336 lines
10 KiB
GLSL
336 lines
10 KiB
GLSL
/*
|
|
-----------------------------------------------------------------------------
|
|
This source file is part of OGRE
|
|
(Object-oriented Graphics Rendering Engine)
|
|
For the latest info, see http://www.ogre3d.org
|
|
|
|
Copyright (c) 2000-2013 Torus Knot Software Ltd
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
-----------------------------------------------------------------------------
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Program Name: FFPLib_TextureStage
|
|
// Program Desc: Texture functions of the FFP.
|
|
// Program Type: Vertex/Pixel shader
|
|
// Language: GLSL
|
|
// Notes: Implements core functions for FFPTexturing class.
|
|
// based on texturing operations needed by render system.
|
|
// Implements texture coordinate processing:
|
|
// see http://msdn.microsoft.com/en-us/library/bb206247.aspx
|
|
// Implements texture blending operation:
|
|
// see http://msdn.microsoft.com/en-us/library/bb206241.aspx
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut)
|
|
{
|
|
vOut = (m * vec4(v, 0.0, 1.0)).xy;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut)
|
|
{
|
|
vOut = (m * v).xy;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_TransformTexCoord(in mat4 m, in vec3 v, out vec3 vOut)
|
|
{
|
|
vOut = (m * vec4(v, 1.0)).xyz;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_EnvMap_Normal(in mat4 mWorldIT,
|
|
in mat4 mView,
|
|
in vec3 vNormal,
|
|
out vec3 vOut)
|
|
{
|
|
vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
|
|
vec3 vViewNormal = (mat3(mView) * vWorldNormal);
|
|
|
|
vOut = vViewNormal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_EnvMap_Normal(in mat4 mWorldIT,
|
|
in mat4 mView,
|
|
in mat4 mTexture,
|
|
in vec3 vNormal,
|
|
out vec3 vOut)
|
|
{
|
|
vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
|
|
vec3 vViewNormal = (mat3(mView) * vWorldNormal);
|
|
|
|
vOut = (mTexture * vec4(vViewNormal, 1.0)).xyz;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorld,
|
|
in mat4 mView,
|
|
in mat4 mWorldIT,
|
|
in vec4 vPos,
|
|
in vec3 vNormal,
|
|
in mat4 mTexture,
|
|
out vec2 vOut)
|
|
{
|
|
mat4 worldview = mView * mWorld;
|
|
vec3 normal = normalize( (mWorldIT * vec4(vNormal,0.0)).xyz);
|
|
vec3 eyedir = normalize(worldview * vPos).xyz;
|
|
vec3 r = reflect(eyedir, normal);
|
|
float two_p = 2.0 * sqrt( r.x * r.x + r.y * r.y + (r.z + 1) * (r.z + 1));
|
|
vOut = (mTexture * vec4(0.5 + r.x / two_p,0.5 - r.y / two_p,0,0)).xy;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorld,
|
|
in mat4 mView,
|
|
in mat4 mWorldIT,
|
|
in vec4 vPos,
|
|
in vec3 vNormal,
|
|
out vec2 vOut)
|
|
{
|
|
mat4 worldview = mView * mWorld;
|
|
vec3 normal = normalize( (mWorldIT * vec4(vNormal,0.0)).xyz);
|
|
vec3 eyedir = normalize(worldview * vPos).xyz;
|
|
vec3 r = reflect(eyedir, normal);
|
|
float two_p = 2.0 * sqrt( r.x * r.x + r.y * r.y + (r.z + 1) * (r.z + 1));
|
|
vOut = vec2(0.5 + r.x / two_p,0.5 - r.y / two_p);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
|
|
in mat4 mWorldIT,
|
|
in mat4 mView,
|
|
in vec3 vNormal,
|
|
in vec4 vPos,
|
|
out vec3 vOut)
|
|
{
|
|
mView[0][2] = -mView[0][2];
|
|
mView[1][2] = -mView[1][2];
|
|
mView[2][2] = -mView[2][2];
|
|
mView[3][2] = -mView[3][2];
|
|
|
|
mat4 matViewT = transpose(mView);
|
|
|
|
vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
|
|
vec3 vViewNormal = (mat3(mView) * vWorldNormal);
|
|
vec4 vWorldPos = mWorld * vPos;
|
|
vec3 vNormViewPos = normalize((mView * vWorldPos).xyz);
|
|
|
|
vec3 vReflect = reflect(vNormViewPos, vViewNormal);
|
|
|
|
matViewT[0][2] = -matViewT[0][2];
|
|
matViewT[1][2] = -matViewT[1][2];
|
|
matViewT[2][2] = -matViewT[2][2];
|
|
vReflect = (mat3(matViewT) * vReflect);
|
|
vReflect.z = -vReflect.z; // Hack for gl
|
|
|
|
vOut = vReflect;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
|
|
in mat4 mWorldIT,
|
|
in mat4 mView,
|
|
