From 82a2db5301413c9436f76a4760c015f0a04e834a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Dominik=20Madar=C3=A1sz?= Date: Fri, 11 Aug 2023 00:46:04 +0200 Subject: [PATCH] keep comments --- engine/joint/v4k.h | 258 +++++++++--------- engine/shaders/fs_0_0_shadowmap_lit.glsl | 45 +-- engine/shaders/fs_0_0_shadowmap_unlit.glsl | 1 + engine/shaders/fs_24_4_sprite.glsl | 12 +- engine/shaders/fs_2_4_texel_inv_gamma.glsl | 4 +- .../fs_2_4_texel_ycbr_gamma_saturation.glsl | 17 +- engine/shaders/fs_32_4_model.glsl | 32 +-- engine/shaders/fs_32_4_model_basic.glsl | 4 +- engine/shaders/fs_3_4_skybox_rayleigh.glsl | 82 +++--- engine/shaders/vs_0_2_fullscreen_quad_B.glsl | 4 +- .../vs_0_2_fullscreen_quad_B_flipped.glsl | 4 +- engine/shaders/vs_323444143_16_332_model.glsl | 42 +-- engine/shaders/vs_332_32.glsl | 11 +- engine/split/v4k_shaders.c | 258 +++++++++--------- engine/v4k.c | 258 +++++++++--------- engine/v4k.html | 2 +- tools/glsl_split.py | 4 +- 17 files changed, 543 insertions(+), 495 deletions(-) diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index b19d370..0f8d521 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -339063,28 +339063,33 @@ void network_rpc_send(unsigned id, const char *cmdline) { #line 1 "v4k_shaders.c" static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" +"// #version 140 // inverse() requires v140\n" +"// FILELINE\n" +"\n" +"\n" +"// uniform mat4 view = mat4(1.0);\n" "uniform vec3 lightPos = vec3(1.0);\n" "uniform float doTexture = 1.;\n" #if VSMCUBE -"uniform samplerCube shadowMap;\n" +"uniform samplerCube shadowMap; // VSMCUBE\n" #else -"uniform sampler2D shadowMap;\n" +"uniform sampler2D shadowMap; // !VSMCUBE\n" #endif "\n" "struct light {\n" -" vec3 position;\n" +" vec3 position; // world-space\n" " vec4 diffuse;\n" " vec4 specular;\n" " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" " };\n" " light light0 = light(\n" " lightPos,\n" -" vec4(1,1,1,1),\n" -" vec4(1,1,1,1),\n" -" 1.0, 0.0, 0.0\n" +" vec4(1,1,1,1), // diffuse\n" +" vec4(1,1,1,1), // specular\n" +" 1.0, 0.0, 0.0 // attenuation (const, linear, quad)\n" " );\n" " \n" -" \n" +" // From http://fabiensanglard.net/shadowmappingVSM/index.php\n" #if VSMCUBE " float chebyshevUpperBound(float distance, vec3 dir) {\n" " distance = distance/20 ;\n" @@ -339093,14 +339098,14 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " float chebyshevUpperBound(float distance, vec4 scPostW) {\n" " vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" #endif -" \n" +" // Surface is fully lit. as the current fragment is before the light occluder\n" " if (distance <= moments.x)\n" " return 1.0;\n" " \n" -" \n" -" \n" +" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" +" // How likely this pixel is to be lit (p_max)\n" " float variance = moments.y - (moments.x*moments.x);\n" -" \n" +" //variance = max(variance, 0.000002);\n" " variance = max(variance, 0.00002);\n" " \n" " float d = distance - moments.x;\n" @@ -339118,24 +339123,24 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec3 normal = vec3(normalize(vneye));\n" " vec3 viewDir = normalize(-fragment);\n" " \n" -" \n" -" \n" +" // Lighting\n" +" // Convert to eye-space\n" " vec3 light = vec3(view * vec4(light0.position, 1.0));\n" " \n" #if VSMCUBE -" \n" +" // Vectors\n" " vec3 fragmentToLight = light - fragment;\n" " vec3 fragmentToLightDir = normalize(fragmentToLight);\n" " \n" -" \n" +" // Shadows\n" " vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" " float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" #else -" \n" +" // Shadows\n" " vec4 scPostW = sc / sc.w;\n" " scPostW = scPostW * 0.5 + 0.5;\n" " \n" -" float shadowFactor = 1.0;\n" +" float shadowFactor = 1.0; // Not in shadow\n" " \n" " bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" " if (!outsideShadowMap) {\n" @@ -339154,7 +339159,7 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec3 positionToLight = light - fragment;\n" " vec3 lightDir = normalize(positionToLight);\n" " \n" -" \n" +" // Angle between fragment-normal and incoming light\n" " float cosAngIncidence = dot(lightDir, normal);\n" " cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" " \n" @@ -339164,8 +339169,8 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" " \n" " vec4 total_lighting;\n" -" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor;\n" -" total_lighting += diffuse * shadowFactor;\n" +" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" +" total_lighting += diffuse * shadowFactor; // Diffuse\n" #else " vec4 total_lighting = diffColor;\n" #endif @@ -339174,6 +339179,7 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " }\n"; static const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" +"// uniform mat4 view = mat4(1.0);\n" "uniform vec3 lightPos = vec3(1.0);\n" "uniform float doTexture = 0.;\n" "uniform sampler2D shadowMap;\n" @@ -339189,21 +339195,21 @@ static const char *const fs_24_4_sprite = "//" FILELINE "\n" "in vec4 vColor;\n" "out vec4 fragColor;\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/MllBWf CC1.0\n" "vec4 texture_AA(sampler2D tx, vec2 uv) {\n" " vec2 res = vec2(textureSize(tx, 0));\n" " uv = uv*res + 0.5;\n" -" \n" +" // tweak fractionnal value of the texture coordinate\n" " vec2 fl = floor(uv);\n" " vec2 fr = fract(uv);\n" " vec2 aa = fwidth(uv)*0.75;\n" " fr = smoothstep( vec2(0.5)-aa, vec2(0.5)+aa, fr);\n" -" \n" +" // return