mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
synced 2025-06-16 02:22:07 -05:00
346 lines
8.9 KiB
GLSL
346 lines
8.9 KiB
GLSL
#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
|
|
#define textureFlag
|
|
#endif
|
|
|
|
#if defined(specularTextureFlag) || defined(specularColorFlag)
|
|
#define specularFlag
|
|
#endif
|
|
|
|
#if defined(specularFlag) || defined(fogFlag)
|
|
#define cameraPositionFlag
|
|
#endif
|
|
|
|
attribute vec3 a_position;
|
|
uniform mat4 u_projViewTrans;
|
|
|
|
#if defined(colorFlag)
|
|
varying vec4 v_color;
|
|
attribute vec4 a_color;
|
|
#endif // colorFlag
|
|
|
|
#ifdef normalFlag
|
|
attribute vec3 a_normal;
|
|
uniform mat3 u_normalMatrix;
|
|
varying vec3 v_normal;
|
|
#endif // normalFlag
|
|
|
|
#ifdef textureFlag
|
|
attribute vec2 a_texCoord0;
|
|
#endif // textureFlag
|
|
|
|
#ifdef diffuseTextureFlag
|
|
uniform vec4 u_diffuseUVTransform;
|
|
varying vec2 v_diffuseUV;
|
|
#endif
|
|
|
|
#ifdef emissiveTextureFlag
|
|
uniform vec4 u_emissiveUVTransform;
|
|
varying vec2 v_emissiveUV;
|
|
#endif
|
|
|
|
#ifdef specularTextureFlag
|
|
uniform vec4 u_specularUVTransform;
|
|
varying vec2 v_specularUV;
|
|
#endif
|
|
|
|
#ifdef boneWeight0Flag
|
|
#define boneWeightsFlag
|
|
attribute vec2 a_boneWeight0;
|
|
#endif //boneWeight0Flag
|
|
|
|
#ifdef boneWeight1Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight1;
|
|
#endif //boneWeight1Flag
|
|
|
|
#ifdef boneWeight2Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight2;
|
|
#endif //boneWeight2Flag
|
|
|
|
#ifdef boneWeight3Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight3;
|
|
#endif //boneWeight3Flag
|
|
|
|
#ifdef boneWeight4Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight4;
|
|
#endif //boneWeight4Flag
|
|
|
|
#ifdef boneWeight5Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight5;
|
|
#endif //boneWeight5Flag
|
|
|
|
#ifdef boneWeight6Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight6;
|
|
#endif //boneWeight6Flag
|
|
|
|
#ifdef boneWeight7Flag
|
|
#ifndef boneWeightsFlag
|
|
#define boneWeightsFlag
|
|
#endif
|
|
attribute vec2 a_boneWeight7;
|
|
#endif //boneWeight7Flag
|
|
|
|
#if defined(numBones) && defined(boneWeightsFlag)
|
|
#if (numBones > 0)
|
|
#define skinningFlag
|
|
#endif
|
|
#endif
|
|
|
|
uniform mat4 u_worldTrans;
|
|
|
|
#if defined(numBones)
|
|
#if numBones > 0
|
|
uniform mat4 u_bones[numBones];
|
|
#endif //numBones
|
|
#endif
|
|
|
|
#ifdef shininessFlag
|
|
uniform float u_shininess;
|
|
#else
|
|
const float u_shininess = 20.0;
|
|
#endif // shininessFlag
|
|
|
|
#ifdef blendedFlag
|
|
uniform float u_opacity;
|
|
varying float v_opacity;
|
|
|
|
#ifdef alphaTestFlag
|
|
uniform float u_alphaTest;
|
|
varying float v_alphaTest;
|
|
#endif //alphaTestFlag
|
|
#endif // blendedFlag
|
|
|
|
#ifdef lightingFlag
|
|
varying vec3 v_lightDiffuse;
|
|
|
|
#ifdef ambientLightFlag
|
|
uniform vec3 u_ambientLight;
|
|
#endif // ambientLightFlag
|
|
|
|
#ifdef ambientCubemapFlag
|
|
uniform vec3 u_ambientCubemap[6];
|
|
#endif // ambientCubemapFlag
|
|
|
|
#ifdef sphericalHarmonicsFlag
|
|
uniform vec3 u_sphericalHarmonics[9];
|
|
#endif //sphericalHarmonicsFlag
|
|
|
|
#ifdef specularFlag
|
|
