Updated shaders

Added support for billboards (rendertechniques support is coming) -
Doesn't support lighting well for now
Added support for vertex coloring
Added AUTO_TEXCOORDS parameter support to PhongLighting UberShader
Removed unused flag FLAG_FLIP_UVS

More to come ...


Former-commit-id: b408c80e8805a8bfebe9fcdf3a3f954116fbfe96
This commit is contained in:
Lynix 2014-09-01 14:10:48 +02:00
parent ea43edbaf3
commit 2753e3c4f1
16 changed files with 345 additions and 90 deletions

View File

@ -1,22 +1,31 @@
/********************Entrant********************/ /********************Entrant********************/
varying vec2 vTexCoord; varying vec2 vTexCoord;
varying vec4 vColor;
/********************Uniformes********************/ /********************Uniformes********************/
uniform sampler2D MaterialAlphaMap; uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold; uniform float MaterialAlphaThreshold;
uniform vec4 MaterialDiffuse; uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap; uniform sampler2D MaterialDiffuseMap;
uniform vec2 InvTargetSize;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
vec4 fragmentColor = MaterialDiffuse; vec4 fragmentColor = MaterialDiffuse; * vColor;
#if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
#else
vec2 texCoord = vTexCoord;
#endif
#if DIFFUSE_MAPPING #if DIFFUSE_MAPPING
fragmentColor *= texture2D(MaterialDiffuseMap, vTexCoord); fragmentColor *= texture2D(MaterialDiffuseMap, texCoord);
#endif #endif
#if ALPHA_MAPPING #if ALPHA_MAPPING
fragmentColor.a *= texture2D(MaterialAlphaMap, vTexCoord).r; fragmentColor.a *= texture2D(MaterialAlphaMap, texCoord).r;
#endif #endif
#if ALPHA_TEST #if ALPHA_TEST

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@ -1 +1 @@
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@ -1,10 +1,19 @@
/********************Entrant********************/ /********************Entrant********************/
#if FLAG_BILLBOARD
varying vec3 InstanceData0; // center
varying vec4 InstanceData1; // size | sin cos
varying vec4 InstanceData2; // color
#else
varying mat4 InstanceData0; varying mat4 InstanceData0;
#endif
varying vec4 VertexColor;
varying vec3 VertexPosition; varying vec3 VertexPosition;
varying vec2 VertexTexCoord; varying vec2 VertexTexCoord;
/********************Sortant********************/ /********************Sortant********************/
varying vec2 vTexCoord; varying vec2 vTexCoord;
varying vec4 vColor;
/********************Uniformes********************/ /********************Uniformes********************/
uniform float VertexDepth; uniform float VertexDepth;
@ -14,6 +23,50 @@ uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
#if FLAG_VERTEXCOLOR
vec4 color = VertexColor;
#else
vec4 color = vec4(1.0);
#endif
vec2 texCoords;
#if FLAG_BILLBOARD
#if FLAG_INSTANCING
vec3 billboardCenter = InstanceData0;
vec2 billboardSize = InstanceData1.xy;
vec2 billboardSinCos = InstanceData1.zw;
vec4 billboardColor = InstanceData2;
vec2 rotatedPosition;
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
color = billboardColor;
texCoords = VertexPosition.xy + vec2(0.5, 0.5);
#else
vec2 billboardCorner = VertexTexCoord - vec2(0.5, 0.5);
vec2 billboardSize = VertexUserdata0.xy;
vec2 billboardSinCos = VertexUserdata0.zw;
vec2 rotatedPosition;
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
#else
#if FLAG_INSTANCING #if FLAG_INSTANCING
#if TRANSFORM #if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0); gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
@ -36,7 +89,11 @@ void main()
#endif #endif
#endif #endif
texCoords = VertexTexCoord;
#endif
vColor = color;
#if TEXTURE_MAPPING #if TEXTURE_MAPPING
vTexCoord = vec2(VertexTexCoord); vTexCoord = vec2(texCoords);
#endif #endif
} }

