diff options
Diffstat (limited to 'src/extras/shaders/es2/light.inc.frag100')
-rw-r--r-- | src/extras/shaders/es2/light.inc.frag100 | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/src/extras/shaders/es2/light.inc.frag100 b/src/extras/shaders/es2/light.inc.frag100 new file mode 100644 index 000000000..b4988ad82 --- /dev/null +++ b/src/extras/shaders/es2/light.inc.frag100 @@ -0,0 +1,218 @@ +const int MAX_LIGHTS = 2; // RPi: cannot use more than two as we run out of uniforms +const int TYPE_POINT = 0; +const int TYPE_DIRECTIONAL = 1; +const int TYPE_SPOT = 2; +struct Light { + int type; + FP vec3 position; + FP vec3 color; + FP float intensity; + FP vec3 direction; + FP vec3 attenuation; + FP float cutOffAngle; +}; +uniform Light lights[MAX_LIGHTS]; +uniform int lightCount; + +void adsModelNormalMapped(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 eye, const in FP float shininess, + const in FP mat3 tangentMatrix, + out FP vec3 diffuseColor, out FP vec3 specularColor) +{ + diffuseColor = vec3(0.0); + specularColor = vec3(0.0); + + FP vec3 n = normalize( vnormal ); + + // 0 + if (lightCount < 1) + return; + FP vec3 s; + FP float att = 1.0; + if ( lights[0].type != TYPE_DIRECTIONAL ) { + s = tangentMatrix * ( lights[0].position - vpos ); + if (length( lights[0].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[0].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( tangentMatrix * -lights[0].direction ); + } + + FP float diffuse = max( dot( s, n ), 0.0 ); + + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP vec3 v = normalize( tangentMatrix * ( eye - vpos ) ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, v ), 0.0 ), shininess ); + } + + diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; + specularColor += att * specular; + + // 1 + if (lightCount < 2) + return; + att = 1.0; + if ( lights[1].type != TYPE_DIRECTIONAL ) { + s = tangentMatrix * ( lights[1].position - vpos ); + if (length( lights[1].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[1].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( tangentMatrix * -lights[1].direction ); + } + + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP vec3 v = normalize( tangentMatrix * ( eye - vpos ) ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, v ), 0.0 ), shininess ); + } + + diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; + specularColor += att * specular; +} + +void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 eye, const in FP float shininess, + out FP vec3 diffuseColor, out FP vec3 specularColor) +{ + diffuseColor = vec3(0.0); + specularColor = vec3(0.0); + + FP vec3 n = normalize( vnormal ); + + // 0 + if (lightCount < 1) + return; + FP vec3 s; + FP float att = 1.0; + if ( lights[0].type != TYPE_DIRECTIONAL ) { + s = lights[0].position - vpos; + if (length( lights[0].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[0].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -lights[0].direction ); + } + + FP float diffuse = max( dot( s, n ), 0.0 ); + + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP vec3 v = normalize( eye - vpos ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, v ), 0.0 ), shininess ); + } + + diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; + specularColor += att * specular; + + // 1 + if (lightCount < 2) + return; + att = 1.0; + if ( lights[1].type != TYPE_DIRECTIONAL ) { + s = lights[1].position - vpos; + if (length( lights[1].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[1].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -lights[1].direction ); + } + + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP vec3 v = normalize( eye - vpos ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, v ), 0.0 ), shininess ); + } + + diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; + specularColor += att * specular; +} + +void adModel(const in FP vec3 vpos, const in FP vec3 vnormal, out FP vec3 diffuseColor) +{ + diffuseColor = vec3(0.0); + + FP vec3 n = normalize( vnormal ); + + // 0 + if (lightCount < 1) + return; + FP vec3 s; + FP float att = 1.0; + if ( lights[0].type != TYPE_DIRECTIONAL ) { + s = lights[0].position - vpos; + if (length( lights[0].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[0].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -lights[0].direction ); + } + + FP float diffuse = max( dot( s, n ), 0.0 ); + + diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; + + // 1 + if (lightCount < 2) + return; + att = 1.0; + if ( lights[1].type != TYPE_DIRECTIONAL ) { + s = lights[1].position - vpos; + if (length( lights[1].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[1].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -lights[1].direction ); + } + + diffuse = max( dot( s, n ), 0.0 ); + + diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; +} |