Big UberShader update

-Added GRAPHICS_MAX_LIGHTPERPASS macro
-Added glGetActiveUniform OpenGL function
-Added (Uber)ShaderLibrary
-Added (Uber)ShaderName parameter to models
-Changed uniform system
-Fixed Node copying
-Moved Material class to Graphics module
-Optimized lights
-Remade Shader class
-Renamed Node::Invalidate to Node::InvalidateNode
-Renamed ShaderProgram to Shader


Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
This commit is contained in:
Lynix
2014-02-21 19:27:39 +01:00
parent 4ee2ceaef0
commit 86bdab9055
147 changed files with 2693 additions and 4135 deletions

View File

@@ -1,12 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
RenderTarget0 = textureLod(ColorTexture, texCoord, 0.0);
}

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@@ -1 +0,0 @@
35,118,101,114,115,105,111,110,32,49,52,48,13,10,13,10,111,117,116,32,118,101,99,52,32,82,101,110,100,101,114,84,97,114,103,101,116,48,59,13,10,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,67,111,108,111,114,84,101,120,116,117,114,101,59,13,10,117,110,105,102,111,114,109,32,118,101,99,50,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,13,10,118,111,105,100,32,109,97,105,110,40,41,13,10,123,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,103,108,95,70,114,97,103,67,111,111,114,100,46,120,121,32,42,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,9,82,101,110,100,101,114,84,97,114,103,101,116,48,32,61,32,116,101,120,116,117,114,101,76,111,100,40,67,111,108,111,114,84,101,120,116,117,114,101,44,32,116,101,120,67,111,111,114,100,44,32,48,46,48,41,59,13,10,125,13,10,

View File

@@ -2,20 +2,11 @@
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
@@ -56,15 +47,15 @@ void main()
float depth = ColorToFloat(gVec2.xyz);
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 lightDir = -Lights[0].parameters1.xyz;
vec3 lightDir = -LightDirection.xyz;
// Ambient
vec3 lightAmbient = Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
vec3 lightAmbient = LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = lambert * Lights[0].color.rgb * Lights[0].factors.y;
vec3 lightDiffuse = lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
@@ -81,7 +72,7 @@ void main()
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = specularFactor * Lights[0].color.rgb * specularMultiplier;
lightSpecular = specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);

File diff suppressed because one or more lines are too long

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@@ -1,21 +1,20 @@
#version 140
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform int LightType;
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform vec4 LightParameters1;
uniform vec4 LightParameters2;
uniform vec2 LightParameters3;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
@@ -26,7 +25,6 @@ uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
uniform bool Discard = false;
uniform bool SpotLight;
float ColorToFloat(vec3 color)
{
@@ -67,28 +65,28 @@ void main()
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 lightDir = Lights[0].parameters1.xyz - worldPos.xyz;
vec3 lightDir = LightParameters1.xyz - worldPos.xyz;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength;
float att = max(Lights[0].parameters1.w - Lights[0].parameters2.w*lightDirLength, 0.0);
float att = max(LightParameters1.w - LightParameters2.w*lightDirLength, 0.0);
// Ambient
vec3 lightAmbient = att * Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
vec3 lightAmbient = att * LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
if (SpotLight)
if (LightType == LIGHT_SPOT)
{
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[0].parameters2.xyz, -lightDir);
float outerAngle = Lights[0].parameters3.y;
float innerMinusOuterAngle = Lights[0].parameters3.x - outerAngle;
float curAngle = dot(LightParameters2.xyz, -lightDir);
float outerAngle = LightParameters3.y;
float innerMinusOuterAngle = LightParameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
}
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = att * lambert * Lights[0].color.rgb * Lights[0].factors.y;
vec3 lightDiffuse = att * lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
@@ -99,7 +97,7 @@ void main()
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = att * specularFactor * Lights[0].color.rgb * specularMultiplier;
lightSpecular = att * specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);