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@ -4,6 +4,7 @@ layout(early_fragment_tests) in;
/********************Entrant********************/ /********************Entrant********************/
in vec2 vTexCoord; in vec2 vTexCoord;
in vec4 vColor;
/********************Sortant********************/ /********************Sortant********************/
out vec4 RenderTarget0; out vec4 RenderTarget0;
@ -18,7 +19,7 @@ uniform vec2 InvTargetSize;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
vec4 fragmentColor = MaterialDiffuse; vec4 fragmentColor = MaterialDiffuse * vColor;
#if AUTO_TEXCOORDS #if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize; vec2 texCoord = gl_FragCoord.xy * InvTargetSize;

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@ -1 +1 @@
35,105,102,32,69,65,82,76,89,95,70,82,65,71,77,69,78,84,95,84,69,83,84,83,32,38,38,32,33,65,76,80,72,65,95,84,69,83,84,13,10,108,97,121,111,117,116,40,101,97,114,108,121,95,102,114,97,103,109,101,110,116,95,116,101,115,116,115,41,32,105,110,59,13,10,35,101,110,100,105,102,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,69,110,116,114,97,110,116,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,105,110,32,118,101,99,50,32,118,84,101,120,67,111,111,114,100,59,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,83,111,114,116,97,110,116,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,111,117,116,32,118,101,99,52,32,82,101,110,100,101,114,84,97,114,103,101,116,48,59,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,85,110,105,102,111,114,109,101,115,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,77,97,116,101,114,105,97,108,65,108,112,104,97,77,97,112,59,13,10,117,110,105,102,111,114,109,32,102,108,111,97,116,32,77,97,116,101,114,105,97,108,65,108,112,104,97,84,104,114,101,115,104,111,108,100,59,13,10,117,110,105,102,111,114,109,32,118,101,99,52,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,59,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,77,97,112,59,13,10,117,110,105,102,111,114,109,32,118,101,99,50,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,70,111,110,99,116,105,111,110,115,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,118,111,105,100,32,109,97,105,110,40,41,13,10,123,13,10,9,118,101,99,52,32,102,114,97,103,109,101,110,116,67,111,108,111,114,32,61,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,59,13,10,13,10,35,105,102,32,65,85,84,79,95,84,69,88,67,79,79,82,68,83,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,103,108,95,70,114,97,103,67,111,111,114,100,46,120,121,32,42,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,35,101,108,115,101,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,118,84,101,120,67,111,111,114,100,59,13,10,35,101,110,100,105,102,13,10,13,10,35,105,102,32,68,73,70,70,85,83,69,95,77,65,80,80,73,78,71,13,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,32,42,61,32,116,101,120,116,117,114,101,40,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,77,97,112,44,32,116,101,120,67,111,111,114,100,41,59,13,10,35,101,110,100,105,102,13,10,13,10,35,105,102,32,65,76,80,72,65,95,77,65,80,80,73,78,71,13,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,46,97,32,42,61,32,116,101,120,116,117,114,101,40,77,97,116,101,114,105,97,108,65,108,112,104,97,77,97,112,44,32,116,101,120,67,111,111,114,100,41,46,114,59,13,10,35,101,110,100,105,102,13,10,13,10,35,105,102,32,65,76,80,72,65,95,84,69,83,84,13,10,9,105,102,32,40,102,114,97,103,109,101,110,116,67,111,108,111,114,46,97,32,60,32,77,97,116,101,114,105,97,108,65,108,112,104,97,84,104,114,101,115,104,111,108,100,41,13,10,9,9,100,105,115,99,97,114,100,59,13,10,35,101,110,100,105,102,13,10,13,10,9,82,101,110,100,101,114,84,97,114,103,101,116,48,32,61,32,102,114,97,103,109,101,110,116,67,111,108,111,114,59,13,10,125, 35,105,102,32,69,65,82,76,89,95,70,82,65,71,77,69,78,84,95,84,69,83,84,83,32,38,38,32,33,65,76,80,72,65,95,84,69,83,84,13,10,108,97,121,111,117,116,40,101,97,114,108,121,95,102,114,97,103,109,101,110,116,95,116,101,115,116,115,41,32,105,110,59,13,10,35,101,110,100,105,102,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,69,110,116,114,97,110,116,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,105,110,32,118,101,99,50,32,118,84,101,120,67,111,111,114,100,59,13,10,105,110,32,118,101,99,52,32,118,67,111,108,111,114,59,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,83,111,114,116,97,110,116,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,111,117,116,32,118,101,99,52,32,82,101,110,100,101,114,84,97,114,103,101,116,48,59,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,85,110,105,102,111,114,109,101,115,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,77,97,116,101,114,105,97,108,65,108,112,104,97,77,97,112,59,13,10,117,110,105,102,111,114,109,32,102,108,111,97,116,32,77,97,116,101,114,105,97,108,65,108,112,104,97,84,104,114,101,115,104,111,108,100,59,13,10,117,110,105,102,111,114,109,32,118,101,99,52,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,59,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,77,97,112,59,13,10,117,110,105,102,111,114,109,32,118,101,99,50,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,13,10,47,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,70,111,110,99,116,105,111,110,115,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,47,13,10,118,111,105,100,32,109,97,105,110,40,41,13,10,123,13,10,9,118,101,99,52,32,102,114,97,103,109,101,110,116,67,111,108,111,114,32,61,32,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,32,42,32,118,67,111,108,111,114,59,13,10,13,10,35,105,102,32,65,85,84,79,95,84,69,88,67,79,79,82,68,83,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,103,108,95,70,114,97,103,67,111,111,114,100,46,120,121,32,42,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,35,101,108,115,101,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,118,84,101,120,67,111,111,114,100,59,13,10,35,101,110,100,105,102,13,10,13,10,35,105,102,32,68,73,70,70,85,83,69,95,77,65,80,80,73,78,71,13,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,32,42,61,32,116,101,120,116,117,114,101,40,77,97,116,101,114,105,97,108,68,105,102,102,117,115,101,77,97,112,44,32,116,101,120,67,111,111,114,100,41,59,13,10,35,101,110,100,105,102,13,10,13,10,35,105,102,32,65,76,80,72,65,95,77,65,80,80,73,78,71,13,10,9,102,114,97,103,109,101,110,116,67,111,108,111,114,46,97,32,42,61,32,116,101,120,116,117,114,101,40,77,97,116,101,114,105,97,108,65,108,112,104,97,77,97,112,44,32,116,101,120,67,111,111,114,100,41,46,114,59,13,10,35,101,110,100,105,102,13,10,13,10,35,105,102,32,65,76,80,72,65,95,84,69,83,84,13,10,9,105,102,32,40,102,114,97,103,109,101,110,116,67,111,108,111,114,46,97,32,60,32,77,97,116,101,114,105,97,108,65,108,112,104,97,84,104,114,101,115,104,111,108,100,41,13,10,9,9,100,105,115,99,97,114,100,59,13,10,35,101,110,100,105,102,13,10,13,10,9,82,101,110,100,101,114,84,97,114,103,101,116,48,32,61,32,102,114,97,103,109,101,110,116,67,111,108,111,114,59,13,10,125,

