
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if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
|
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discard;
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|
}
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|
float ellipse;
|
2023-10-27 09:45:16 +00:00
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ellipse = SqrLength((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw); // decay rate = square of distance from center
|
2018-09-13 12:50:34 +00:00
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ellipse = 1.0 - ellipse; // invert
|
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ellipse = max(0.0, ellipse); // clamp
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|
// Compute spotlight and apply lighting
|
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|
|
float enable, absExtent, d, inv_r, range;
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|
|
// start of spotlight
|
|
|
|
enable = step(spotRange.x, -fsViewVertex.z);
|
|
|
|
|
|
|
|
if (spotRange.y == 0.0) {
|
|
|
|
range = 0.0;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
absExtent = abs(spotRange.y);
|
|
|
|
|
|
|
|
d = spotRange.x + absExtent + fsViewVertex.z;
|
|
|
|
d = min(d, 0.0);
|
|
|
|
|
|
|
|
// slope of decay function
|
|
|
|
inv_r = 1.0 / (1.0 + absExtent);
|
|
|
|
|
|
|
|
// inverse-linear falloff
|
|
|
|
// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
|
|
|
|
// y = 1 / (d/r + 1)^2
|
2023-10-27 09:45:16 +00:00
|
|
|
range = 1.0 / Sqr(d * inv_r - 1.0);
|
2018-09-13 12:50:34 +00:00
|
|
|
range *= enable;
|
|
|
|
}
|
|
|
|
|
|
|
|
float lobeEffect = range * ellipse;
|
|
|
|
float lobeFogEffect = enable * ellipse;
|
|
|
|
|
|
|
|
if (lightEnabled) {
|
|
|
|
vec3 lightIntensity;
|
|
|
|
vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
|
|
|
|
float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
|
|
|
|
|
|
|
|
// Sun angle
|
|
|
|
sunVector = lighting[0];
|
|
|
|
|
|
|
|
// Compute diffuse factor for sunlight
|
|
|
|
if(fixedShading) {
|
|
|
|
sunFactor = fsFixedShade;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sunFactor = dot(sunVector, fsViewNormal);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clamp ceil, fix for upscaled models without "modelScale" defined
|
|
|
|
sunFactor = clamp(sunFactor,-1.0,1.0);
|
|
|
|
|
|
|
|
// Optional clamping, value is allowed to be negative
|
|
|
|
if(sunClamp) {
|
|
|
|
sunFactor = max(sunFactor,0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Total light intensity: sum of all components
|
|
|
|
lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y); // diffuse + ambient
|
|
|
|
|
|
|
|
lightIntensity.rgb += spotColor*lobeEffect;
|
|
|
|
|
|
|
|
// Upper clamp is optional, step 1.5+ games will drive brightness beyond 100%
|
|
|
|
if(intensityClamp) {
|
|
|
|
lightIntensity = min(lightIntensity,1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
finalData.rgb *= lightIntensity;
|
|
|
|
|
|
|
|
// for now assume fixed shading doesn't work with specular
|
|
|
|
if (specularEnabled) {
|
|
|
|
|
|
|
|
float exponent, NdotL, specularFactor;
|
|
|
|
vec4 biasIndex, expIndex, multIndex;
|
|
|
|
|
|
|
|
// Always clamp floor to zero, we don't want deep black areas
|
|
|
|
NdotL = max(0.0,sunFactor);
|
|
|
|
|
|
|
|
expIndex = vec4(8.0, 16.0, 32.0, 64.0);
|
|
|
|
multIndex = vec4(2.0, 2.0, 3.0, 4.0);
|
|
|
|
biasIndex = vec4(0.95, 0.95, 1.05, 1.0);
|
|
|
|
exponent = expIndex[int(shininess)] / biasIndex[int(shininess)];
|
|
|
|
|
|
|
|
specularFactor = pow(NdotL, exponent);
|
|
|
|
specularFactor *= multIndex[int(shininess)];
|
|
|
|
specularFactor *= biasIndex[int(shininess)];
|
|
|
|
|
|
|
|
specularFactor *= specularValue;
|
|
|
|
specularFactor *= lighting[1].x;
|
|
|
|
|
|
|
|
if (colData.a < 1.0) {
|
|
|
|
/// Specular hi-light affects translucent polygons alpha channel ///
|
|
|
|
finalData.a = max(finalData.a, specularFactor);
|
|
|
|
}
|
|
|
|
|
|
|
|
finalData.rgb += vec3(specularFactor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Final clamp: we need it for proper shading in dimmed light and dark ambients
|
|
|
|
finalData.rgb = min(finalData.rgb, vec3(1.0));
|
|
|
|
|
|
|
|
// Spotlight on fog
|
|
|
|
vec3 lSpotFogColor = spotFogColor * fogAttenuation * fogColour.rgb * lobeFogEffect;
|
|
|
|
|
|
|
|
// Fog & spotlight applied
|
|
|
|
finalData.rgb = mix(finalData.rgb, fogData.rgb + lSpotFogColor, fogData.a);
|
|
|
|
|
2023-10-14 19:05:00 +00:00
|
|
|
// Write outputs to colour buffers
|
|
|
|
WriteOutputs(finalData,colourLayer);
|
2018-09-13 12:50:34 +00:00
|
|
|
}
|
|
|
|
)glsl";
|
|
|
|
|
2022-07-22 22:05:54 +00:00
|
|
|
#endif
|