File diff suppressed because one or more lines are too long

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@@ -1,82 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform float SSAOBias = 0.0;
uniform float SSAOIntensity = 3.0;
uniform float SSAOSampleScale = 0.1;
uniform float SSAOScale = 1.0;
uniform int NoiseTextureSize;
uniform mat4 InvViewProjMatrix;
uniform sampler2D GBuffer1;
uniform sampler2D NoiseTexture;
uniform vec2 TargetSize;
uniform vec2 InvTargetSize;
vec3 extractPosition(in float depth, in vec2 texCoord)
{
depth = depth*2.0 - 1.0;
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
return worldPos.xyz;
}
float doAmbientOcclusion(in vec2 texCoord, in vec3 original, in vec3 normal)
{
vec3 newp = extractPosition(textureLod(GBuffer1, texCoord, 0.0).w, texCoord);
vec3 diff = newp - original;
float d = length(diff);
vec3 v = diff * 1.0/d;
d *= SSAOScale;
return max(0.0, dot(normal, v) - SSAOBias) * (SSAOIntensity / (1.0 + d));
}
void main(void)
{
const vec2 Kernel[16] = vec2[](
vec2(0.53812504, 0.18565957),
vec2(0.13790712, 0.24864247),
vec2(0.33715037, 0.56794053),
vec2(-0.6999805, -0.04511441),
vec2(0.06896307, -0.15983082),
vec2(0.056099437, 0.006954967),
vec2(-0.014653638, 0.14027752),
vec2(0.010019933, -0.1924225),
vec2(-0.35775623, -0.5301969),
vec2(-0.3169221, 0.106360726),
vec2(0.010350345, -0.58698344),
vec2(-0.08972908, -0.49408212),
vec2(0.7119986, -0.0154690035),
vec2(-0.053382345, 0.059675813),
vec2(0.035267662, -0.063188605),
vec2(-0.47761092, 0.2847911));
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
if (gVec1.w == 1.0)
{
RenderTarget0 = vec4(1.0, 0.0, 0.0, 0.0);
return;
}
vec3 normal = gVec1.xyz*2.0 - 1.0;
vec3 viewPos = extractPosition(gVec1.w, texCoord);
vec2 randVec = normalize(textureLod(NoiseTexture, texCoord * (TargetSize/NoiseTextureSize), 0.0).xy * 2.0 - 1.0);
float ao = 0.0;
const int ITERATIONS = 16;
for (int i = 0; i < ITERATIONS; ++i)
{
vec2 coord = reflect(Kernel[i], randVec) * SSAOSampleScale;
ao += doAmbientOcclusion(texCoord + coord, viewPos, normal);
}
RenderTarget0 = vec4(1.0 - ao/ITERATIONS, 0.0, 0.0, 0.0);
}

File diff suppressed because one or more lines are too long

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@@ -1,17 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform sampler2D SSAOTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb;
float ssao = textureLod(SSAOTexture, texCoord, 0.0).r;
RenderTarget0 = vec4(color*ssao, 1.0);
}

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@@ -1 +0,0 @@
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@@ -0,0 +1,28 @@
/********************Entrant********************/
varying vec2 vTexCoord;
/********************Uniformes********************/
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
/********************Fonctions********************/
void main()
{
vec4 fragmentColor = MaterialDiffuse;
#if DIFFUSE_MAPPING
fragmentColor *= texture2D(MaterialDiffuseMap, vTexCoord);
#endif
#if ALPHA_MAPPING
fragmentColor.a *= texture2D(MaterialAlphaMap, vTexCoord).r;
#endif
#if ALPHA_TEST
if (fragmentColor.a < MaterialAlphaThreshold)
discard;
#endif
gl_FragColor = fragmentColor;
}

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@@ -0,0 +1 @@
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@@ -0,0 +1,42 @@
/********************Entrant********************/
varying mat4 InstanceData0;
varying vec3 VertexPosition;
varying vec2 VertexTexCoord;
/********************Sortant********************/
varying vec2 vTexCoord;
/********************Uniformes********************/
uniform float VertexDepth;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/
void main()
{
#if FLAG_INSTANCING
#if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
#endif
#endif
#else
#if TRANSFORM
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = vec4(VertexPosition, 1.0);
#endif
#endif
#endif
#if TEXTURE_MAPPING
vTexCoord = vec2(VertexTexCoord);
#endif
}