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@ -1,19 +1,74 @@
/********************Entrant********************/ /********************Entrant********************/
#if FLAG_BILLBOARD
in vec3 InstanceData0; // center
in vec4 InstanceData1; // size | sin cos
in vec4 InstanceData2; // color
#else
in mat4 InstanceData0; in mat4 InstanceData0;
#endif
in vec4 VertexColor;
in vec3 VertexPosition; in vec3 VertexPosition;
in vec2 VertexTexCoord; in vec2 VertexTexCoord;
in vec4 VertexUserdata0;
/********************Sortant********************/ /********************Sortant********************/
out vec2 vTexCoord; out vec2 vTexCoord;
out vec4 vColor;
/********************Uniformes********************/ /********************Uniformes********************/
uniform float VertexDepth; uniform float VertexDepth;
uniform mat4 ViewMatrix;
uniform mat4 ViewProjMatrix; uniform mat4 ViewProjMatrix;
uniform mat4 WorldViewProjMatrix; uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
#if FLAG_VERTEXCOLOR
vec4 color = VertexColor;
#else
vec4 color = vec4(1.0);
#endif
vec2 texCoords;
#if FLAG_BILLBOARD
#if FLAG_INSTANCING
vec3 billboardCenter = InstanceData0;
vec2 billboardSize = InstanceData1.xy;
vec2 billboardSinCos = InstanceData1.zw;
vec4 billboardColor = InstanceData2;
vec2 rotatedPosition;
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
color = billboardColor;
texCoords = VertexPosition.xy + 0.5;
#else
vec2 billboardCorner = VertexTexCoord - 0.5;
vec2 billboardSize = VertexUserdata0.xy;
vec2 billboardSinCos = VertexUserdata0.zw;
vec2 rotatedPosition;
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
#else
#if FLAG_INSTANCING #if FLAG_INSTANCING
#if TRANSFORM #if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0); gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
@ -36,7 +91,11 @@ void main()
#endif #endif
#endif #endif
texCoords = VertexTexCoord;
#endif
vColor = color;
#if TEXTURE_MAPPING #if TEXTURE_MAPPING
vTexCoord = vec2(VertexTexCoord); vTexCoord = vec2(texCoords);
#endif #endif
} }

