mirror of
https://github.com/scratchfoundation/bgfx.git
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91 lines
2.3 KiB
Python
91 lines
2.3 KiB
Python
$input v_texcoord0
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/*
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* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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SAMPLER2D(s_normal, 0);
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SAMPLER2D(s_depth, 1);
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uniform vec4 u_lightPosRadius[1];
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uniform vec4 u_lightRgbInnerR[1];
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uniform mat4 u_mtx;
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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 = _lightDir - 2.0*ndotl*_normal; // 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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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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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) * 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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vec4 powRgba(vec4 _rgba, float _pow)
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{
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vec4 result;
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result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
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result.w = _rgba.w;
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return result;
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}
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vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
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{
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vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
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float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
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vec3 lightDir = normalize(lp);
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vec2 bln = blinn(lightDir, _normal, _view);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
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return rgb;
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}
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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{
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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}
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void main()
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{
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vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
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float deviceDepth = texture2D(s_depth, v_texcoord0).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL
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vec3 wpos = clipToWorld(u_mtx, clip);
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vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
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view = -normalize(view);
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vec3 lightColor;
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lightColor = calcLight(0, wpos, normal, view);
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gl_FragColor.xyz = toGamma(lightColor.xyz);
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gl_FragColor.w = 1.0;
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}
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