279 lines
8.9 KiB
Plaintext
279 lines
8.9 KiB
Plaintext
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: SGXLib_NormalMapLighting
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// Program Desc: Normal map lighting functions.
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// Program Type: Vertex/Pixel shader
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// Language: GLSL
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void SGX_ConstructTBNMatrix(in vec3 vNormal,
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in vec3 vTangent,
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out mat3 vOut)
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{
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vec3 vBinormal = cross(vTangent, vNormal);
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vOut[0][0] = vTangent.x;
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vOut[1][0] = vTangent.y;
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vOut[2][0] = vTangent.z;
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vOut[0][1] = vBinormal.x;
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vOut[1][1] = vBinormal.y;
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vOut[2][1] = vBinormal.z;
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vOut[0][2] = vNormal.x;
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vOut[1][2] = vNormal.y;
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vOut[2][2] = vNormal.z;
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}
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//-----------------------------------------------------------------------------
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void SGX_TransformNormal(in mat3 m,
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in vec3 v,
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out vec3 vOut)
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{
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vOut = (m * v) ;
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}
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//-----------------------------------------------------------------------------
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void SGX_TransformNormal(in mat4 m,
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in vec3 v,
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out vec3 vOut)
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{
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vOut = (m * vec4(v, 1.0)).xyz ;
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}
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//-----------------------------------------------------------------------------
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void SGX_TransformPosition(in mat4 m,
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in vec4 v,
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out vec3 vOut)
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{
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vOut = (m * v).xyz;
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}
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//-----------------------------------------------------------------------------
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void SGX_FetchNormal(in sampler2D s,
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in vec2 uv,
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out vec4 vOut)
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{
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vec4 color = texture(s, uv);
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vOut = vec4(2.0 * color.xyz - 1.0,color.w);
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}
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//-----------------------------------------------------------------------------
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void SGX_FetchNormal(in sampler2D s,
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in vec2 uv,
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out vec3 vOut)
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{
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vOut = 2.0 * texture(s, uv).xyz - 1.0;
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}
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//-----------------------------------------------------------------------------
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void SGX_Light_Directional_Diffuse(
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in vec4 vTSNormal,
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in vec3 vTSNegLightDir,
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in vec3 vDiffuseColour,
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in vec3 vBaseColour,
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out vec3 vOut)
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{
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vec3 vTSNegLightDirNorm = normalize(vTSNegLightDir);
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float nDotL = dot(vTSNormal.xyz, vTSNegLightDirNorm);
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vOut = vBaseColour + vDiffuseColour * clamp(nDotL, 0.0, 1.0);
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}
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//-----------------------------------------------------------------------------
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void SGX_Generate_Parallax_Texcoord(in sampler2D normalHeightMap,
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in vec2 texCoord,
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in vec3 eyeVec,
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in vec2 scaleBias,
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out vec2 newTexCoord)
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{
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eyeVec = normalize(eyeVec);
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float height = texture(normalHeightMap, texCoord).a;
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float displacement = (height * scaleBias.x) + scaleBias.y;
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vec3 scaledEyeDir = eyeVec * displacement;
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newTexCoord = (scaledEyeDir + vec3(texCoord, 1.0)).xy;
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}
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//-----------------------------------------------------------------------------
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void SGX_Light_Directional_DiffuseSpecular(
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in vec4 vTSNormal,
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in vec3 vTSView,
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in vec3 vTSNegLightDir,
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in vec3 vDiffuseColour,
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in vec3 vSpecularColour,
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in float fSpecularPower,
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in vec3 vBaseDiffuseColour,
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in vec3 vBaseSpecularColour,
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out vec3 vOutDiffuse,
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out vec3 vOutSpecular)
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{
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vOutDiffuse = vBaseDiffuseColour;
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vOutSpecular = vBaseSpecularColour;
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vec3 vTSNegLightDirNorm = normalize(vTSNegLightDir);
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float nDotL = dot(vTSNormal.xyz, vTSNegLightDirNorm);
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vec3 vTSViewNorm = normalize(vTSView);
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vec3 vHalfWay = normalize(vTSView + vTSNegLightDir);
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float nDotH = dot(vTSNormal.xyz, vHalfWay);
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if (nDotL > 0.0)
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{
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vOutDiffuse += vDiffuseColour * nDotL;
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vOutSpecular += vSpecularColour * pow(clamp(nDotH, 0.0, 1.0), fSpecularPower) * vTSNormal.w;
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}
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}
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//-----------------------------------------------------------------------------
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void SGX_Light_Point_Diffuse(
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in vec4 vTSNormal,