value\n" " uv = (fl+fr-0.5) / res;\n" " return texture(tx, uv);\n" "}\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/MllBWf CC1.0\n" "vec4 texture_AA2( sampler2D tex, vec2 uv) {\n" " vec2 res = vec2(textureSize(tex,0));\n" " uv = uv*res;\n" @@ -339212,12 +339218,12 @@ static const char *const fs_24_4_sprite = "//" FILELINE "\n" " return texture(tex, uv/res);\n" "}\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/ltBfRD\n" "vec4 texture_AA3(sampler2D tex, vec2 uv) {\n" " vec2 res = vec2(textureSize(tex,0));\n" " float width = 2.0;\n" " uv = uv * res;\n" -" \n" +" // ---\n" " vec2 uv_floor = floor(uv + 0.5);\n" " vec2 uv_fract = fract(uv + 0.5);\n" " vec2 uv_aa = fwidth(uv) * width * 0.5;\n" @@ -339255,7 +339261,7 @@ static const char *const fs_2_4_preamble = "//" FILELINE "\n" "out vec4 fragColor;\n"; static const char *const fs_2_4_texel_inv_gamma = "//" FILELINE "\n" -"uniform sampler2D texture0;\n" +"uniform sampler2D texture0; /*unit0*/\n" "uniform float u_inv_gamma;\n" "\n" "in vec2 uv;\n" @@ -339264,13 +339270,13 @@ static const char *const fs_2_4_texel_inv_gamma = "//" FILELINE "\n" "void main() {\n" " vec4 texel = texture( texture0, uv );\n" " fragcolor = texel;\n" -" fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) );\n" +" fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) ); // defaults: 1.0/2.2 gamma\n" "}\n"; static const char *const fs_2_4_texel_ycbr_gamma_saturation = "//" FILELINE "\n" -"uniform sampler2D u_texture_y;\n" -"uniform sampler2D u_texture_cb;\n" -"uniform sampler2D u_texture_cr;\n" +"uniform sampler2D u_texture_y; /*unit0*/\n" +"uniform sampler2D u_texture_cb; /*unit1*/\n" +"uniform sampler2D u_texture_cr; /*unit2*/\n" "uniform float u_gamma;\n" "\n" "in vec2 uv;\n" @@ -339288,11 +339294,16 @@ static const char *const fs_2_4_texel_ycbr_gamma_saturation = "//" FILELINE "\n" " -0.7010, 0.5291, -0.8860, 1.0000\n" " );\n" " vec4 texel = to_rgb * vec4(y, cb, cr, 1.0);\n" -" \n" -" \n" +" /* same as:\n" +" vec3 yCbCr = vec3(y,cb-0.5,cr-0.5);\n" +" vec4 texel = vec4( dot( vec3( 1.0, 0.0, 1.402 ), yCbCr ),\n" +" dot( vec3( 1.0 , -0.34414 , -0.71414 ), yCbCr ),\n" +" dot( vec3( 1.0, 1.772, 0.0 ), yCbCr ), 1.0);\n" +" */\n" +" // gamma correction\n" " texel.rgb = pow(texel.rgb, vec3(1.0 / u_gamma));\n" " \n" -" \n" +" // saturation (algorithm from Chapter 16 of OpenGL Shading Language)\n" " if(false) { float saturation = 2.0; const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n" " vec3 intensity = vec3(dot(texel.rgb, W));\n" "texel.rgb = mix(intensity, texel.rgb, saturation); }\n" @@ -339326,9 +339337,9 @@ static const char *const fs_32_4_model = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -"vec3 n = (v_normal);\n" -"\n" +"vec3 n = /*normalize*/(v_normal);\n" "\n" +"// SH lighting\n" "vec4 lit = vec4(1.0, 1.0, 1.0, 1.0);\n" "vec3 SHLightResult[9];\n" "SHLightResult[0] = 0.282095f * u_coefficients_sh[0];\n" @@ -339347,31 +339358,31 @@ static const char *const fs_32_4_model = "//" FILELINE "\n" "\n" "\n" "\n" -"\n" +"// base\n" "vec4 diffuse;\n" "if(u_matcaps) {\n" -" vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5);\n" +" vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space\n" " diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y));\n" " } else if(u_textured) {\n" " diffuse = texture(u_texture2d, v_texcoord);\n" " } else {\n" -" diffuse = u_diffuse;\n" +" diffuse = u_diffuse; // * v_color;\n" " }\n" " \n" -" \n" +" // lighting mix\n" " fragcolor = diffuse * lit * shadowing();\n" " \n" -" \n" +" // rimlight\n" #ifdef RIM -" {vec3 n = normalize(mat3(M) * v_normal);\n" -" vec3 p = (M * vec4(v_position,1.0)).xyz;\n" -" vec3 v = normalize(-p);\n" -" float rim = 1.0 - max(dot(v, n), 0.0);\n" -" rim = smoothstep(1.0-0.01, 1.0, rim);\n" -" fragcolor += vec4(0.0, 0.0, rim, 1.0);}\n" - #endif -" \n" -"}\n"; +" {vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space\n" +" vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space\n" +" vec3 v = normalize(-p); // eye vector\n" +" float rim = 1.0 - max(dot(v, n), 0.0); // rimlight\n" +" rim = smoothstep(1.0-0.01, 1.0, rim); // intensity (0.01)\n" +" fragcolor += vec4(0.0, 0.0, rim, 1.0);} // blue\n" + #endif +" \n" +" }\n"; static const char *const fs_32_4_model_basic = "//" FILELINE "\n" "uniform sampler2D fsDiffTex;\n" @@ -339385,8 +339396,8 @@ static const char *const fs_32_4_model_basic = "//" FILELINE "\n" "\n" "void main() {\n" " vec4 diff = texture(fsDiffTex, v_texcoord).rgba;\n" -" vec3 n = normalize(mat3(MVP) * v_normal);\n" -" fragColor = diff;\n" +" vec3 n = normalize(mat3(MVP) * v_normal); // transform normal to eye space\n" +" fragColor = diff;// * vec4(v_normal.xyz, 1);\n" "}\n"; static const char *const fs_3_4_skybox = "//" FILELINE "\n" @@ -339400,7 +339411,7 @@ static const char *const fs_3_4_skybox = "//" FILELINE "\n" "}\n"; static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" -"uniform vec3 uSunPos = vec3( 0, 0.1, -1 );\n" +"uniform vec3 uSunPos = vec3( 0, 0.1, -1 ); // = [0, Math.cos(theta) * 0.3 + 0.2, -1];\n" "\n" "in vec3 v_direction;\n" "out vec4 fragcolor;\n" @@ -339409,36 +339420,36 @@ static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" "\n" "void main() {\n" " vec3 color = atmosphere(\n" -" normalize(v_direction),\n" -" vec3(0,6372e3,0),\n" -" uSunPos,\n" -" 22.0,\n" -" 6371e3,\n" -" 6471e3,\n" -" vec3(5.5e-6, 13.0e-6, 22.4e-6),\n" -" 21e-6,\n" -" 8e3,\n" -" 1.2e3,\n" -" 0.758\n" +" normalize(v_direction), // normalized ray direction\n" +" vec3(0,6372e3,0), // ray origin\n" +" uSunPos, // position of the sun\n" +" 22.0, // intensity of the sun\n" +" 6371e3, // radius of the planet in meters\n" +" 6471e3, // radius of the atmosphere in meters\n" +" vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient\n" +" 21e-6, // Mie scattering coefficient\n" +" 8e3, // Rayleigh scale height\n" +" 1.2e3, // Mie scale height\n" +" 0.758 // Mie preferred scattering direction\n" " );\n" " \n" -" \n" +" // Apply exposure.