2013-10-18 01:55:43 -04:00
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$input v_normal, v_view, v_texcoord0, v_pos
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/*
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2014-01-13 17:45:18 -05:00
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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2013-10-18 01:55:43 -04:00
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform vec4 u_params;
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uniform vec4 u_svparams;
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uniform vec3 u_ambient;
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uniform vec3 u_diffuse;
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uniform vec4 u_color;
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uniform vec4 u_specular_shininess;
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uniform vec4 u_fog;
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uniform vec4 u_lightPosRadius;
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uniform vec4 u_lightRgbInnerR;
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texStencil, 7);
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#define u_ambientPass u_params.x
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#define u_lightningPass u_params.y
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#define u_alpha u_params.z
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#define u_specular u_specular_shininess.xyz
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#define u_shininess u_specular_shininess.w
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#define u_fogColor u_fog.xyz
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#define u_fogDensity u_fog.w
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#define u_useStencilTex u_svparams.x
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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vec3 calcLight(vec3 _view, vec3 _normal, vec3 _viewDir)
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{
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vec3 lightPos = mul(u_view, vec4(u_lightPosRadius.xyz, 1.0)).xyz;
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vec3 toLight = lightPos - _view;
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vec3 lightDir = normalize(toLight);
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vec2 bln = blinn(lightDir, _normal, _viewDir);
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vec4 lc = lit(bln.x, bln.y, u_shininess);
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float dist = max(length(toLight), u_lightPosRadius.w);
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float attn = 50.0 * pow(dist, -2.0);
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vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR.rgb * attn;
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return rgb;
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}
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void main()
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{
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vec3 ambientColor = u_ambient * u_ambientPass;
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vec3 normal = normalize(v_normal);
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vec3 viewDir = -normalize(v_view);
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vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightningPass;
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vec2 ndc = ((v_pos.xy / v_pos.w) + 1.0) / 2.0;
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vec4 texcolor = texture2D(u_texStencil, ndc);
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float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w);
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s *= u_useStencilTex;
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const float LOG2 = 1.442695;
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float z = length(v_view);
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float fogFactor = 1.0/exp2(u_fogDensity*u_fogDensity*z*z*LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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vec3 color = toLinear(texture2D(u_texColor, v_texcoord0)).xyz;
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vec3 ambient = toGamma(ambientColor * color);
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vec3 diffuse = toGamma(lightColor * color);
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vec3 final = mix(ambient, ambient + diffuse, float((abs(s) < 0.0001)));
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gl_FragColor.xyz = mix(u_fogColor, final, fogFactor);
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gl_FragColor.w = u_alpha;
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}
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