mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 19:15:37 -05:00
188 lines
6.5 KiB
Text
188 lines
6.5 KiB
Text
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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_transpose_mf3x3(mat3 m) {
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return mat3( m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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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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vec4 posRange;
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vec4 colorImp;
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vec4 spotParam;
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};
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struct v2f {
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vec4 pos;
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vec3 hybridDir;
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vec3 hybridCol;
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vec3 ambient;
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vec2 uv;
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};
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struct HybridAppData {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 bakedCol;
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vec2 bakedDir;
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};
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _Object2World;
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uniform mat4 _World2Object;
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uniform vec3 _Tonemap_blackLevel;
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uniform vec3 _Tonemap_toeLength;
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uniform vec3 _Tonemap_heel;
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uniform vec3 _Tonemap_shoulder;
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uniform vec3 _Tonemap_colorScale1;
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uniform vec3 _Tonemap_colorScale2;
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uniform vec3 _HybridSunDir;
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uniform vec4 _HybridSunCol;
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uniform vec3 GridLightTextureStartCell;
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uniform vec3 GridLightTextureCellSize;
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uniform sampler2D GridLightTexture;
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uniform vec4 IngameGridLimit;
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uniform vec4 LightPos[30];
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uniform vec4 LightCol[30];
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uniform vec4 _MainTex_ST;
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float Luma( in vec3 c ) {
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return dot( c, vec3( 0.22, 0.707, 0.071));
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}
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void CalcDynamicLight( in vec3 worldVert, in vec3 worldNorm, in Lamp lamp[4], inout vec3 hybridDir, inout vec3 hybridCol )
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{
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vec3 lAgg = vec3( 0.0);
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float wAgg = 0.001;
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vec4 atten;
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int i = 0;
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for ( ; (i < 4); (i++)) {
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vec3 lightToVert = (lamp[i].posRange.xyz - worldVert);
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float lengthSq = dot( lightToVert, lightToVert);
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vec3 lightToVertNorm = (lightToVert * inversesqrt(lengthSq));
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atten[i] = max( (1.0 - ((lengthSq * lamp[i].posRange.w) * 0.8)), 0.0);
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atten[i] *= atten[i];
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float nDotL = max( dot( lightToVertNorm, worldNorm), 0.05);
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float weight = ((atten[i] * lamp[i].colorImp.w) * nDotL);
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lAgg += (weight * lightToVertNorm);
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wAgg += weight;
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}
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float w = (Luma( hybridCol) * 2.0);
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lAgg += (hybridDir * w);
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wAgg += w;
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hybridDir = (lAgg / wAgg);
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int j = 0;
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for ( ; (j < 4); (j++)) {
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vec3 lightToVertNorm_1 = normalize((lamp[j].posRange.xyz - worldVert));
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hybridCol += (lamp[j].colorImp.xyz * atten[j]);
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}
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}
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ivec4 GetLightIdxFromGrid( in vec3 worldVert )
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{
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vec2 pos = ((worldVert - GridLightTextureStartCell) * GridLightTextureCellSize).xz;
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pos = clamp( pos, IngameGridLimit.xy, IngameGridLimit.zw);
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return ivec4((xll_tex2Dlod( GridLightTexture, vec4( pos.x, pos.y, 0.0, 0.0)) * 255.0));
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}
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vec3 DecodeBakedCol( in vec3 bakedCol )
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{
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vec3 c = (bakedCol * 3.0);
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return (c * c);
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}
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vec3 DecodeNormal( in vec2 enc )
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{
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vec4 nn = ((enc.xyxy * vec4( 2.0, 2.0, 0.0, 0.0)) + vec4( -1.0, -1.0, 1.01, -1.0));
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float l = dot( nn.xyz, (-nn.xyw));
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nn.z = l;
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nn.xy *= sqrt(l);
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return ((nn.xyz * 2.0) + vec3( 0.0, 0.0, -1.0));
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}