\n" " color = 1.0 - exp(-1.0 * color);\n" " \n" " fragcolor = vec4(color, 1);\n" "}\n" "\n" -"\n" -"\n" +"// [src] https://github.com/wwwtyro/glsl-atmosphere by wwwtyro (Unlicensed)\n" +"// For more information, please refer to \n" "\n" "#define PI 3.141592\n" "#define iSteps 16\n" "#define jSteps 8\n" "\n" "vec2 rsi(vec3 r0, vec3 rd, float sr) {\n" -" \n" -" \n" -" \n" +" // ray-sphere intersection that assumes\n" +" // the sphere is centered at the origin.\n" +" // No intersection when result.x > result.y\n" " float a = dot(rd, rd);\n" " float b = 2.0 * dot(rd, r0);\n" " float c = dot(r0, r0) - (sr * sr);\n" @@ -339451,91 +339462,91 @@ static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" "}\n" "\n" "vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) {\n" -" \n" +" // Normalize the sun and view directions.\n" " pSun = normalize(pSun);\n" " r = normalize(r);\n" " \n" -" \n" +" // Calculate the step size of the primary ray.\n" " vec2 p = rsi(r0, r, rAtmos);\n" " if (p.x > p.y) return vec3(0,0,0);\n" " p.y = min(p.y, rsi(r0, r, rPlanet).x);\n" " float iStepSize = (p.y - p.x) / float(iSteps);\n" " \n" -" \n" +" // Initialize the primary ray time.\n" " float iTime = 0.0;\n" " \n" -" \n" +" // Initialize accumulators for Rayleigh and Mie scattering.\n" " vec3 totalRlh = vec3(0,0,0);\n" " vec3 totalMie = vec3(0,0,0);\n" " \n" -" \n" +" // Initialize optical depth accumulators for the primary ray.\n" " float iOdRlh = 0.0;\n" " float iOdMie = 0.0;\n" " \n" -" \n" +" // Calculate the Rayleigh and Mie phases.\n" " float mu = dot(r, pSun);\n" " float mumu = mu * mu;\n" " float gg = g * g;\n" " float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);\n" " float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));\n" " \n" -" \n" +" // Sample the primary ray.\n" " for (int i = 0; i < iSteps; i++) {\n" " \n" -" \n" +" // Calculate the primary ray sample position.\n" " vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);\n" " \n" -" \n" +" // Calculate the height of the sample.\n" " float iHeight = length(iPos) - rPlanet;\n" " \n" -" \n" +" // Calculate the optical depth of the Rayleigh and Mie scattering for this step.\n" " float odStepRlh = exp(-iHeight / shRlh) * iStepSize;\n" " float odStepMie = exp(-iHeight / shMie) * iStepSize;\n" " \n" -" \n" +" // Accumulate optical depth.\n" " iOdRlh += odStepRlh;\n" " iOdMie += odStepMie;\n" " \n" -" \n" +" // Calculate the step size of the secondary ray.\n" " float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);\n" " \n" -" \n" +" // Initialize the secondary ray time.\n" " float jTime = 0.0;\n" " \n" -" \n" +" // Initialize optical depth accumulators for the secondary ray.\n" " float jOdRlh = 0.0;\n" " float jOdMie = 0.0;\n" " \n" -" \n" +" // Sample the secondary ray.\n" " for (int j = 0; j < jSteps; j++) {\n" " \n" -" \n" +" // Calculate the secondary ray sample position.\n" " vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);\n" " \n" -" \n" +" // Calculate the height of the sample.\n" " float jHeight = length(jPos) - rPlanet;\n" " \n" -" \n" +" // Accumulate the optical depth.\n" " jOdRlh += exp(-jHeight / shRlh) * jStepSize;\n" " jOdMie += exp(-jHeight / shMie) * jStepSize;\n" " \n" -" \n" +" // Increment the secondary ray time.\n" " jTime += jStepSize;\n" " }\n" " \n" -" \n" +" // Calculate attenuation.\n" " vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));\n" " \n" -" \n" +" // Accumulate scattering.\n" " totalRlh += odStepRlh * attn;\n" " totalMie += odStepMie * attn;\n" " \n" -" \n" +" // Increment the primary ray time.\n" " iTime += iStepSize;\n" " \n" " }\n" " \n" -" \n" +" // Calculate and return the final color.\n" " return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);\n" "}\n"; @@ -339559,8 +339570,8 @@ static const char *const vs_0_2_fullscreen_quad_B = "//" FILELINE "\n" "void main() {\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" -" gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0);\n" -" uv = vec2(x, y);\n" +" gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)\n" +" uv = vec2(x, y); // normal(y),flipped(1.0-y)\n" "}\n"; static const char *const vs_0_2_fullscreen_quad_B_flipped = "//" FILELINE "\n" @@ -339569,8 +339580,8 @@ static const char *const vs_0_2_fullscreen_quad_B_flipped = "//" FILELINE "\n" "void main() {\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" -" gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0);\n" -" uv = vec2(x, y);\n" +" gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)\n" +" uv = vec2(x, y); // normal(y),flipped(1.0-y)\n" "}\n"; static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" @@ -339579,11 +339590,11 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" #endif "uniform mat3x4 vsBoneMatrix[MAX_BONES];\n" "uniform bool SKINNED = false;\n" -"\n" +"// uniform mat4 M; // RIM\n" "uniform mat4 VP;\n" "\n" #if 0 -"\n" +"// Fetch blend channels from all attached blend deformers.