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@@ -0,0 +1 @@
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@@ -0,0 +1,43 @@
#if EARLY_FRAGMENT_TESTS && !ALPHA_TEST
layout(early_fragment_tests) in;
#endif
/********************Entrant********************/
in vec2 vTexCoord;
/********************Sortant********************/
out vec4 RenderTarget0;
/********************Uniformes********************/
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
uniform vec2 InvTargetSize;
/********************Fonctions********************/
void main()
{
vec4 fragmentColor = MaterialDiffuse;
#if AUTO_TEXCOORDS
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
#else
vec2 texCoord = vTexCoord;
#endif
#if DIFFUSE_MAPPING
fragmentColor *= texture(MaterialDiffuseMap, texCoord);
#endif
#if ALPHA_MAPPING
fragmentColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif
#if ALPHA_TEST
if (fragmentColor.a < MaterialAlphaThreshold)
discard;
#endif
RenderTarget0 = fragmentColor;
}

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@@ -0,0 +1 @@
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View File

@@ -0,0 +1,42 @@
/********************Entrant********************/
in mat4 InstanceData0;
in vec3 VertexPosition;
in vec2 VertexTexCoord;
/********************Sortant********************/
out vec2 vTexCoord;
/********************Uniformes********************/
uniform float VertexDepth;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/
void main()
{
#if FLAG_INSTANCING
#if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
#endif
#endif
#else
#if TRANSFORM
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = vec4(VertexPosition, 1.0);
#endif
#endif
#endif
#if TEXTURE_MAPPING
vTexCoord = vec2(VertexTexCoord);
#endif
}

View File

@@ -0,0 +1 @@
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@@ -0,0 +1,226 @@
#if FLAG_DEFERRED
#error Deferred Shading needs core profile
#endif
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
/********************Entrant********************/
varying mat3 vLightToWorld;
varying vec3 vNormal;
varying vec2 vTexCoord;
varying vec3 vWorldPos;
/********************Uniformes********************/
struct Light
{
int type;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[3];
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialAmbient;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
uniform sampler2D MaterialEmissiveMap;
uniform sampler2D MaterialNormalMap;
uniform float MaterialShininess;
uniform vec4 MaterialSpecular;
uniform sampler2D MaterialSpecularMap;
uniform vec4 SceneAmbient;
/********************Fonctions********************/
void main()
{
vec4 diffuseColor = MaterialDiffuse;
#if DIFFUSE_MAPPING
diffuseColor *= texture(MaterialDiffuseMap, vTexCoord);
#endif
#if ALPHA_MAPPING
diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
#endif
#if ALPHA_TEST
if (diffuseColor.a < MaterialAlphaThreshold)
discard;
#endif
#if LIGHTING
vec3 lightAmbient = vec3(0.0);
vec3 lightDiffuse = vec3(0.0);
vec3 lightSpecular = vec3(0.0);
#if NORMAL_MAPPING
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0));
#else
vec3 normal = normalize(vNormal);
#endif
if (MaterialShininess > 0.0)
{
vec3 eyeVec = normalize(EyePosition - vWorldPos);
for (int i = 0; i < 3; ++i)
{
if (Lights[i].type == LIGHT_DIRECTIONAL)
{
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += specularFactor * Lights[i].color.rgb;
}
else if (Lights[i].type == LIGHT_POINT)
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * Lights[i].color.rgb;
}
else if (Lights[i].type == LIGHT_SPOT)
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
float outerAngle = Lights[i].parameters3.y;
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * Lights[i].color.rgb;
}
}
}
else
{
for (int i = 0; i < 3; ++i)
{
if (Lights[i].type == LIGHT_DIRECTIONAL)
{
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
}
else if (Lights[i].type == LIGHT_POINT)
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
}
else if (Lights[i].type == LIGHT_SPOT)
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
float outerAngle = Lights[i].parameters3.y;
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
}
}
}
lightSpecular *= MaterialSpecular.rgb;
#if SPECULAR_MAPPING
lightSpecular *= texture(MaterialSpecularMap, vTexCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
#endif
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
#if EMISSIVE_MAPPING
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, vTexCoord).rgb;
RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
#else
RenderTarget0 = fragmentColor;
#endif // EMISSIVE_MAPPING
#else
RenderTarget0 = diffuseColor;
#endif // LIGHTING
}