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@ -1,5 +1,5 @@
#if FLAG_DEFERRED #if FLAG_DEFERRED
#error Deferred Shading needs core profile #error Deferred Shading is not supported by compatibility shaders
#endif #endif
#define LIGHT_DIRECTIONAL 0 #define LIGHT_DIRECTIONAL 0
@ -11,6 +11,7 @@ varying mat3 vLightToWorld;
varying vec3 vNormal; varying vec3 vNormal;
varying vec2 vTexCoord; varying vec2 vTexCoord;
varying vec3 vWorldPos; varying vec3 vWorldPos;
varying vec4 vColor;
/********************Uniformes********************/ /********************Uniformes********************/
struct Light struct Light
@ -24,9 +25,10 @@ struct Light
vec2 parameters3; vec2 parameters3;
}; };
uniform vec3 EyePosition; // Lumières
uniform Light Lights[3]; uniform Light Lights[3];
// Matériau
uniform sampler2D MaterialAlphaMap; uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold; uniform float MaterialAlphaThreshold;
uniform vec4 MaterialAmbient; uniform vec4 MaterialAmbient;
@ -38,18 +40,27 @@ uniform float MaterialShininess;
uniform vec4 MaterialSpecular; uniform vec4 MaterialSpecular;
uniform sampler2D MaterialSpecularMap; uniform sampler2D MaterialSpecularMap;
// Autres
uniform vec3 EyePosition;
uniform vec4 SceneAmbient; uniform vec4 SceneAmbient;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
vec4 diffuseColor = MaterialDiffuse; vec4 diffuseColor = MaterialDiffuse * vColor;
#if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
#else
vec2 texCoord = vTexCoord;
#endif
#if DIFFUSE_MAPPING #if DIFFUSE_MAPPING
diffuseColor *= texture(MaterialDiffuseMap, vTexCoord); diffuseColor *= texture(MaterialDiffuseMap, texCoord);
#endif #endif
#if ALPHA_MAPPING #if ALPHA_MAPPING
diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r; diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif #endif
#if ALPHA_TEST #if ALPHA_TEST
@ -63,7 +74,7 @@ void main()
vec3 lightSpecular = vec3(0.0); vec3 lightSpecular = vec3(0.0);
#if NORMAL_MAPPING #if NORMAL_MAPPING
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0)); vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
#else #else
vec3 normal = normalize(vNormal); vec3 normal = normalize(vNormal);
#endif #endif
@ -206,7 +217,7 @@ void main()
lightSpecular *= MaterialSpecular.rgb; lightSpecular *= MaterialSpecular.rgb;
#if SPECULAR_MAPPING #if SPECULAR_MAPPING
lightSpecular *= texture(MaterialSpecularMap, vTexCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
#endif #endif
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular); vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
@ -215,7 +226,7 @@ void main()
#if EMISSIVE_MAPPING #if EMISSIVE_MAPPING
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11)); float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, vTexCoord).rgb; vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, texCoord).rgb;
RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a); RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
#else #else
RenderTarget0 = fragmentColor; RenderTarget0 = fragmentColor;