\n" "for (size_t di = 0; di < mesh->blend_deformers.count; di++) {\n" " ufbx_blend_deformer *deformer = mesh->blend_deformers.data[di];\n" " for (size_t ci = 0; ci < deformer->channels.count; ci++) {\n" @@ -339609,31 +339620,31 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" "sg_image blend_shapes = mesh->num_blend_shapes > 0 ? mesh->blend_shape_image : view->empty_blend_shape_image;\n" #endif "\n" -"\n" +"// for blendshapes\n" #ifndef MAX_BLENDSHAPES "#define MAX_BLENDSHAPES 16\n" #endif -"uniform vec4 blend_weights[MAX_BLENDSHAPES];\n" -"uniform float f_num_blend_shapes;\n" -"uniform sampler2DArray blend_shapes;\n" +"uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me\n" +"uniform float f_num_blend_shapes; // @todo: implement me\n" +"uniform sampler2DArray blend_shapes; // @todo: implement me\n" "\n" -"in vec3 att_position;\n" +"in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead\n" "in vec2 att_texcoord;\n" "in vec3 att_normal;\n" -"in vec4 att_tangent;\n" -"in mat4 att_instanced_matrix;\n" -"in vec4 att_indexes;\n" -"in vec4 att_weights;\n" -"in float att_vertexindex;\n" +"in vec4 att_tangent; // vec3 + bi sign\n" +"in mat4 att_instanced_matrix; // for instanced rendering\n" +"in vec4 att_indexes; // @fixme: gles might use ivec4 instead?\n" +"in vec4 att_weights; // @todo: downgrade from float to byte\n" +"in float att_vertexindex; // for blendshapes\n" "in vec4 att_color;\n" -"in vec3 att_bitangent;\n" +"in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this\n" "out vec4 v_color;\n" "out vec3 v_position;\n" "out vec3 v_normal, v_normal_ws;\n" "out vec2 v_texcoord;\n" "\n" "\n" -"\n" +"// shadow\n" "uniform mat4 model, view;\n" "uniform mat4 cameraToShadowProjector;\n" "out vec4 vneye;\n" @@ -339645,7 +339656,7 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" " sc = cameraToShadowProjector * model * vec4(att_position, 1.0f);\n" "}\n" "\n" -"\n" +"// blendshapes\n" "vec3 evaluate_blend_shape(int vertex_index) {\n" " ivec2 coord = ivec2(vertex_index & (2048 - 1), vertex_index >> 11);\n" " int num_blend_shapes = int(f_num_blend_shapes);\n" @@ -339670,17 +339681,17 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" " m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n" " objPos = vec4(att_position, 1.0) * m;\n" " \n" -" \n" -" \n" +" // blendshapes\n" +" // objPos += evaluate_blend_shape(int(att_vertexindex));\n" " \n" " v_normal = vec4(att_normal, 0.0) * m;\n" -" \n" +" //@todo: tangents\n" " }\n" " \n" +" // vec3 tangent = att_tangent.xyz;\n" +" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n" " \n" -" \n" -" \n" -" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.)));\n" +" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n" " v_normal = normalize(v_normal);\n" " v_position = att_position;\n" " v_texcoord = att_texcoord;\n" @@ -339705,6 +339716,7 @@ static const char *const vs_324_24_sprite = "//" FILELINE "\n" "}\n"; static const char *const vs_332_32 = "//" FILELINE "\n" +"//uniform mat4 u_model, u_view, u_proj;\n" "uniform mat4 u_mvp;\n" "\n" "in vec3 att_position;\n" @@ -339716,12 +339728,12 @@ static const char *const vs_332_32 = "//" FILELINE "\n" "out vec3 v_normal_ws;\n" "out vec2 v_texcoord;\n" "\n" -"\n" +"// shadow\n" "uniform mat4 model, view, proj;\n" -"uniform mat4 cameraToShadowProjector;\n" +"uniform mat4 cameraToShadowProjector; // !VSMCUBE\n" "out vec4 vneye;\n" "out vec4 vpeye;\n" -"out vec4 sc;\n" +"out vec4 sc; // !VSMCUBE\n" "void do_shadow() {\n" " vneye = view * model * vec4(att_normal, 0.0f);\n" " vpeye = view * model * vec4(att_position, 1.0);\n" @@ -339729,10 +339741,10 @@ static const char *const vs_332_32 = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -" \n" +" // gl_Position = proj * view * model * vec4(att_position, 1.0);\n" " gl_Position = u_mvp * vec4(att_position, 1.0);\n" " v_normal = normalize(att_normal);\n" -" v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.)));\n" +" v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space\n" " v_texcoord = att_texcoord;\n" " v_color = att_color;\n" " do_shadow();\n" diff --git a/engine/shaders/fs_0_0_shadowmap_lit.glsl b/engine/shaders/fs_0_0_shadowmap_lit.glsl index bc8cc8e..8a520df 100644 --- a/engine/shaders/fs_0_0_shadowmap_lit.glsl +++ b/engine/shaders/fs_0_0_shadowmap_lit.glsl @@ -1,25 +1,30 @@ +// #version 140 // inverse() requires v140 +// FILELINE + + +// uniform mat4 view = mat4(1.0); uniform vec3 lightPos = vec3(1.0); uniform float doTexture = 1.; #if VSMCUBE -uniform samplerCube shadowMap; +uniform samplerCube shadowMap; // VSMCUBE #else -uniform sampler2D shadowMap; +uniform sampler2D shadowMap; // !VSMCUBE #endif struct light { - vec3 position; + vec3 position; // world-space vec4 diffuse; vec4 specular; float constantAttenuation, linearAttenuation, quadraticAttenuation; }; light light0 = light( lightPos, - vec4(1,1,1,1), - vec4(1,1,1,1), - 1.0, 0.0, 0.0 + vec4(1,1,1,1), // diffuse + vec4(1,1,1,1), // specular + 1.0, 0.0, 0.0 // attenuation (const, linear, quad) ); - + // From http://fabiensanglard.net/shadowmappingVSM/index.php #if VSMCUBE float chebyshevUpperBound(float