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uniform mat4 model, view;
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uniform sampler2D u_texture2d;
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uniform vec3 u_coefficients_sh[9];
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uniform bool u_textured = true;
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uniform bool u_lit = false;
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uniform bool u_matcaps = false;
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uniform vec4 u_diffuse = vec4(1.0,1.0,1.0,1.0);
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2023-12-01 15:05:38 +00:00
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// lightmapping
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uniform sampler2D u_lightmap;
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uniform bool u_texlit;
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uniform bool u_texmod = true;
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uniform float u_litboost = 1.0;
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in vec3 v_position;
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in vec3 v_position_ws;
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#ifdef RIM
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2023-09-19 04:50:53 +00:00
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uniform mat4 M; // RIM
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uniform vec3 u_rimcolor = vec3(0.2,0.2,0.2);
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uniform vec3 u_rimrange = vec3(0.11,0.98,0.5);
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2023-09-21 10:10:36 +00:00
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uniform vec3 u_rimpivot = vec3(0,0,0);
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uniform bool u_rimambient = true;
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#endif
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in vec3 v_normal, v_normal_ws;
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in vec2 v_texcoord, v_texcoord2;
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in vec4 v_color;
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out vec4 fragcolor;
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{{include-shadowmap}}
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in vec4 vpeye;
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in vec4 vneye;
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in vec4 sc;
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vec4 shadowing() {
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return shadowmap(vpeye, vneye, v_texcoord, sc);
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}
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uniform vec3 u_cam_pos;
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uniform vec3 u_cam_dir;
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2023-09-23 15:22:48 +00:00
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uniform int u_num_lights;
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struct light_t {
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int type;
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vec3 diffuse;
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vec3 specular;
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vec3 ambient;
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vec3 pos;
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vec3 dir;
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float power;
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float innerCone;
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float outerCone;
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// falloff
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float constant;
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float linear;
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float quadratic;
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};
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#define MAX_LIGHTS 16
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const int LIGHT_DIRECTIONAL = 0;
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const int LIGHT_POINT = 1;
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const int LIGHT_SPOT = 2;
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uniform light_t u_lights[MAX_LIGHTS];
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#ifdef SHADING_PHONG
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vec3 shading_phong(light_t l) {
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vec3 lightDir;
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float attenuation = 1.0;
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if (l.type == LIGHT_DIRECTIONAL) {
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lightDir = normalize(-l.dir);
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} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
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vec3 toLight = l.pos - v_position_ws;
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lightDir = normalize(toLight);
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float distance = length(toLight);
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attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
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if (l.type == LIGHT_SPOT) {
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float angle = dot(l.dir, -lightDir);
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if (angle > l.outerCone) {
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float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
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attenuation *= clamp(intensity, 0.0, 1.0);
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} else {
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attenuation = 0.0;
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}
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}
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}
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2023-09-23 20:00:22 +00:00
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// fast-rejection for faraway vertices
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if (attenuation <= 0.01) {
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return vec3(0,0,0);
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}
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vec3 n = normalize(v_normal_ws);
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float diffuse = max(dot(n, lightDir), 0.0);
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vec3 halfVec = normalize(lightDir + u_cam_dir);
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float specular = pow(max(dot(n, halfVec), 0.0), l.power);
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return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
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}
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#endif
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vec3 lighting() {
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vec3 lit = vec3(0,0,0);
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#ifndef SHADING_NONE
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for (int i=0; i<u_num_lights; i++) {
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#ifdef SHADING_PHONG
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lit += shading_phong(u_lights[i]);
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#endif
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}
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#endif
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return lit;
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}
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vec3 sh_lighting(vec3 n) {
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vec3 SHLightResult[9];
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SHLightResult[0] = 0.282095f * u_coefficients_sh[0];
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SHLightResult[1] = -0.488603f * u_coefficients_sh[1] * n.y;
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SHLightResult[2] = 0.488603f * u_coefficients_sh[2] * n.z;
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SHLightResult[3] = -0.488603f * u_coefficients_sh[3] * n.x;
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SHLightResult[4] = 1.092548f * u_coefficients_sh[4] * n.x * n.y;
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SHLightResult[5] = -1.092548f * u_coefficients_sh[5] * n.y * n.z;
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SHLightResult[6] = 0.315392f * u_coefficients_sh[6] * (3.0f * n.z * n.z - 1.0f);
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SHLightResult[7] = -1.092548f * u_coefficients_sh[7] * n.x * n.z;
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SHLightResult[8] = 0.546274f * u_coefficients_sh[8] * (n.x * n.x - n.y * n.y);
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vec3 result = vec3(0.0);
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for (int i = 0; i < 9; ++i)
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result += SHLightResult[i];
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return result;
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}
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#ifdef LIGHTMAP_BAKING
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void main() {
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vec3 n = normalize(v_normal_ws);
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vec4 diffuse;
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if(u_textured) {
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diffuse = texture(u_texture2d, v_texcoord);
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} else {
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diffuse = u_diffuse; // * v_color;
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}
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if (u_texlit) {
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vec4 litsample = texture(u_lightmap, v_texcoord);
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diffuse *= litsample;
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}
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fragcolor = vec4(diffuse.rgb*u_litboost, 1.0);
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}
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#else
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void main() {
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vec3 n = normalize(v_normal_ws);
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vec4 lit = vec4(1.0, 1.0, 1.0, 1.0);
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// SH lighting
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if (!u_texlit) {
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vec3 result = sh_lighting(n);
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if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) lit = vec4(result, 1.0);
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}
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// analytical lights (phong shading)
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lit += vec4(lighting(), 0.0);
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// base
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vec4 diffuse;
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if(u_matcaps) {
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vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space
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diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y));
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} else if(u_textured) {
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diffuse = texture(u_texture2d, v_texcoord);
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} else {
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diffuse = u_diffuse; // * v_color;
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}
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if (u_texlit) {
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vec4 litsample = texture(u_lightmap, v_texcoord);
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if (u_texmod) {
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diffuse *= litsample;
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} else {
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diffuse += litsample;
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}
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diffuse.rgb += sh_lighting(n);
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}
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// lighting mix
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fragcolor = diffuse * lit * shadowing();
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// rimlight
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#ifdef RIM
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{
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vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space
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vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space
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vec3 v = vec3(0,-1,0);
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if (!u_rimambient) {
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v = normalize(u_rimpivot-p);
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}
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float rim = 1.0 - max(dot(v,n), 0.0);
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vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z));
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fragcolor += vec4(col, 1.0);}
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#endif
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}
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#endif
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