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@ -1,5 +1,12 @@
/********************Entrant********************/ /********************Entrant********************/
#if FLAG_BILLBOARD
varying vec3 InstanceData0; // center
varying vec4 InstanceData1; // size | sin cos
varying vec4 InstanceData2; // color
#else
varying mat4 InstanceData0; varying mat4 InstanceData0;
#endif
varying vec3 VertexPosition; varying vec3 VertexPosition;
varying vec3 VertexNormal; varying vec3 VertexNormal;
varying vec3 VertexTangent; varying vec3 VertexTangent;
@ -10,6 +17,7 @@ varying mat3 vLightToWorld;
varying vec3 vNormal; varying vec3 vNormal;
varying vec2 vTexCoord; varying vec2 vTexCoord;
varying vec3 vWorldPos; varying vec3 vWorldPos;
varying vec4 vColor;
/********************Uniformes********************/ /********************Uniformes********************/
uniform float VertexDepth; uniform float VertexDepth;
@ -20,6 +28,50 @@ uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
#if FLAG_VERTEXCOLOR
vec4 color = VertexColor;
#else
vec4 color = vec4(1.0);
#endif
vec2 texCoords;
#if FLAG_BILLBOARD
#if FLAG_INSTANCING
vec3 billboardCenter = InstanceData0;
vec2 billboardSize = InstanceData1.xy;
vec2 billboardSinCos = InstanceData1.zw;
vec4 billboardColor = InstanceData2;
vec2 rotatedPosition;
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
color = billboardColor;
texCoords = VertexPosition.xy + vec2(0.5, 0.5);
#else
vec2 billboardCorner = VertexTexCoord - vec2(0.5, 0.5);
vec2 billboardSize = VertexUserdata0.xy;
vec2 billboardSinCos = VertexUserdata0.zw;
vec2 rotatedPosition;
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
#else
#if FLAG_INSTANCING #if FLAG_INSTANCING
#if TRANSFORM #if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0); gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
@ -42,6 +94,10 @@ void main()
#endif #endif
#endif #endif
texCoords = VertexTexCoord;
#endif
vColor = color;
#if LIGHTING #if LIGHTING
#if FLAG_INSTANCING #if FLAG_INSTANCING
@ -61,11 +117,7 @@ void main()
#endif #endif
#if TEXTURE_MAPPING #if TEXTURE_MAPPING
#if FLAG_FLIP_UVS vTexCoord = vec2(texCoords);
vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);
#else
vTexCoord = VertexTexCoord;
#endif
#endif #endif
#if LIGHTING && PARALLAX_MAPPING #if LIGHTING && PARALLAX_MAPPING

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@ -12,6 +12,7 @@ in vec3 vNormal;
in vec2 vTexCoord; in vec2 vTexCoord;
in vec3 vViewDir; in vec3 vViewDir;
in vec3 vWorldPos; in vec3 vWorldPos;
in vec4 vColor;
/********************Sortant********************/ /********************Sortant********************/
out vec4 RenderTarget0; out vec4 RenderTarget0;
@ -30,9 +31,10 @@ struct Light
vec2 parameters3; vec2 parameters3;
}; };
uniform vec3 EyePosition; // Lumières
uniform Light Lights[3]; uniform Light Lights[3];
// Matériau
uniform sampler2D MaterialAlphaMap; uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold; uniform float MaterialAlphaThreshold;
uniform vec4 MaterialAmbient; uniform vec4 MaterialAmbient;
@ -45,8 +47,11 @@ uniform float MaterialShininess;
uniform vec4 MaterialSpecular; uniform vec4 MaterialSpecular;
uniform sampler2D MaterialSpecularMap; uniform sampler2D MaterialSpecularMap;
// Autres
uniform float ParallaxBias = -0.03; uniform float ParallaxBias = -0.03;
uniform float ParallaxScale = 0.02; uniform float ParallaxScale = 0.02;
uniform vec2 InvTargetSize;
uniform vec3 EyePosition;
uniform vec4 SceneAmbient; uniform vec4 SceneAmbient;
/********************Fonctions********************/ /********************Fonctions********************/
@ -76,8 +81,14 @@ vec4 EncodeNormal(in vec3 normal)
void main() void main()
{ {
vec4 diffuseColor = MaterialDiffuse; vec4 diffuseColor = MaterialDiffuse * vColor;
#if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
#else
vec2 texCoord = vTexCoord; vec2 texCoord = vTexCoord;
#endif
#if LIGHTING && PARALLAX_MAPPING #if LIGHTING && PARALLAX_MAPPING
float height = texture(MaterialHeightMap, texCoord).r; float height = texture(MaterialHeightMap, texCoord).r;
float v = height*ParallaxScale + ParallaxBias; float v = height*ParallaxScale + ParallaxBias;
@ -92,7 +103,8 @@ void main()
#if FLAG_DEFERRED #if FLAG_DEFERRED
#if ALPHA_TEST #if ALPHA_TEST
#if ALPHA_MAPPING // Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé) // Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé dans le G-Buffer)
#if ALPHA_MAPPING
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r; diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif #endif