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/********************Entrant********************/
varying mat4 InstanceData0;
varying vec3 VertexPosition;
varying vec3 VertexNormal;
varying vec3 VertexTangent;
varying vec2 VertexTexCoord;
/********************Sortant********************/
varying mat3 vLightToWorld;
varying vec3 vNormal;
varying vec2 vTexCoord;
varying vec3 vWorldPos;
/********************Uniformes********************/
uniform float VertexDepth;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldMatrix;
uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/
void main()
{
#if FLAG_INSTANCING
#if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
#endif
#endif
#else
#if TRANSFORM
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = vec4(VertexPosition, 1.0);
#endif
#endif
#endif
#if LIGHTING
#if FLAG_INSTANCING
mat3 rotationMatrix = mat3(InstanceData0[0].xyz, InstanceData0[1].xyz, InstanceData0[2].xyz);
#else
mat3 rotationMatrix = mat3(WorldMatrix[0].xyz, WorldMatrix[1].xyz, WorldMatrix[2].xyz);
#endif
#if NORMAL_MAPPING
vec3 binormal = cross(VertexNormal, VertexTangent);
vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);
vLightToWorld[1] = normalize(rotationMatrix * binormal);
vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);
#else
vNormal = normalize(rotationMatrix * VertexNormal);
#endif
#endif
#if TEXTURE_MAPPING
/* #if FLAG_FLIP_UVS
vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);
#else*/
vTexCoord = VertexTexCoord;
#endif
#endif
#if LIGHTING && PARALLAX_MAPPING
vViewDir = EyePosition - VertexPosition;
vViewDir *= vLightToWorld;
#endif
#if LIGHTING && !FLAG_DEFERRED
#if FLAG_INSTANCING
vWorldPos = vec3(InstanceData0 * vec4(VertexPosition, 1.0));
#else
vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));
#endif
#endif
}

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#if EARLY_FRAGMENT_TESTS && !ALPHA_TEST
layout(early_fragment_tests) in;
#endif
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
/********************Entrant********************/
in mat3 vLightToWorld;
in vec3 vNormal;
in vec2 vTexCoord;
in vec3 vViewDir;
in vec3 vWorldPos;
/********************Sortant********************/
out vec4 RenderTarget0;
out vec4 RenderTarget1;
out vec4 RenderTarget2;
/********************Uniformes********************/
struct Light
{
int type;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[3];
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialAmbient;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
uniform sampler2D MaterialEmissiveMap;
uniform sampler2D MaterialHeightMap;
uniform sampler2D MaterialNormalMap;
uniform float MaterialShininess;
uniform vec4 MaterialSpecular;
uniform sampler2D MaterialSpecularMap;
uniform float ParallaxBias = -0.03;
uniform float ParallaxScale = 0.02;
uniform vec4 SceneAmbient;
/********************Fonctions********************/
vec3 FloatToColor(float f)
{
vec3 color;
f *= 256.0;
color.x = floor(f);
f = (f - color.x) * 256.0;
color.y = floor(f);
color.z = f - color.y;
color.xy *= 0.00390625; // *= 1.0/256
return color;
}
#define kPI 3.1415926536
vec4 EncodeNormal(in vec3 normal)
{
//return vec4(normal*0.5 + 0.5, 0.0);
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
}
void main()
{
vec4 diffuseColor = MaterialDiffuse;
vec2 texCoord = vTexCoord;
#if LIGHTING && PARALLAX_MAPPING
float height = texture(MaterialHeightMap, texCoord).r;
float v = height*ParallaxScale + ParallaxBias;
vec3 viewDir = normalize(vViewDir);
texCoord += v * viewDir.xy;
#endif
#if DIFFUSE_MAPPING
diffuseColor *= texture(MaterialDiffuseMap, texCoord);
#endif
#if FLAG_DEFERRED
#if ALPHA_TEST
#if ALPHA_MAPPING // Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé)
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif
if (diffuseColor.a < MaterialAlphaThreshold)
discard;
#endif // ALPHA_TEST
#if LIGHTING
#if NORMAL_MAPPING
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
#else
vec3 normal = normalize(vNormal);
#endif // NORMAL_MAPPING
vec3 specularColor = MaterialSpecular.rgb;
#if SPECULAR_MAPPING
specularColor *= texture(MaterialSpecularMap, texCoord).rgb;
#endif
/*
Texture0: Diffuse Color + Specular
Texture1: Normal + Specular
Texture2: Encoded depth + Shininess
*/
RenderTarget0 = vec4(diffuseColor.rgb, dot(specularColor, vec3(0.3, 0.59, 0.11)));
RenderTarget1 = vec4(EncodeNormal(normal));
RenderTarget2 = vec4(FloatToColor(gl_FragCoord.z), (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
#else // LIGHTING
RenderTarget0 = vec4(diffuseColor.rgb, 0.0);
#endif
#else // FLAG_DEFERRED
#if ALPHA_MAPPING
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
#endif
#if ALPHA_TEST
if (diffuseColor.a < MaterialAlphaThreshold)
discard;
#endif
#if LIGHTING
vec3 lightAmbient = vec3(0.0);
vec3 lightDiffuse = vec3(0.0);
vec3 lightSpecular = vec3(0.0);
#if NORMAL_MAPPING
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
#else
vec3 normal = normalize(vNormal);
#endif
if (MaterialShininess > 0.0)
{
vec3 eyeVec = normalize(EyePosition - vWorldPos);
for (int i = 0; i < 3; ++i)
{
switch (Lights[i].type)
{
case LIGHT_DIRECTIONAL:
{
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += specularFactor * Lights[i].color.rgb;
break;
}
case LIGHT_POINT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * Lights[i].color.rgb;
break;
}
case LIGHT_SPOT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
float outerAngle = Lights[i].parameters3.y;
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * Lights[i].color.rgb;
break;
}
default:
break;
}
}
}
else
{
for (int i = 0; i < 3; ++i)
{
switch (Lights[i].type)
{
case LIGHT_DIRECTIONAL:
{
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
// Ambient
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
break;
}
case LIGHT_POINT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
break;
}
case LIGHT_SPOT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
float outerAngle = Lights[i].parameters3.y;
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
}
default:
break;
}
}
}
lightSpecular *= MaterialSpecular.rgb;
#if SPECULAR_MAPPING
lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
#endif
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
#if EMISSIVE_MAPPING
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
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);
#else
RenderTarget0 = fragmentColor;
#endif // EMISSIVE_MAPPING
#else
RenderTarget0 = diffuseColor;
#endif // LIGHTING
#endif // FLAG_DEFERRED
}

