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

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@@ -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 @@
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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);
}

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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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