mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
140 lines
5.3 KiB
Text
140 lines
5.3 KiB
Text
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// stripped down version of Nicholas' Static Sky
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// hybrid lighting shader that exposed vector_insert_todo
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// bug
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#define gl_Vertex _glesVertex
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attribute vec4 _glesVertex;
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#define gl_Color _glesColor
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attribute vec4 _glesColor;
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#define gl_Normal _glesNormal
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attribute vec3 _glesNormal;
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#define gl_MultiTexCoord0 _glesMultiTexCoord0
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attribute vec4 _glesMultiTexCoord0;
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#define gl_MultiTexCoord1 _glesMultiTexCoord1
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attribute vec4 _glesMultiTexCoord1;
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#define TANGENT _glesTANGENT
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attribute vec4 _glesTANGENT;
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vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
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return texture2DLod( s, coord.xy, coord.w);
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}
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mat3 xll_constructMat3_mf4x4( mat4 m) {
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return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
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}
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struct Lamp {
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mediump vec4 posRange;
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mediump vec4 colorImp;
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};
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struct v2f {
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highp vec4 pos;
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mediump vec3 diffuse;
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};
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struct HybridAppData {
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highp vec4 vertex;
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highp vec4 tangent;
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highp vec3 normal;
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highp vec4 texcoord;
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lowp vec4 bakedCol;
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mediump vec2 bakedDir;
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};
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uniform highp vec4 _Time;
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uniform highp vec4 _SinTime;
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uniform highp vec4 _CosTime;
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform highp vec4 _ProjectionParams;
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uniform highp vec4 _ScreenParams;
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uniform highp vec4 _ZBufferParams;
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uniform highp vec4 _WorldSpaceLightPos0;
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uniform highp vec4 _LightPositionRange;
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uniform highp mat4 glstate_matrix_mvp;
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uniform highp mat4 glstate_matrix_modelview0;
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uniform highp mat4 glstate_matrix_invtrans_modelview0;
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uniform highp mat4 _Object2World;
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uniform highp mat4 _World2Object;
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uniform highp mat4 glstate_matrix_transpose_modelview0;
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uniform highp mat4 glstate_matrix_projection;
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uniform lowp vec4 glstate_lightmodel_ambient;
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uniform highp float _RenderExposure;
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uniform mediump vec2 _DynLampInfo_bufferSize;
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uniform sampler2D _DynLampInfo;
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uniform highp float LightVertOffset;
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uniform sampler2D LightVertTexture;
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uniform highp vec4 LightVertTextureSize;
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void CalcDynamicLight( in highp vec3 worldVert, in highp vec3 worldNorm, in Lamp lamp[4], inout mediump vec3 hybridDir, inout mediump vec3 hybridCol ) {
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mediump vec4 atten;
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highp int i = 0;
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for ( ; (i < 4); (i++)) {
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highp vec3 lightToVert = (lamp[i].posRange.xyz - worldVert);
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highp float lengthSq = dot( lightToVert, lightToVert);
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highp vec3 lightToVertNorm = (lightToVert * inversesqrt(lengthSq));
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atten[i] = (lengthSq * lamp[i].posRange.w);
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mediump float nDotL = dot( lightToVertNorm, worldNorm);
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mediump float weight = (atten[i] * nDotL);
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}
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highp int j = 0;
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for ( ; (j < 4); (j++)) {
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hybridCol += (lamp[j].colorImp.xyz * atten[j]);
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}
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}
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void LoadBakedLight( out mediump vec3 hybridCol, out mediump vec3 hybridDir ) {
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}
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mediump vec4 DoSampleGPUBuffer( in sampler2D buffer, in mediump vec2 coord, in mediump vec2 dimensions ) {
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return xll_tex2Dlod( buffer, vec4( (coord / dimensions), 0.0, 0.0));
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}
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void ReadLightArray3( in highp ivec4 lightIdx, out Lamp l0, out Lamp l1, out Lamp l2, out Lamp l3 ) {
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l0.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.x), 1.0), _DynLampInfo_bufferSize);
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l0.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.x), 2.0), _DynLampInfo_bufferSize);
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l1.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.y), 1.0), _DynLampInfo_bufferSize);
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l1.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.y), 2.0), _DynLampInfo_bufferSize);
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l2.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.z), 1.0), _DynLampInfo_bufferSize);
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l2.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.z), 2.0), _DynLampInfo_bufferSize);
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l3.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.w), 1.0), _DynLampInfo_bufferSize);
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l3.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.w), 2.0), _DynLampInfo_bufferSize);
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}
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void DoCalcHybridLight2( in highp vec3 worldVert, in highp vec3 worldNorm, out mediump vec3 hybridCol, in lowp vec4 bakedColor, in mediump vec2 bakedDir ) {
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mediump vec3 hybridDir;
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LoadBakedLight( hybridCol, hybridDir);
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highp ivec4 lightIdx = ivec4( int(worldVert.x), int(worldVert.y), int(worldVert.z), int((-worldVert.x)));
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Lamp l[4];
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ReadLightArray3( lightIdx, l[0], l[1], l[2], l[3]);
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CalcDynamicLight( worldVert, worldNorm, l, hybridDir, hybridCol);
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}
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highp vec3 CalcDiffuseHybridLight( in highp vec3 worldVert, in highp vec3 worldNorm, in mediump vec4 bakedColor, in mediump vec2 bakedDir ) {
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mediump vec3 hybridCol;
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DoCalcHybridLight2( worldVert, worldNorm, hybridCol, bakedColor, bakedDir);
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return hybridCol;
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}
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v2f vert( in HybridAppData v ) {
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v2f o;
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highp vec3 worldVert = (_Object2World * v.vertex).xyz;
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highp vec3 worldNorm = normalize((xll_constructMat3_mf4x4( _Object2World) * v.normal.xyz));
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o.diffuse = CalcDiffuseHybridLight( worldVert, worldNorm, v.bakedCol, v.bakedDir);
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o.pos = (glstate_matrix_mvp * v.vertex);
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return o;
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}
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varying mediump vec3 xlv_TEXCOORD2;
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void main() {
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v2f xl_retval;
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HybridAppData xlt_v;
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xlt_v.vertex = vec4(gl_Vertex);
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xlt_v.tangent = vec4(TANGENT);
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xlt_v.normal = vec3(gl_Normal);
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xlt_v.texcoord = vec4(gl_MultiTexCoord0);
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xlt_v.bakedCol = vec4(gl_Color);
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xlt_v.bakedDir = vec2(gl_MultiTexCoord1);
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xl_retval = vert( xlt_v);
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gl_Position = vec4(xl_retval.pos);
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xlv_TEXCOORD2 = vec3(xl_retval.diffuse);
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}
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