distance, vec3 dir) { distance = distance/20 ; @@ -28,14 +33,14 @@ struct light { float chebyshevUpperBound(float distance, vec4 scPostW) { vec2 moments = texture(shadowMap,scPostW.xy).rg; #endif - + // Surface is fully lit. as the current fragment is before the light occluder if (distance <= moments.x) return 1.0; - - + // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check + // How likely this pixel is to be lit (p_max) float variance = moments.y - (moments.x*moments.x); - + //variance = max(variance, 0.000002); variance = max(variance, 0.00002); float d = distance - moments.x; @@ -53,24 +58,24 @@ struct light { vec3 normal = vec3(normalize(vneye)); vec3 viewDir = normalize(-fragment); - - + // Lighting + // Convert to eye-space vec3 light = vec3(view * vec4(light0.position, 1.0)); #if VSMCUBE - + // Vectors vec3 fragmentToLight = light - fragment; vec3 fragmentToLightDir = normalize(fragmentToLight); - + // Shadows vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0); float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz); #else - + // Shadows vec4 scPostW = sc / sc.w; scPostW = scPostW * 0.5 + 0.5; - float shadowFactor = 1.0; + float shadowFactor = 1.0; // Not in shadow bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1); if (!outsideShadowMap) { @@ -89,7 +94,7 @@ struct light { vec3 positionToLight = light - fragment; vec3 lightDir = normalize(positionToLight); - + // Angle between fragment-normal and incoming light float cosAngIncidence = dot(lightDir, normal); cosAngIncidence = clamp(cosAngIncidence, 0, 1); @@ -99,8 +104,8 @@ struct light { vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation; vec4 total_lighting; - total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; - total_lighting += diffuse * shadowFactor; + total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient + total_lighting += diffuse * shadowFactor; // Diffuse #else vec4 total_lighting = diffColor; #endif diff --git a/engine/shaders/fs_0_0_shadowmap_unlit.glsl b/engine/shaders/fs_0_0_shadowmap_unlit.glsl index 66e0580..b06ed90 100644 --- a/engine/shaders/fs_0_0_shadowmap_unlit.glsl +++ b/engine/shaders/fs_0_0_shadowmap_unlit.glsl @@ -1,3 +1,4 @@ +// uniform mat4 view = mat4(1.0); uniform vec3 lightPos = vec3(1.0); uniform float doTexture = 0.; uniform sampler2D shadowMap; diff --git a/engine/shaders/fs_24_4_sprite.glsl b/engine/shaders/fs_24_4_sprite.glsl index 508963a..1369c6c 100644 --- a/engine/shaders/fs_24_4_sprite.glsl +++ b/engine/shaders/fs_24_4_sprite.glsl @@ -4,21 +4,21 @@ in vec2 vTexCoord; in vec4 vColor; out vec4 fragColor; - +// [src] https://www.shadertoy.com/view/MllBWf CC1.0 vec4 texture_AA(sampler2D tx, vec2 uv) { vec2 res = vec2(textureSize(tx, 0)); uv = uv*res + 0.5; - + // tweak fractionnal value of the texture coordinate vec2 fl = floor(uv); vec2 fr = fract(uv); vec2 aa = fwidth(uv)*0.75; fr = smoothstep( vec2(0.5)-aa, vec2(0.5)+aa, fr); - + // return value uv = (fl+fr-0.5) / res; return texture(tx, uv); } - +// [src] https://www.shadertoy.com/view/MllBWf CC1.0 vec4 texture_AA2( sampler2D tex, vec2 uv) { vec2 res = vec2(textureSize(tex,0)); uv = uv*res; @@ -27,12 +27,12 @@ vec4 texture_AA2( sampler2D tex, vec2 uv) { return texture(tex, uv/res); } - +// [src] https://www.shadertoy.com/view/ltBfRD vec4 texture_AA3(sampler2D tex, vec2 uv) { vec2 res = vec2(textureSize(tex,0)); float width = 2.0; uv = uv * res; - + // --- vec2 uv_floor = floor(uv + 0.5); vec2 uv_fract = fract(uv + 0.5); vec2 uv_aa = fwidth(uv) * width * 0.5; diff --git a/engine/shaders/fs_2_4_texel_inv_gamma.glsl b/engine/shaders/fs_2_4_texel_inv_gamma.glsl index 93d9b0e..1166d47 100644 --- a/engine/shaders/fs_2_4_texel_inv_gamma.glsl +++ b/engine/shaders/fs_2_4_texel_inv_gamma.glsl @@ -1,4 +1,4 @@ -uniform sampler2D texture0; +uniform sampler2D texture0; /*unit0*/ uniform float u_inv_gamma; in vec2 uv; @@ -7,5 +7,5 @@ out vec4 fragcolor; void main() { vec4 texel = texture( texture0, uv ); fragcolor = texel; - fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) ); + fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) ); // defaults: 1.0/2.2 gamma } \ No newline at end of file diff --git a/engine/shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl b/engine/shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl index 95609d3..3a645cc 100644 --- a/engine/shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl +++ b/engine/shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl @@ -1,6 +1,6 @@ -uniform sampler2D u_texture_y; -uniform sampler2D u_texture_cb; -uniform sampler2D u_texture_cr; +uniform sampler2D u_texture_y; /*unit0*/ +uniform sampler2D u_texture_cb; /*unit1*/ +uniform sampler2D u_texture_cr; /*unit2*/ uniform float u_gamma; in vec2 uv; @@ -18,11 +18,16 @@ void main() { -0.7010, 0.5291, -0.8860, 1.0000 ); vec4 texel = to_rgb * vec4(y, cb, cr, 1.0); - - + /* same as: + vec3 yCbCr = vec3(y,cb-0.5,cr-0.5); + vec4 texel = vec4( dot( vec3( 1.0, 0.0, 1.402 ), yCbCr ), + dot( vec3( 1.0 , -0.34414 , -0.71414 ), yCbCr ), + dot( vec3( 1.0, 1.772, 0.0 ), yCbCr ), 1.0); + */ + // gamma correction texel.rgb = pow(texel.rgb, vec3(1.0 / u_gamma)); - + // saturation (algorithm from Chapter 16 of OpenGL Shading Language) if(false) { float saturation = 2.0; const vec3 W = vec3(0.2125, 0.7154, 0.0721); vec3 intensity = vec3(dot(texel.rgb, W)); texel.rgb = mix(intensity, texel.rgb, saturation); } diff --git a/engine/shaders/fs_32_4_model.glsl b/engine/shaders/fs_32_4_model.glsl index 3943a23..907066d 100644 --- a/engine/shaders/fs_32_4_model.glsl +++ b/engine/shaders/fs_32_4_model.glsl @@ -23,9 +23,9 @@ return shadowmap(vpeye, vneye, v_texcoord, sc); } void main() { -vec3 n = (v_normal); - +vec3 n = /*normalize*/(v_normal); +// SH lighting vec4 lit = vec4(1.0, 1.0, 1.0, 1.0); vec3 SHLightResult[9]; SHLightResult[0] = 0.282095f * u_coefficients_sh[0]; @@ -44,28 +44,28 @@ if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) lit = vec4(r - +// base vec4 diffuse; if(u_matcaps) { - vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); + 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)); } else if(u_textured) { diffuse = texture(u_texture2d, v_texcoord); } else { - diffuse = u_diffuse; + diffuse = u_diffuse; // * v_color; } - + // lighting mix fragcolor = diffuse * lit * shadowing(); - + // rimlight #ifdef RIM - {vec3 n = normalize(mat3(M) * v_normal); - vec3 p = (M * vec4(v_position,1.0)).xyz; - vec3 v = normalize(-p); - float rim = 1.0 - max(dot(v, n), 0.0); - rim = smoothstep(1.0-0.01, 1.0, rim); - fragcolor += vec4(0.0, 0.0, rim, 1.0);} - #endif - -} \ No newline at end of file + {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 + + } \ No newline at end of file diff --git a/engine/shaders/fs_32_4_model_basic.glsl b/engine/shaders/fs_32_4_model_basic.glsl index 79e1be0..243eeb0 100644 --- a/engine/shaders/fs_32_4_model_basic.glsl +++ b/engine/shaders/fs_32_4_model_basic.glsl @@ -9,6 +9,6 @@ out vec4 fragColor; void main() { vec4 diff = texture(fsDiffTex, v_texcoord).rgba; - vec3 n = normalize(mat3(MVP) * v_normal); - fragColor = diff; + vec3 n = normalize(mat3(MVP) * v_normal); // transform normal to eye space + fragColor = diff;// * vec4(v_normal.xyz, 1); } \ No newline at end of file diff --git a/engine/shaders/fs_3_4_skybox_rayleigh.glsl b/engine/shaders/fs_3_4_skybox_rayleigh.glsl index 8098802..8ecba0d 100644 --- a/engine/shaders/fs_3_4_skybox_rayleigh.glsl +++ b/engine/shaders/fs_3_4_skybox_rayleigh.glsl @@ -1,4 +1,4 @@ -uniform vec3 uSunPos = vec3( 0, 0.1, -1 ); +uniform vec3 uSunPos = vec3( 0, 0.1, -1 ); // = [0, Math.cos(theta) * 0.3 + 0.2, -1]; in vec3 v_direction; out vec4 fragcolor; @@ -7,36 +7,36 @@ vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAt void main() { vec3 color = atmosphere( - normalize(v_direction), - vec3(0,6372e3,0), - uSunPos, - 22.0, - 6371e3, - 6471e3, - vec3(5.5e-6, 13.0e-6, 22.4e-6), - 21e-6, - 8e3, - 1.2e3, - 0.758 + normalize(v_direction), // normalized ray direction + vec3(0,6372e3,0), // ray origin + uSunPos, // position of the sun + 22.0, // intensity of the sun + 6371e3, // radius of the planet in meters + 6471e3, // radius of the atmosphere in meters + vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient + 21e-6, // Mie scattering coefficient + 8e3, // Rayleigh scale height + 1.2e3, // Mie scale height + 0.758 // Mie preferred scattering direction ); - + // Apply exposure. color = 1.0 - exp(-1.0 * color); fragcolor = vec4(color, 1); } - - +// [src] https://github.com/wwwtyro/glsl-atmosphere by wwwtyro (Unlicensed) +// For more information, please refer to #define PI 3.141592 #define iSteps 16 #define jSteps 8 vec2 rsi(vec3 r0, vec3 rd, float sr) { - - - + // ray-sphere intersection that assumes + // the sphere is centered at the origin. + // No intersection when result.x > result.y float a = dot(rd, rd); float b = 2.0 * dot(rd, r0); float c = dot(r0, r0) - (sr * sr); @@ -49,90 +49,90 @@ vec2 rsi(vec3 r0, vec3 rd, float sr) { } vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) { - + // Normalize the sun and view directions. pSun = normalize(pSun); r = normalize(r); - + // Calculate the step size of the primary ray. vec2 p = rsi(r0, r, rAtmos); if (p.x > p.y) return vec3(0,0,0); p.y = min(p.y, rsi(r0, r, rPlanet).x); float iStepSize = (p.y - p.x) / float(iSteps); - + // Initialize the primary ray time. float iTime = 0.0; - + // Initialize accumulators for Rayleigh and Mie scattering. vec3 totalRlh = vec3(0,0,0); vec3 totalMie = vec3(0,0,0); - + // Initialize optical depth accumulators for the primary ray. float iOdRlh = 0.0; float iOdMie = 0.0; - + // Calculate the Rayleigh and Mie phases. float mu = dot(r, pSun); float mumu = mu * mu; float gg = g * g; float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu); float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg)); - + // Sample the primary ray. for (int i = 0; i < iSteps; i++) { - + // Calculate the primary ray sample position. vec3 iPos = r0 + r * (iTime + iStepSize * 0.5); - + // Calculate the height of the sample. float iHeight = length(iPos) - rPlanet; - + // Calculate the optical depth of the Rayleigh and Mie scattering for this step. float odStepRlh = exp(-iHeight / shRlh) * iStepSize; float odStepMie = exp(-iHeight / shMie) * iStepSize; - + // Accumulate optical depth. iOdRlh += odStepRlh; iOdMie += odStepMie; - + // Calculate the step size of the secondary ray. float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps); - + // Initialize the secondary ray time. float jTime = 0.0; - + // Initialize optical depth accumulators for the secondary ray. float jOdRlh = 0.0; float jOdMie = 0.0; - + // Sample the secondary ray. for (int j = 0; j < jSteps; j++) { - + // Calculate the secondary