bgfx/examples/14-shadowvolumes/fs_shadowvolume_texture_lightning.sc

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