varying vec3 v_lightSpecular;
|
|
#endif // specularFlag
|
|
|
|
#ifdef cameraPositionFlag
|
|
uniform vec4 u_cameraPosition;
|
|
#endif // cameraPositionFlag
|
|
|
|
#ifdef fogFlag
|
|
varying float v_fog;
|
|
#endif // fogFlag
|
|
|
|
|
|
#if numDirectionalLights > 0
|
|
struct DirectionalLight
|
|
{
|
|
vec3 color;
|
|
vec3 direction;
|
|
};
|
|
uniform DirectionalLight u_dirLights[numDirectionalLights];
|
|
#endif // numDirectionalLights
|
|
|
|
#if numPointLights > 0
|
|
struct PointLight
|
|
{
|
|
vec3 color;
|
|
vec3 position;
|
|
};
|
|
uniform PointLight u_pointLights[numPointLights];
|
|
#endif // numPointLights
|
|
|
|
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
|
|
#define ambientFlag
|
|
#endif //ambientFlag
|
|
|
|
#ifdef shadowMapFlag
|
|
uniform mat4 u_shadowMapProjViewTrans;
|
|
varying vec3 v_shadowMapUv;
|
|
#define separateAmbientFlag
|
|
#endif //shadowMapFlag
|
|
|
|
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
|
varying vec3 v_ambientLight;
|
|
#endif //separateAmbientFlag
|
|
|
|
#endif // lightingFlag
|
|
|
|
void main() {
|
|
#ifdef diffuseTextureFlag
|
|
v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
|
|
#endif //diffuseTextureFlag
|
|
|
|
#ifdef emissiveTextureFlag
|
|
v_emissiveUV = u_emissiveUVTransform.xy + a_texCoord0 * u_emissiveUVTransform.zw;
|
|
#endif //emissiveTextureFlag
|
|
|
|
#ifdef specularTextureFlag
|
|
v_specularUV = u_specularUVTransform.xy + a_texCoord0 * u_specularUVTransform.zw;
|
|
#endif //specularTextureFlag
|
|
|
|
#if defined(colorFlag)
|
|
v_color = a_color;
|
|
#endif // colorFlag
|
|
|
|
#ifdef blendedFlag
|
|
v_opacity = u_opacity;
|
|
#ifdef alphaTestFlag
|
|
v_alphaTest = u_alphaTest;
|
|
#endif //alphaTestFlag
|
|
#endif // blendedFlag
|
|
|
|
#ifdef skinningFlag
|
|
mat4 skinning = mat4(0.0);
|
|
#ifdef boneWeight0Flag
|
|
skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
|
|
#endif //boneWeight0Flag
|
|
#ifdef boneWeight1Flag
|
|
skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
|
|
#endif //boneWeight1Flag
|
|
#ifdef boneWeight2Flag
|
|
skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
|
|
#endif //boneWeight2Flag
|
|
#ifdef boneWeight3Flag
|
|
skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
|
|
#endif //boneWeight3Flag
|
|
#ifdef boneWeight4Flag
|
|
skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
|
|
#endif //boneWeight4Flag
|
|
#ifdef boneWeight5Flag
|
|
skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
|
|
#endif //boneWeight5Flag
|
|
#ifdef boneWeight6Flag
|
|
skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
|
|
#endif //boneWeight6Flag
|
|
#ifdef boneWeight7Flag
|
|
skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
|
|
#endif //boneWeight7Flag
|
|
#endif //skinningFlag
|
|
|
|
#ifdef skinningFlag
|
|
vec4 pos = u_worldTrans * skinning * vec4(a_position, 1.0);
|
|
#else
|
|
vec4 pos = u_worldTrans * vec4(a_position, 1.0);
|
|
#endif
|
|
|
|
gl_Position = u_projViewTrans * pos;
|
|
|
|
#ifdef shadowMapFlag
|
|
vec4 spos = u_shadowMapProjViewTrans * pos;
|
|
v_shadowMapUv.xyz = (spos.xyz / spos.w) * 0.5 + 0.5;
|
|
v_shadowMapUv.z = min(v_shadowMapUv.z, 0.998);
|
|
#endif //shadowMapFlag
|
|
|
|
#if defined(normalFlag)
|
|