ray sample position. vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5); - + // Calculate the height of the sample. float jHeight = length(jPos) - rPlanet; - + // Accumulate the optical depth. jOdRlh += exp(-jHeight / shRlh) * jStepSize; jOdMie += exp(-jHeight / shMie) * jStepSize; - + // Increment the secondary ray time. jTime += jStepSize; } - + // Calculate attenuation. vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh))); - + // Accumulate scattering. totalRlh += odStepRlh * attn; totalMie += odStepMie * attn; - + // Increment the primary ray time. iTime += iStepSize; } - + // Calculate and return the final color. return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie); } \ No newline at end of file diff --git a/engine/shaders/vs_0_2_fullscreen_quad_B.glsl b/engine/shaders/vs_0_2_fullscreen_quad_B.glsl index 4343b92..277fce3 100644 --- a/engine/shaders/vs_0_2_fullscreen_quad_B.glsl +++ b/engine/shaders/vs_0_2_fullscreen_quad_B.glsl @@ -3,6 +3,6 @@ out vec2 uv; void main() { float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u); float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u); - gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0); - uv = vec2(x, y); + gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-) + uv = vec2(x, y); // normal(y),flipped(1.0-y) } \ No newline at end of file diff --git a/engine/shaders/vs_0_2_fullscreen_quad_B_flipped.glsl b/engine/shaders/vs_0_2_fullscreen_quad_B_flipped.glsl index 8277730..a5a1af3 100644 --- a/engine/shaders/vs_0_2_fullscreen_quad_B_flipped.glsl +++ b/engine/shaders/vs_0_2_fullscreen_quad_B_flipped.glsl @@ -3,6 +3,6 @@ out vec2 uv; void main() { float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u); float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u); - gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); - uv = vec2(x, y); + gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-) + uv = vec2(x, y); // normal(y),flipped(1.0-y) } \ No newline at end of file diff --git a/engine/shaders/vs_323444143_16_332_model.glsl b/engine/shaders/vs_323444143_16_332_model.glsl index 9ced443..e741bc1 100644 --- a/engine/shaders/vs_323444143_16_332_model.glsl +++ b/engine/shaders/vs_323444143_16_332_model.glsl @@ -3,11 +3,11 @@ #endif uniform mat3x4 vsBoneMatrix[MAX_BONES]; uniform bool SKINNED = false; - +// uniform mat4 M; // RIM uniform mat4 VP; #if 0 - +// Fetch blend channels from all attached blend deformers. for (size_t di = 0; di < mesh->blend_deformers.count; di++) { ufbx_blend_deformer *deformer = mesh->blend_deformers.data[di]; for (size_t ci = 0; ci < deformer->channels.count; ci++) { @@ -33,31 +33,31 @@ for (size_t i = 0; i < mesh->num_blend_shapes; i++) { sg_image blend_shapes = mesh->num_blend_shapes > 0 ? mesh->blend_shape_image : view->empty_blend_shape_image; #endif - +// for blendshapes #ifndef MAX_BLENDSHAPES #define MAX_BLENDSHAPES 16 #endif -uniform vec4 blend_weights[MAX_BLENDSHAPES]; -uniform float f_num_blend_shapes; -uniform sampler2DArray blend_shapes; +uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me +uniform float f_num_blend_shapes; // @todo: implement me +uniform sampler2DArray blend_shapes; // @todo: implement me -in vec3 att_position; +in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead in vec2 att_texcoord; in vec3 att_normal; -in vec4 att_tangent; -in mat4 att_instanced_matrix; -in vec4 att_indexes; -in vec4 att_weights; -in float att_vertexindex; +in vec4 att_tangent; // vec3 + bi sign +in mat4 att_instanced_matrix; // for instanced rendering +in vec4 att_indexes; // @fixme: gles might use ivec4 instead? +in vec4 att_weights; // @todo: downgrade from float to byte +in float att_vertexindex; // for blendshapes in vec4 att_color; -in vec3 att_bitangent; +in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this out vec4 v_color; out vec3 v_position; out vec3 v_normal, v_normal_ws; out vec2 v_texcoord; - +// shadow uniform mat4 model, view; uniform mat4 cameraToShadowProjector; out vec4 vneye; @@ -69,7 +69,7 @@ void do_shadow() { sc = cameraToShadowProjector * model * vec4(att_position, 1.0f); } - +// blendshapes vec3 evaluate_blend_shape(int vertex_index) { ivec2 coord = ivec2(vertex_index & (2048 - 1), vertex_index >> 11); int num_blend_shapes = int(f_num_blend_shapes); @@ -94,17 +94,17 @@ void main() { m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w; objPos = vec4(att_position, 1.0) * m; - - + // blendshapes + // objPos += evaluate_blend_shape(int(att_vertexindex)); v_normal = vec4(att_normal, 0.0) * m; - + //@todo: tangents } + // vec3 tangent = att_tangent.xyz; + // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w; - - - v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); + v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space v_normal = normalize(v_normal); v_position = att_position; v_texcoord = att_texcoord; diff --git a/engine/shaders/vs_332_32.glsl b/engine/shaders/vs_332_32.glsl index 1cffd94..908fc5f 100644 --- a/engine/shaders/vs_332_32.glsl +++ b/engine/shaders/vs_332_32.glsl @@ -1,3 +1,4 @@ +//uniform mat4 u_model, u_view, u_proj; uniform mat4 u_mvp; in vec3 att_position; @@ -9,12 +10,12 @@ out vec3 v_normal; out vec3 v_normal_ws; out vec2 v_texcoord; - +// shadow uniform mat4 model, view, proj; -uniform mat4 cameraToShadowProjector; +uniform mat4 cameraToShadowProjector; // !VSMCUBE