This commit is contained in:
Shyotl
2013-11-02 01:20:05 -05:00
parent 5e8c7264da
commit af8f8bb040
121 changed files with 8416 additions and 3292 deletions

View File

@@ -32,6 +32,7 @@ out vec4 frag_color;
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -40,6 +41,7 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
@@ -66,9 +68,64 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
bvec3 lte = lessThanEqual(cs,vec3(0.04045));
#ifdef OLD_SELECT
vec3 result;
result.r = lte.r ? low_range.r : high_range.r;
result.g = lte.g ? low_range.g : high_range.g;
result.b = lte.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lte);
#endif
}
vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
bvec3 lt = lessThan(cl,vec3(0.0031308));
#ifdef OLD_SELECT
vec3 result;
result.r = lt.r ? low_range.r : high_range.r;
result.g = lt.g ? low_range.g : high_range.g;
result.b = lt.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lt);
#endif
}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -84,6 +141,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -101,6 +159,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -125,20 +184,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
vec3 unpack(vec2 tc)
{
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec2 enc = texture2DRect(normalMap, tc).xy;
enc = enc*4.0-2.0;
float prod = dot(enc,enc);
return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5);
#else
vec3 norm = texture2DRect(normalMap, tc).xyz;
return norm*2.0-1.0;
#endif
}
void main()
{
vec4 frag = vary_fragcoord;
@@ -148,16 +193,19 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= size;
if (dist2 > 1.0)
float dist = length(lv);
dist /= size;
if (dist > 1.0)
{
discard;
}
vec3 norm = unpack(frag.xy); // unpack norm
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
//norm = normalize(norm); // may be superfluous
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
@@ -169,7 +217,10 @@ void main()
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
@@ -182,7 +233,8 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@@ -200,14 +252,13 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
dlit = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
col = dlit*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
@@ -216,13 +267,38 @@ void main()
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
vec3 npos = -normalize(pos);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += dlit*scol*spec.rgb;
//col += spec.rgb;
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@@ -235,12 +311,10 @@ void main()
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
stc /= stc.w;
if (stc.z > 0.0)
{
stc.xy /= stc.w;
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
@@ -249,8 +323,7 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*spec.rgb;
}
}
}