v4k-git-backup/engine/shaders/fs_32_4_model.glsl

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uniform mat4 model, view;
uniform sampler2D u_texture2d;
uniform vec3 u_coefficients_sh[9];
uniform bool u_textured = true;
uniform bool u_lit = false;
uniform bool u_matcaps = false;
uniform vec4 u_diffuse = vec4(1.0,1.0,1.0,1.0);
#ifdef RIM
in vec3 v_position;
#endif
in vec3 v_normal, v_normal_ws;
in vec2 v_texcoord;
in vec4 v_color;
out vec4 fragcolor;
{{include-shadowmap}}
in vec4 vpeye;
in vec4 vneye;
in vec4 sc;
vec4 shadowing() {
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return shadowmap(vpeye, vneye, v_texcoord, sc);
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}
void main() {
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vec3 n = /*normalize*/(v_normal);
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// SH lighting
vec4 lit = vec4(1.0, 1.0, 1.0, 1.0);
vec3 SHLightResult[9];
SHLightResult[0] = 0.282095f * u_coefficients_sh[0];
SHLightResult[1] = -0.488603f * u_coefficients_sh[1] * n.y;
SHLightResult[2] = 0.488603f * u_coefficients_sh[2] * n.z;
SHLightResult[3] = -0.488603f * u_coefficients_sh[3] * n.x;
SHLightResult[4] = 1.092548f * u_coefficients_sh[4] * n.x * n.y;
SHLightResult[5] = -1.092548f * u_coefficients_sh[5] * n.y * n.z;
SHLightResult[6] = 0.315392f * u_coefficients_sh[6] * (3.0f * n.z * n.z - 1.0f);
SHLightResult[7] = -1.092548f * u_coefficients_sh[7] * n.x * n.z;
SHLightResult[8] = 0.546274f * u_coefficients_sh[8] * (n.x * n.x - n.y * n.y);
vec3 result = vec3(0.0);
for (int i = 0; i < 9; ++i)
result += SHLightResult[i];
if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) lit = vec4(result, 1.0);
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// base
vec4 diffuse;
if(u_matcaps) {
vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space
diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y));
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} else if(u_textured) {
diffuse = texture(u_texture2d, v_texcoord);
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} else {
diffuse = u_diffuse; // * v_color;
}
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// lighting mix
fragcolor = diffuse * lit * shadowing();
// rimlight
#ifdef RIM
{vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space
vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space
vec3 v = normalize(-p); // eye vector
float rim = 1.0 - max(dot(v, n), 0.0); // rimlight
rim = smoothstep(1.0-0.01, 1.0, rim); // intensity (0.01)
fragcolor += vec4(0.0, 0.0, rim, 1.0);} // blue
#endif
}