bgfx/examples/13-stencil/fs_stencil_texture_lighting.sc

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$input v_normal, v_view, v_texcoord0
/*
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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"
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#define MAX_NUM_LIGHTS 5
uniform vec4 u_params;
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uniform vec4 u_ambient;
uniform vec4 u_diffuse;
uniform vec4 u_color;
uniform vec4 u_specular_shininess;
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uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS];
uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS];
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SAMPLER2D(s_texColor, 0);
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#define u_ambientPass u_params.x
#define u_lightingPass u_params.y
#define u_lightCount u_params.z
#define u_lightIndex u_params.w
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
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(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
{
vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].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[_idx].w);
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float attn = 250.0 * pow(dist, -2.0);
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vec3 rgb = (lc.y * u_diffuse.xyz + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
return rgb;
}
void main()
{
vec3 normal = normalize(v_normal);
vec3 viewDir = -normalize(v_view);
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vec3 ambientColor = u_ambient.xyz * u_ambientPass;
vec3 lightColor = vec3_splat(0.0);
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for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
{
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float condition = 0.0;
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if (u_lightCount > 1.0) // Stencil Reflection Scene.
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{
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condition = 1.0 - step(u_lightCount, float(ii)); // True for every light up to u_lightCount.
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}
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else // Projection Shadows Scene.
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{
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condition = float(float(ii) == u_lightIndex); // True only for current light.
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}
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lightColor += calcLight(ii, v_view, normal, viewDir) * condition;
}
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lightColor *= u_lightingPass;
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vec3 color = toLinear(texture2D(s_texColor, v_texcoord0)).xyz;
vec3 ambient = toGamma(ambientColor * color);
vec3 diffuse = toGamma(lightColor * color);
gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
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gl_FragColor.w = u_color.w;
}