in mat4 mTexture,
|
|
in vec3 vNormal,
|
|
in vec4 vPos,
|
|
out vec3 vOut)
|
|
{
|
|
mView[0][2] = -mView[0][2];
|
|
mView[1][2] = -mView[1][2];
|
|
mView[2][2] = -mView[2][2];
|
|
mView[3][2] = -mView[3][2];
|
|
|
|
mat4 matViewT = transpose(mView);
|
|
|
|
vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
|
|
vec3 vViewNormal = (mat3(mView) * vWorldNormal);
|
|
vec4 vWorldPos = mWorld * vPos;
|
|
vec3 vNormViewPos = normalize((mView * vWorldPos).xyz);
|
|
|
|
vec3 vReflect = reflect(vNormViewPos, vViewNormal);
|
|
|
|
matViewT[0][2] = -matViewT[0][2];
|
|
matViewT[1][2] = -matViewT[1][2];
|
|
matViewT[2][2] = -matViewT[2][2];
|
|
vReflect = (mat3(matViewT) * vReflect);
|
|
|
|
vReflect = (mTexture * vec4(vReflect, 1.0)).xyz;
|
|
vReflect.z = -vReflect.z; // Hack for gl
|
|
|
|
vOut = vReflect;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_GenerateTexCoord_Projection(in mat4 mWorld,
|
|
in mat4 mTexViewProjImage,
|
|
in vec4 vPos,
|
|
out vec3 vOut)
|
|
{
|
|
vec4 vWorldPos = mWorld * vPos;
|
|
vec4 vTexturePos = mTexViewProjImage * vWorldPos;
|
|
|
|
vOut = vTexturePos.xyw;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_SampleTexture(in sampler1D s,
|
|
in float f,
|
|
out vec4 t)
|
|
{
|
|
t = texture(s, f);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_SampleTexture(in sampler2D s,
|
|
in vec2 f,
|
|
out vec4 t)
|
|
{
|
|
t = texture (s, f);
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_SampleTexture(in sampler2D s,
|
|
in vec4 f,
|
|
out vec4 t)
|
|
{
|
|
t = texture (s, vec2(f.xy));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_SampleTextureProj(in sampler2D s,
|
|
in vec3 f,
|
|
out vec4 t)
|
|
{
|
|
t = texture(s, f.xy/f.z);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_SampleTexture(in sampler3D s,
|
|
in vec3 f,
|
|
out vec4 t)
|
|
{
|
|
t = texture(s, f);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_SampleTexture(in samplerCube s,
|
|
in vec3 f,
|
|
out vec4 t)
|
|
{
|
|
t = texture(s, f);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX2(in float vIn0, in float vIn1, out float vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 2.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX2(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 2.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX2(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 2.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX2(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 2.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX4(in float vIn0, in float vIn1, out float vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 4.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX4(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 4.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX4(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 4.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_ModulateX4(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
|
|
{
|
|
vOut = vIn0 * vIn1 * 4.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSigned(in float vIn0, in float vIn1, out float vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - 0.5;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSigned(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - 0.5;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSigned(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - 0.5;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSigned(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - 0.5;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSmooth(in float vIn0, in float vIn1, out float vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSmooth(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSmooth(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void FFP_AddSmooth(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
|
|
{
|
|
vOut = vIn0 + vIn1 - (vIn0 * vIn1);
|
|
}
|
|
|