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@ -1,5 +1,13 @@
/********************Entrant********************/ /********************Entrant********************/
#if FLAG_BILLBOARD
in vec3 InstanceData0; // center
in vec4 InstanceData1; // size | sin cos
in vec4 InstanceData2; // color
#else
in mat4 InstanceData0; in mat4 InstanceData0;
#endif
in vec4 VertexColor;
in vec3 VertexPosition; in vec3 VertexPosition;
in vec3 VertexNormal; in vec3 VertexNormal;
in vec3 VertexTangent; in vec3 VertexTangent;
@ -11,6 +19,7 @@ out vec3 vNormal;
out vec2 vTexCoord; out vec2 vTexCoord;
out vec3 vViewDir; out vec3 vViewDir;
out vec3 vWorldPos; out vec3 vWorldPos;
out vec4 vColor;
/********************Uniformes********************/ /********************Uniformes********************/
uniform vec3 EyePosition; uniform vec3 EyePosition;
@ -22,6 +31,50 @@ uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/ /********************Fonctions********************/
void main() void main()
{ {
#if FLAG_VERTEXCOLOR
vec4 color = VertexColor;
#else
vec4 color = vec4(1.0);
#endif
vec2 texCoords;
#if FLAG_BILLBOARD
#if FLAG_INSTANCING
vec3 billboardCenter = InstanceData0;
vec2 billboardSize = InstanceData1.xy;
vec2 billboardSinCos = InstanceData1.zw;
vec4 billboardColor = InstanceData2;
vec2 rotatedPosition;
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
color = billboardColor;
texCoords = VertexPosition.xy + 0.5;
#else
vec2 billboardCorner = VertexTexCoord - 0.5;
vec2 billboardSize = VertexUserdata0.xy;
vec2 billboardSinCos = VertexUserdata0.zw;
vec2 rotatedPosition;
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
rotatedPosition *= billboardSize;
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
#else
#if FLAG_INSTANCING #if FLAG_INSTANCING
#if TRANSFORM #if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0); gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
@ -44,6 +97,11 @@ void main()
#endif #endif
#endif #endif
texCoords = VertexTexCoord;
#endif
vColor = color;
#if LIGHTING #if LIGHTING
#if FLAG_INSTANCING #if FLAG_INSTANCING
mat3 rotationMatrix = mat3(InstanceData0); mat3 rotationMatrix = mat3(InstanceData0);
@ -62,12 +120,8 @@ void main()
#endif #endif
#if TEXTURE_MAPPING #if TEXTURE_MAPPING
#if FLAG_FLIP_UVS
vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);
#else
vTexCoord = VertexTexCoord; vTexCoord = VertexTexCoord;
#endif #endif
#endif
#if LIGHTING && PARALLAX_MAPPING #if LIGHTING && PARALLAX_MAPPING
vViewDir = EyePosition - VertexPosition; vViewDir = EyePosition - VertexPosition;

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