#if defined(skinningFlag)
|
|
vec3 normal = normalize((u_worldTrans * skinning * vec4(a_normal, 0.0)).xyz);
|
|
#else
|
|
vec3 normal = normalize(u_normalMatrix * a_normal);
|
|
#endif
|
|
v_normal = normal;
|
|
#endif // normalFlag
|
|
|
|
#ifdef fogFlag
|
|
vec3 flen = u_cameraPosition.xyz - pos.xyz;
|
|
float fog = dot(flen, flen) * u_cameraPosition.w;
|
|
v_fog = min(fog, 1.0);
|
|
#endif
|
|
|
|
#ifdef lightingFlag
|
|
#if defined(ambientLightFlag)
|
|
vec3 ambientLight = u_ambientLight;
|
|
#elif defined(ambientFlag)
|
|
vec3 ambientLight = vec3(0.0);
|
|
#endif
|
|
|
|
#ifdef ambientCubemapFlag
|
|
vec3 squaredNormal = normal * normal;
|
|
vec3 isPositive = step(0.0, normal);
|
|
ambientLight += squaredNormal.x * mix(u_ambientCubemap[0], u_ambientCubemap[1], isPositive.x) +
|
|
squaredNormal.y * mix(u_ambientCubemap[2], u_ambientCubemap[3], isPositive.y) +
|
|
squaredNormal.z * mix(u_ambientCubemap[4], u_ambientCubemap[5], isPositive.z);
|
|
#endif // ambientCubemapFlag
|
|
|
|
#ifdef sphericalHarmonicsFlag
|
|
ambientLight += u_sphericalHarmonics[0];
|
|
ambientLight += u_sphericalHarmonics[1] * normal.x;
|
|
ambientLight += u_sphericalHarmonics[2] * normal.y;
|
|
ambientLight += u_sphericalHarmonics[3] * normal.z;
|
|
ambientLight += u_sphericalHarmonics[4] * (normal.x * normal.z);
|
|
ambientLight += u_sphericalHarmonics[5] * (normal.z * normal.y);
|
|
ambientLight += u_sphericalHarmonics[6] * (normal.y * normal.x);
|
|
ambientLight += u_sphericalHarmonics[7] * (3.0 * normal.z * normal.z - 1.0);
|
|
ambientLight += u_sphericalHarmonics[8] * (normal.x * normal.x - normal.y * normal.y);
|
|
#endif // sphericalHarmonicsFlag
|
|
|
|
#ifdef ambientFlag
|
|
#ifdef separateAmbientFlag
|
|
v_ambientLight = ambientLight;
|
|
v_lightDiffuse = vec3(0.0);
|
|
#else
|
|
v_lightDiffuse = ambientLight;
|
|
#endif //separateAmbientFlag
|
|
#else
|
|
v_lightDiffuse = vec3(0.0);
|
|
#endif //ambientFlag
|
|
|
|
|
|
#ifdef specularFlag
|
|
v_lightSpecular = vec3(0.0);
|
|
vec3 viewVec = normalize(u_cameraPosition.xyz - pos.xyz);
|
|
#endif // specularFlag
|
|
|
|
#if (numDirectionalLights > 0) && defined(normalFlag)
|
|
for (int i = 0; i < numDirectionalLights; i++) {
|
|
vec3 lightDir = -u_dirLights[i].direction;
|
|
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
|
vec3 value = u_dirLights[i].color * NdotL;
|
|
v_lightDiffuse += value;
|
|
#ifdef specularFlag
|
|
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
|
|
v_lightSpecular += value * pow(halfDotView, u_shininess);
|
|
#endif // specularFlag
|
|
}
|
|
#endif // numDirectionalLights
|
|
|
|
#if (numPointLights > 0) && defined(normalFlag)
|
|
for (int i = 0; i < numPointLights; i++) {
|
|
vec3 lightDir = u_pointLights[i].position - pos.xyz;
|
|
float dist2 = dot(lightDir, lightDir);
|
|
lightDir *= inversesqrt(dist2);
|
|
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
|
vec3 value = u_pointLights[i].color * (NdotL / (1.0 + dist2));
|
|
v_lightDiffuse += value;
|
|
#ifdef specularFlag
|
|
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
|
|
v_lightSpecular += value * pow(halfDotView, u_shininess);
|
|
#endif // specularFlag
|
|
}
|
|
#endif // numPointLights
|
|
#endif // lightingFlag
|
|
}
|