diff options
Diffstat (limited to 'src/render/shaders/es2')
-rw-r--r-- | src/render/shaders/es2/light.inc.frag | 116 | ||||
-rw-r--r-- | src/render/shaders/es2/light.inc.frag100 | 257 |
2 files changed, 321 insertions, 52 deletions
diff --git a/src/render/shaders/es2/light.inc.frag b/src/render/shaders/es2/light.inc.frag index e4ab11938..bf8e3ff90 100644 --- a/src/render/shaders/es2/light.inc.frag +++ b/src/render/shaders/es2/light.inc.frag @@ -23,30 +23,34 @@ void adsModelNormalMapped(const in FP vec3 vpos, const in FP vec3 vnormal, const FP vec3 n = normalize( vnormal ); - // TODO dynamic indexing may not be supported with GLSL 1.00 so take only the first light into account - FP vec3 s = -lights[0].direction; - 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); + int i; + FP vec3 s; + for (i = 0; i < lightCount; ++i) { + FP float att = 1.0; + if ( lights[i].type != TYPE_DIRECTIONAL ) { + s = lights[i].position - vpos; + if (length( lights[i].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[i].attenuation.x + lights[i].attenuation.y * dist + lights[i].attenuation.z * dist * dist); + } + } else { + s = -lights[i].direction; } - } - s = normalize( tangentMatrix * s ); - FP float diffuse = max( dot( s, n ), 0.0 ); + s = normalize( tangentMatrix * s ); + FP float diffuse = max( dot( s, n ), 0.0 ); - FP float specular = 0.0; - if (diffuse > 0.0 && shininess > 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 ); - } + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 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 += specular; + diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; + specularColor += specular; + } } void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 eye, const in FP float shininess, @@ -57,30 +61,34 @@ void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 FP vec3 n = normalize( vnormal ); - // TODO dynamic indexing may not be supported with GLSL 1.00 so take only the first light into account - FP vec3 s = -lights[0].direction; - 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); + int i; + FP vec3 s; + for (i = 0; i < lightCount; ++i) { + FP float att = 1.0; + if ( lights[i].type != TYPE_DIRECTIONAL ) { + s = lights[i].position - vpos; + if (length( lights[i].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[i].attenuation.x + lights[i].attenuation.y * dist + lights[i].attenuation.z * dist * dist); + } + } else { + s = -lights[i].direction; } - } - s = normalize( s ); - FP float diffuse = max( dot( s, n ), 0.0 ); + s = normalize( s ); + FP float diffuse = max( dot( s, n ), 0.0 ); - FP float specular = 0.0; - if (diffuse > 0.0 && shininess > 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 ); - } + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 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 += specular; + diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; + specularColor += specular; + } } void adModel(const in FP vec3 vpos, const in FP vec3 vnormal, out FP vec3 diffuseColor) @@ -89,19 +97,23 @@ void adModel(const in FP vec3 vpos, const in FP vec3 vnormal, out FP vec3 diffus FP vec3 n = normalize( vnormal ); - // TODO dynamic indexing may not be supported with GLSL 1.00 so take only the first light into account - FP vec3 s = -lights[0].direction; - 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); + int i; + FP vec3 s; + for (i = 0; i < lightCount; ++i) { + FP float att = 1.0; + if ( lights[i].type != TYPE_DIRECTIONAL ) { + s = lights[i].position - vpos; + if (length( lights[i].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[i].attenuation.x + lights[i].attenuation.y * dist + lights[i].attenuation.z * dist * dist); + } + } else { + s = -lights[i].direction; } - } - s = normalize( s ); - FP float diffuse = max( dot( s, n ), 0.0 ); + s = normalize( s ); + FP float diffuse = max( dot( s, n ), 0.0 ); - diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; + diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; + } } diff --git a/src/render/shaders/es2/light.inc.frag100 b/src/render/shaders/es2/light.inc.frag100 new file mode 100644 index 000000000..830b7e8b0 --- /dev/null +++ b/src/render/shaders/es2/light.inc.frag100 @@ -0,0 +1,257 @@ +const int MAX_LIGHTS = 3; +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 = -lights[0].direction; + 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( tangentMatrix * s ); + FP float diffuse = max( dot( s, n ), 0.0 ); + + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 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 += specular; + + // 1 + if (lightCount < 2) + return; + s = -lights[1].direction; + 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( tangentMatrix * s ); + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 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 += specular; + + // 2 + if (lightCount < 3) + return; + s = -lights[2].direction; + att = 1.0; + if ( lights[2].type != TYPE_DIRECTIONAL ) { + s = lights[2].position - vpos; + if (length( lights[2].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[2].attenuation.x + lights[2].attenuation.y * dist + lights[2].attenuation.z * dist * dist); + } + } + + s = normalize( tangentMatrix * s ); + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 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[2].intensity * diffuse * lights[2].color; + specularColor += 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 = -lights[0].direction; + 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 ); + FP float diffuse = max( dot( s, n ), 0.0 ); + + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 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 += specular; + + // 1 + if (lightCount < 2) + return; + s = -lights[1].direction; + 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 ); + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 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 += specular; + + // 2 + if (lightCount < 3) + return; + s = -lights[2].direction; + att = 1.0; + if ( lights[2].type != TYPE_DIRECTIONAL ) { + s = lights[2].position - vpos; + if (length( lights[2].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[2].attenuation.x + lights[2].attenuation.y * dist + lights[2].attenuation.z * dist * dist); + } + } + + s = normalize( s ); + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 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[2].intensity * diffuse * lights[2].color; + specularColor += 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 = -lights[0].direction; + 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 ); + FP float diffuse = max( dot( s, n ), 0.0 ); + + diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; + + // 1 + if (lightCount < 2) + return; + s = -lights[1].direction; + 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 ); + diffuse = max( dot( s, n ), 0.0 ); + + diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; + + // 2 + if (lightCount < 3) + return; + s = -lights[2].direction; + att = 1.0; + if ( lights[2].type != TYPE_DIRECTIONAL ) { + s = lights[2].position - vpos; + if (length( lights[2].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[2].attenuation.x + lights[2].attenuation.y * dist + lights[2].attenuation.z * dist * dist); + } + } + + s = normalize( s ); + diffuse = max( dot( s, n ), 0.0 ); + + diffuseColor += att * lights[2].intensity * diffuse * lights[2].color; +} |