diff options
Diffstat (limited to 'src/datavisualization/engine/shaders')
-rw-r--r-- | src/datavisualization/engine/shaders/surface.frag | 2 | ||||
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceShadowFlat.frag | 70 | ||||
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceShadowFlat.vert (renamed from src/datavisualization/engine/shaders/surface.vert) | 14 | ||||
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | 68 | ||||
-rw-r--r-- | src/datavisualization/engine/shaders/surface_ES2.frag | 2 |
5 files changed, 153 insertions, 3 deletions
diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag index 4b1357b1..ee709cfa 100644 --- a/src/datavisualization/engine/shaders/surface.frag +++ b/src/datavisualization/engine/shaders/surface.frag @@ -1,6 +1,6 @@ #version 120 -varying highp vec3 coords_mdl; +varying highp vec2 coords_mdl; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag new file mode 100644 index 00000000..a426b01e --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag @@ -0,0 +1,70 @@ +#version 120 + +#extension GL_EXT_gpu_shader4 : require + +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform highp sampler2DShadow shadowMap; +uniform sampler2D textureSampler; +varying highp vec4 shadowCoord; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; + +highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), + vec2(0.94558609, -0.76890725), + vec2(-0.094184101, -0.92938870), + vec2(0.34495938, 0.29387760), + vec2(-0.91588581, 0.45771432), + vec2(-0.81544232, -0.87912464), + vec2(-0.38277543, 0.27676845), + vec2(0.97484398, 0.75648379), + vec2(0.44323325, -0.97511554), + vec2(0.53742981, -0.47373420), + vec2(-0.26496911, -0.41893023), + vec2(0.79197514, 0.19090188), + vec2(-0.24188840, 0.99706507), + vec2(-0.81409955, 0.91437590), + vec2(0.19984126, 0.78641367), + vec2(0.14383161, -0.14100790)); + +void main() { + highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error + highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; + highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; + highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); + + highp vec3 n = normalize(normal_cmr); + highp vec3 l = normalize(lightDirection_cmr); + highp float cosTheta = clamp(dot(n, l), 0.0, 1.0); + + highp vec3 E = normalize(eyeDirection_cmr); + highp vec3 R = reflect(-l, n); + highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); + + highp float bias = 0.005 * tan(acos(cosTheta)); + bias = clamp(bias, 0.0, 0.01); + + vec4 shadCoords = shadowCoord; + shadCoords.z -= bias; + + highp float visibility = 0.6; + for (int i = 0; i < 15; i++) { + vec4 shadCoordsPD = shadCoords; + shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality; + shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality; + visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r; + } + + gl_FragColor.rgb = + visibility * (materialAmbientColor + + materialDiffuseColor * lightStrength * cosTheta + + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/surface.vert b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert index 28152abc..0a6e967f 100644 --- a/src/datavisualization/engine/shaders/surface.vert +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert @@ -1,3 +1,7 @@ +#version 120 + +#extension GL_EXT_gpu_shader4 : require + attribute highp vec3 vertexPosition_mdl; attribute highp vec3 vertexNormal_mdl; @@ -5,17 +9,25 @@ uniform highp mat4 MVP; uniform highp mat4 V; uniform highp mat4 M; uniform highp mat4 itM; +uniform highp mat4 depthMVP; uniform highp vec3 lightPosition_wrld; varying highp vec3 position_wrld; -varying highp vec3 normal_cmr; +flat varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; +varying highp vec4 shadowCoord; varying highp vec3 coords_mdl; +const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0, + 0.0, 0.5, 0.0, 0.0, + 0.0, 0.0, 0.5, 0.0, + 0.5, 0.5, 0.5, 1.0); + void main() { gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); coords_mdl = vertexPosition_mdl; + shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0); position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz; vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz; eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag new file mode 100644 index 00000000..18d0c77a --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag @@ -0,0 +1,68 @@ +#version 120 + +varying highp vec2 coords_mdl; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform highp sampler2DShadow shadowMap; +uniform sampler2D textureSampler; +varying highp vec4 shadowCoord; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; + +highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), + vec2(0.94558609, -0.76890725), + vec2(-0.094184101, -0.92938870), + vec2(0.34495938, 0.29387760), + vec2(-0.91588581, 0.45771432), + vec2(-0.81544232, -0.87912464), + vec2(-0.38277543, 0.27676845), + vec2(0.97484398, 0.75648379), + vec2(0.44323325, -0.97511554), + vec2(0.53742981, -0.47373420), + vec2(-0.26496911, -0.41893023), + vec2(0.79197514, 0.19090188), + vec2(-0.24188840, 0.99706507), + vec2(-0.81409955, 0.91437590), + vec2(0.19984126, 0.78641367), + vec2(0.14383161, -0.14100790)); + +void main() { + highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error + highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; + highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; + highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); + + highp vec3 n = normalize(normal_cmr); + highp vec3 l = normalize(lightDirection_cmr); + highp float cosTheta = clamp(dot(n, l), 0.0, 1.0); + + highp vec3 E = normalize(eyeDirection_cmr); + highp vec3 R = reflect(-l, n); + highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); + + highp float bias = 0.005 * tan(acos(cosTheta)); + bias = clamp(bias, 0.0, 0.01); + + vec4 shadCoords = shadowCoord; + shadCoords.z -= bias; + + highp float visibility = 0.6; + for (int i = 0; i < 15; i++) { + vec4 shadCoordsPD = shadCoords; + shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality; + shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality; + visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r; + } + + gl_FragColor.rgb = + visibility * (materialAmbientColor + + materialDiffuseColor * lightStrength * cosTheta + + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag index 7f40ba4d..24acd5ca 100644 --- a/src/datavisualization/engine/shaders/surface_ES2.frag +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -1,5 +1,5 @@ varying highp vec2 UV; -varying highp vec3 coords_mdl; +varying highp vec2 coords_mdl; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; |