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PhysX4.1/kaplademo/externals/resources/shaders/default_fs.cpp
2025-11-28 23:13:44 +05:30

308 lines
9.1 KiB
C++

// scene reflection
uniform float reflectionCoeff = 0.0f;
uniform float specularCoeff = 0.0f;
uniform sampler2DRect reflectionTex;
// Shadow map
uniform float shadowAmbient = 0.0;
uniform sampler2D texture;
uniform sampler2DArrayShadow stex;
uniform sampler2DArrayShadow stex2;
uniform sampler2DArrayShadow stex3;
uniform samplerCube skyboxTex;
uniform float hdrScale = 5.0;
uniform vec2 texSize; // x - size, y - 1/size
uniform vec4 far_d;
// Spot lights
uniform vec3 spotLightDir;
uniform vec3 spotLightPos;
uniform float spotLightCosineDecayBegin;
uniform float spotLightCosineDecayEnd;
uniform vec3 spotLightDir2;
uniform vec3 spotLightPos2;
uniform float spotLightCosineDecayBegin2;
uniform float spotLightCosineDecayEnd2;
uniform vec3 spotLightDir3;
uniform vec3 spotLightPos3;
uniform float spotLightCosineDecayBegin3;
uniform float spotLightCosineDecayEnd3;
uniform vec3 parallelLightDir;
uniform float shadowAdd;
uniform int useTexture;
uniform int numShadows;
uniform vec3 ambientColor;
uniform vec2 shadowTaps[12];
float shadowCoeff1()
{
//const int index = 0;
int index = 3;
if(gl_FragCoord.z < far_d.x)
index = 0;
else if(gl_FragCoord.z < far_d.y)
index = 1;
else if(gl_FragCoord.z < far_d.z)
index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
// tell glsl in which layer to do the look up
shadow_coord.z = float(index);
// Gaussian 3x3 filter
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 12;
float radius = 0.0003f / pow(2, index);
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float shadowCoeff2()
{
const int index = 1;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex2, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 12;
float radius = 1.0f;
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float shadowCoeff3()
{
const int index = 2;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex3, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 12;
float radius = 0.02f;
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float filterwidth(float2 v)
{
float2 fw = max(abs(ddx(v)), abs(ddy(v)));
return max(fw.x, fw.y);
}
float2 bump(float2 x)
{
return (floor((x) / 2) + 2.f * max(((x) / 2) - floor((x) / 2) - .5f, 0.f));
}
float checker(float2 uv)
{
float width = filterwidth(uv);
float2 p0 = uv - 0.5 * width;
float2 p1 = uv + 0.5 * width;
float2 i = (bump(p1) - bump(p0)) / width;
return i.x * i.y + (1 - i.x) * (1 - i.y);
}
uniform float fresnelBias = 0.0;
uniform float fresnelScale = 1.0;
uniform float fresnelPower = 3.0; // 5.0 is physically correct
uniform float RollOff = 0.5f;
void main()
{
//// TODO, expose this as user parameter
const float skyLightIntensity = 0.2;
const float rimLightIntensity = 0.3;
vec3 diffuseMat;
vec3 specularMat;
vec3 emissiveReflectSpecPow;
specularMat = vec3(1.0);
emissiveReflectSpecPow = vec3(0.0,0.0,0.0);
vec3 normal = normalize(gl_TexCoord[2].xyz);
vec3 wnormal = normalize(gl_TexCoord[4].xyz);
// read in material color for diffuse, specular, bump, emmisive
// 3D texture
vec4 colorx;
if (useTexture > 0)
colorx = texture2D(texture, gl_TexCoord[0]);
else {
colorx = gl_Color;
colorx *= 1.0 - 0.25*checker(float2(gl_TexCoord[3].x, gl_TexCoord[3].z));
}
colorx = clamp(colorx,0,1);
diffuseMat = colorx.xyz*0.4;
//diffuseMat = myTexture3D(gl_TexCoord[0].xyz);//texture3D(ttt3D, gl_TexCoord[0].xyz);
//diffuseMat = texture3D(ttt3D, gl_TexCoord[0].xyz);
if (dot(normal, gl_TexCoord[1].xyz) > 0) {
normal.xyz *= -1;
}
//gl_FragColor.xyz = normal*0.5 + vec3(0.5,0.5,0.5);
//gl_FragColor.w = 1;
//return;
vec3 eyeVec = normalize(gl_TexCoord[1].xyz);
// apply gamma correction for diffuse textures
//diffuseMat = pow(diffuseMat, 0.45);
float specularPower = emissiveReflectSpecPow.b*255.0f + 1.0f;
// TODO - fix this
specularPower = 10.0f;
float emissive = 0.0f;
float reflectivity = emissiveReflectSpecPow.b;
float fresnel = fresnelBias + fresnelScale*pow(1.0 - max(0.0, dot(normal, eyeVec)), fresnelPower);
float specular = 0.0f;
vec3 skyNormal = reflect(eyeVec, normal);
vec3 skyColor = skyLightIntensity * textureCube(skyboxTex, skyNormal).rgb;
vec3 ambientSkyColor = diffuseMat * skyColor;
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
if (numShadows >= 1) {
vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0);
vec3 shadowColor = vec3(0.4, 0.4, 0.7); // colored shadow
//vec3 lvec = normalize(spotLightDir);
vec3 lvec = normalize(spotLightPos - gl_TexCoord[1].xyz);
float cosine = dot(lvec, spotLightDir);
float intensity = smoothstep(spotLightCosineDecayBegin, spotLightCosineDecayEnd, cosine);
float ldn = max(0.0f, dot(normal, lvec));
float shadowC = shadowCoeff1();
//gl_FragColor = vec4(shadowC,shadowC,shadowC,1.0f);
//return;
vec3 irradiance = shadowC * ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance*intensity;
// add colored shadow
diffuseColor += (1.0 - shadowC*ldn) * shadowAmbient * shadowColor * diffuseMat*intensity;
vec3 r = reflect(lvec, normal);
specular += pow(max(0.0, dot(r, eyeVec)), specularPower)*shadowC*intensity;
}
// add rim light
if (numShadows >= 2) {
vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0);
vec3 lvec = normalize(spotLightDir2);
float ldn = max(0.0f, dot(normal, lvec));
vec3 irradiance = ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance;
}
vec3 color = vec3(0.0, 0.0, 0.0);
color += diffuseColor;
color += ambientSkyColor;
color += specular*specularMat;
color += hdrScale * emissive * diffuseMat;
//vec3 reflectColor = diffuseMat * texture2DRect(reflectionTex, gl_FragCoord.xy).rgb;
//color = reflectionCoeff * reflectColor + (1.0f - reflectionCoeff) * color;
color = (fresnel * skyColor + (1.0 - fresnel) * color) * reflectivity + (1.0 - reflectivity) * color;
gl_FragColor.rgb = color;
gl_FragColor.w = gl_Color.w;
//float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0);
//vec4 fogCol = gl_Fog.color;
float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0);
vec4 fogCol = gl_Fog.color;
gl_FragColor = mix(fogCol, gl_FragColor, fog);
}