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in vec3 vTSToLight,
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in vec4 vAttParams,
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in vec3 vDiffuseColour,
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in vec3 vBaseColour,
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out vec3 vOut)
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{
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vOut = vBaseColour;
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float fLightD = length(vTSToLight);
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float nDotL = dot(vTSNormal.xyz, normalize(vTSToLight));
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if (nDotL > 0.0 && fLightD <= vAttParams.x)
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{
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float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD);
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vOut += vDiffuseColour * nDotL * fAtten;
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}
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}
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//-----------------------------------------------------------------------------
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void SGX_Light_Point_DiffuseSpecular(
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in vec4 vTSNormal,
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in vec3 vTSView,
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in vec3 vTSToLight,
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in vec4 vAttParams,
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in vec3 vDiffuseColour,
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in vec3 vSpecularColour,
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in float fSpecularPower,
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in vec3 vBaseDiffuseColour,
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in vec3 vBaseSpecularColour,
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out vec3 vOutDiffuse,
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out vec3 vOutSpecular)
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{
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vOutDiffuse = vBaseDiffuseColour;
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vOutSpecular = vBaseSpecularColour;
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float fLightD = length(vTSToLight);
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vec3 vTSNegLightDirNorm = normalize(vTSToLight);
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float nDotL = dot(vTSNormal.xyz, vTSNegLightDirNorm);
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if (nDotL > 0.0 && fLightD <= vAttParams.x)
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{
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vec3 vTSViewNorm = normalize(vTSView);
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vec3 vHalfWay = normalize(vTSViewNorm + vTSNegLightDirNorm);
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float nDotH = dot(vTSNormal.xyz, vHalfWay);
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float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD);
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vOutDiffuse += vDiffuseColour * nDotL * fAtten;
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vOutSpecular += vSpecularColour * pow(clamp(nDotH, 0.0, 1.0), fSpecularPower) * fAtten * vTSNormal.w;
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}
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}
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//-----------------------------------------------------------------------------
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void SGX_Light_Spot_Diffuse(
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in vec4 vTSNormal,
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in vec3 vTSToLight,
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in vec3 vTSNegLightDir,
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in vec4 vAttParams,
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in vec3 vSpotParams,
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in vec3 vDiffuseColour,
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in vec3 vBaseColour,
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out vec3 vOut)
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{
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vOut = vBaseColour;
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float fLightD = length(vTSToLight);
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vec3 vTSToLightNorm = normalize(vTSToLight);
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float nDotL = dot(vTSNormal.xyz, vTSToLightNorm);
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if (nDotL > 0.0 && fLightD <= vAttParams.x)
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{
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vec3 vTSNegLightDirNorm = normalize(vTSNegLightDir);
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float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD);
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float rho = dot(vTSNegLightDirNorm, vTSToLightNorm);
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float fSpotE = clamp((rho - vSpotParams.y) / (vSpotParams.x - vSpotParams.y), 0.0, 1.0);
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float fSpotT = pow(fSpotE, vSpotParams.z);
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vOut += vDiffuseColour * nDotL * fAtten * fSpotT;
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}
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}
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//-----------------------------------------------------------------------------
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void SGX_Light_Spot_DiffuseSpecular(
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in vec4 vTSNormal,
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in vec3 vTSView,
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in vec3 vTSToLight,
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in vec3 vTSNegLightDir,
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in vec4 vAttParams,
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in vec3 vSpotParams,
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in vec3 vDiffuseColour,
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in vec3 vSpecularColour,
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in float fSpecularPower,
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in vec3 vBaseDiffuseColour,
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in vec3 vBaseSpecularColour,
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out vec3 vOutDiffuse,
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out vec3 vOutSpecular)
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{
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vOutDiffuse = vBaseDiffuseColour;
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vOutSpecular = vBaseSpecularColour;
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float fLightD = length(vTSToLight);
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vec3 vTSToLightNorm = normalize(vTSToLight);
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float nDotL = dot(vTSNormal.xyz, vTSToLightNorm);
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if (nDotL > 0.0 && fLightD <= vAttParams.x)
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{
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vec3 vTSNegLightDirNorm = normalize(vTSNegLightDir);
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vec3 vTSViewNorm = normalize(vTSView);
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vec3 vHalfWay = normalize(vTSViewNorm + vTSNegLightDirNorm);
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float nDotH = dot(vTSNormal.xyz, vHalfWay);
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float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD);
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float rho = dot(vTSNegLightDirNorm, vTSToLightNorm);
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float fSpotE = clamp((rho - vSpotParams.y) / (vSpotParams.x - vSpotParams.y), 0.0, 1.0);
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float fSpotT = pow(fSpotE, vSpotParams.z);
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vOutDiffuse += vDiffuseColour * nDotL * fAtten * fSpotT;
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vOutSpecular += vSpecularColour * pow(clamp(nDotH, 0.0, 1.0), fSpecularPower) * fAtten * fSpotT * vTSNormal.w;
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}
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}
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