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void DecodeBaking( in vec4 bakedColor, in vec2 bakedDir, out vec3 hybridCol, out vec3 hybridDir )
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{
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hybridDir = (DecodeNormal( bakedDir) * (bakedColor.w * 2.0));
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hybridCol = DecodeBakedCol( bakedColor.xyz);
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}
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void LoadBakedLight( in vec3 worldVert, in vec3 worldNorm, in vec4 bakedColor, in vec2 bakedDir, out vec3 hybridCol, out vec3 hybridDir )
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{
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DecodeBaking( bakedColor, bakedDir, hybridCol, hybridDir);
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}
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void ReadLightArray3( in ivec4 lightIdx, out Lamp l0, out Lamp l1, out Lamp l2, out Lamp l3 )
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{
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l0.posRange = LightPos[lightIdx.x];
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l0.colorImp = LightCol[lightIdx.x];
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l0.spotParam = vec4( 0.0, 0.0, 0.0, 1.0);
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l1.posRange = LightPos[lightIdx.y];
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l1.colorImp = LightCol[lightIdx.y];
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l1.spotParam = vec4( 0.0, 0.0, 0.0, 1.0);
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l2.posRange = LightPos[lightIdx.z];
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l2.colorImp = LightCol[lightIdx.z];
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l2.spotParam = vec4( 0.0, 0.0, 0.0, 1.0);
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l3.posRange = LightPos[lightIdx.w];
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l3.colorImp = LightCol[lightIdx.w];
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l3.spotParam = vec4( 0.0, 0.0, 0.0, 1.0);
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}
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vec3 JimTonemapping( in vec3 x )
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{
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x = max( (x - (_Tonemap_blackLevel * 0.25)), vec3( 0.0, 0.0, 0.0));
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x = ((x * ((_Tonemap_colorScale1 * x) + _Tonemap_heel)) / ((x * ((_Tonemap_colorScale2 * x) + _Tonemap_shoulder)) + _Tonemap_toeLength));
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return x;
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}
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vec3 NichTonemap( in vec3 x )
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{
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return (JimTonemapping( (x * 0.25)) * 4.0);
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float total = (length(x) + 0.0001);
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vec3 norm = (x / total);
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float tonemapped = (JimTonemapping( vec3( 0.0, (total * 0.25), 0.0)).y * 4.0);
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return (norm * tonemapped);
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}
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vec3 VertexTonemap( in vec3 x )
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{
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return NichTonemap( x);
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}
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void DoCalcHybridLight2( in vec3 worldVert, in vec3 worldNorm, out vec3 hybridDir, out vec3 hybridCol, out vec3 ambient, in vec4 bakedColor, in vec2 bakedDir )
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{
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LoadBakedLight( worldVert, worldNorm, bakedColor, bakedDir, hybridCol, hybridDir);
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ivec4 lightIdx = GetLightIdxFromGrid( worldVert);
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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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hybridCol = VertexTonemap( hybridCol);
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ambient = VertexTonemap( (_HybridSunCol.xyz * dot( worldNorm, _HybridSunDir)));
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}
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v2f vert (in HybridAppData v)
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{
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v2f o;
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o.pos = (gl_ModelViewProjectionMatrix * v.vertex);
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o.uv = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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vec3 worldVert = (_Object2World * v.vertex).xyz;
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vec3 worldNorm = normalize((xll_constructMat3_mf4x4( _Object2World) * v.normal.xyz));
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DoCalcHybridLight2( worldVert, worldNorm, o.hybridDir, o.hybridCol, o.ambient, v.bakedCol, v.bakedDir);
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vec3 eyeToVert = normalize((_WorldSpaceCameraPos.xyz - worldVert));
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vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
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mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
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o.hybridDir = (rotation * (xll_constructMat3_mf4x4( _World2Object) * o.hybridDir));
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return o;
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}
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attribute vec4 TANGENT;
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varying vec3 xlv_TEXCOORD0;
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varying vec3 xlv_TEXCOORD1;
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varying vec3 xlv_COLOR;
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varying vec2 xlv_TEXCOORD2;
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void main()
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{
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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_TEXCOORD0 = vec3(xl_retval.hybridDir);
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xlv_TEXCOORD1 = vec3(xl_retval.hybridCol);
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xlv_COLOR = vec3(xl_retval.ambient);
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xlv_TEXCOORD2 = vec2(xl_retval.uv);
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}
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