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/********************Entrant********************/
in mat4 InstanceData0;
in vec3 VertexPosition;
in vec3 VertexNormal;
in vec3 VertexTangent;
in vec2 VertexTexCoord;
/********************Sortant********************/
out mat3 vLightToWorld;
out vec3 vNormal;
out vec2 vTexCoord;
out vec3 vViewDir;
out vec3 vWorldPos;
/********************Uniformes********************/
uniform vec3 EyePosition;
uniform float VertexDepth;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldMatrix;
uniform mat4 WorldViewProjMatrix;
/********************Fonctions********************/
void main()
{
#if FLAG_INSTANCING
#if TRANSFORM
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
#endif
#endif
#else
#if TRANSFORM
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
#else
#if UNIFORM_VERTEX_DEPTH
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
#else
gl_Position = vec4(VertexPosition, 1.0);
#endif
#endif
#endif
//#if LIGHTING
#if FLAG_INSTANCING
mat3 rotationMatrix = mat3(InstanceData0);
#else
mat3 rotationMatrix = mat3(WorldMatrix);
#endif
#if COMPUTE_TBNMATRIX
vec3 binormal = cross(VertexNormal, VertexTangent);
vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);
vLightToWorld[1] = normalize(rotationMatrix * binormal);
vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);
#else
vNormal = normalize(rotationMatrix * VertexNormal);
#endif
//#endif
#if TEXTURE_MAPPING
/* #if FLAG_FLIP_UVS
vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);
#else*/
vTexCoord = VertexTexCoord;
// #endif
#endif
#if LIGHTING && PARALLAX_MAPPING
vViewDir = EyePosition - VertexPosition;
vViewDir *= vLightToWorld;
#endif
#if LIGHTING && !FLAG_DEFERRED
#if FLAG_INSTANCING
vWorldPos = vec3(InstanceData0 * vec4(VertexPosition, 1.0));
#else
vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));
#endif
#endif
}

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