out vec4 vneye; out vec4 vpeye; -out vec4 sc; +out vec4 sc; // !VSMCUBE void do_shadow() { vneye = view * model * vec4(att_normal, 0.0f); vpeye = view * model * vec4(att_position, 1.0); @@ -22,10 +23,10 @@ void do_shadow() { } void main() { - + // gl_Position = proj * view * model * vec4(att_position, 1.0); gl_Position = u_mvp * vec4(att_position, 1.0); v_normal = normalize(att_normal); - v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); + v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space v_texcoord = att_texcoord; v_color = att_color; do_shadow(); diff --git a/engine/split/v4k_shaders.c b/engine/split/v4k_shaders.c index 8483696..04dfb2f 100644 --- a/engine/split/v4k_shaders.c +++ b/engine/split/v4k_shaders.c @@ -1,26 +1,31 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" +"// #version 140 // inverse() requires v140\n" +"// FILELINE\n" +"\n" +"\n" +"// uniform mat4 view = mat4(1.0);\n" "uniform vec3 lightPos = vec3(1.0);\n" "uniform float doTexture = 1.;\n" #if VSMCUBE -"uniform samplerCube shadowMap;\n" +"uniform samplerCube shadowMap; // VSMCUBE\n" #else -"uniform sampler2D shadowMap;\n" +"uniform sampler2D shadowMap; // !VSMCUBE\n" #endif "\n" "struct light {\n" -" vec3 position;\n" +" vec3 position; // world-space\n" " vec4 diffuse;\n" " vec4 specular;\n" " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" " };\n" " light light0 = light(\n" " lightPos,\n" -" vec4(1,1,1,1),\n" -" vec4(1,1,1,1),\n" -" 1.0, 0.0, 0.0\n" +" vec4(1,1,1,1), // diffuse\n" +" vec4(1,1,1,1), // specular\n" +" 1.0, 0.0, 0.0 // attenuation (const, linear, quad)\n" " );\n" " \n" -" \n" +" // From http://fabiensanglard.net/shadowmappingVSM/index.php\n" #if VSMCUBE " float chebyshevUpperBound(float distance, vec3 dir) {\n" " distance = distance/20 ;\n" @@ -29,14 +34,14 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " float chebyshevUpperBound(float distance, vec4 scPostW) {\n" " vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" #endif -" \n" +" // Surface is fully lit. as the current fragment is before the light occluder\n" " if (distance <= moments.x)\n" " return 1.0;\n" " \n" -" \n" -" \n" +" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" +" // How likely this pixel is to be lit (p_max)\n" " float variance = moments.y - (moments.x*moments.x);\n" -" \n" +" //variance = max(variance, 0.000002);\n" " variance = max(variance, 0.00002);\n" " \n" " float d = distance - moments.x;\n" @@ -54,24 +59,24 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec3 normal = vec3(normalize(vneye));\n" " vec3 viewDir = normalize(-fragment);\n" " \n" -" \n" -" \n" +" // Lighting\n" +" // Convert to eye-space\n" " vec3 light = vec3(view * vec4(light0.position, 1.0));\n" " \n" #if VSMCUBE -" \n" +" // Vectors\n" " vec3 fragmentToLight = light - fragment;\n" " vec3 fragmentToLightDir = normalize(fragmentToLight);\n" " \n" -" \n" +" // Shadows\n" " vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" " float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" #else -" \n" +" // Shadows\n" " vec4 scPostW = sc / sc.w;\n" " scPostW = scPostW * 0.5 + 0.5;\n" " \n" -" float shadowFactor = 1.0;\n" +" float shadowFactor = 1.0; // Not in shadow\n" " \n" " bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" " if (!outsideShadowMap) {\n" @@ -90,7 +95,7 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec3 positionToLight = light - fragment;\n" " vec3 lightDir = normalize(positionToLight);\n" " \n" -" \n" +" // Angle between fragment-normal and incoming light\n" " float cosAngIncidence = dot(lightDir, normal);\n" " cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" " \n" @@ -100,8 +105,8 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" " \n" " vec4 total_lighting;\n" -" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor;\n" -" total_lighting += diffuse * shadowFactor;\n" +" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" +" total_lighting += diffuse * shadowFactor; // Diffuse\n" #else " vec4 total_lighting = diffColor;\n" #endif @@ -110,6 +115,7 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " }\n"; static const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" +"// uniform mat4 view = mat4(1.0);\n" "uniform vec3 lightPos = vec3(1.0);\n" "uniform float doTexture = 0.;\n" "uniform sampler2D shadowMap;\n" @@ -125,21 +131,21 @@ static const char *const fs_24_4_sprite = "//" FILELINE "\n" "in vec4 vColor;\n" "out vec4 fragColor;\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/MllBWf CC1.0\n" "vec4 texture_AA(sampler2D tx, vec2 uv) {\n" " vec2 res = vec2(textureSize(tx, 0));\n" " uv = uv*res + 0.5;\n" -" \n" +" // tweak fractionnal value of the texture coordinate\n" " vec2 fl = floor(uv);\n" " vec2 fr = fract(uv);\n" " vec2 aa = fwidth(uv)*0.75;\n" " fr = smoothstep( vec2(0.5)-aa, vec2(0.5)+aa, fr);\n" -" \n" +" // return value\n" " uv = (fl+fr-0.5) / res;\n" " return texture(tx, uv);\n" "}\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/MllBWf CC1.0\n" "vec4 texture_AA2( sampler2D tex, vec2 uv) {\n" " vec2 res = vec2(textureSize(tex,0));\n" " uv = uv*res;\n" @@ -148,12 +154,12 @@ static const char *const fs_24_4_sprite = "//" FILELINE "\n" " return texture(tex, uv/res);\n" "}\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/ltBfRD\n" "vec4 texture_AA3(sampler2D tex, vec2 uv) {\n" " vec2 res = vec2(textureSize(tex,0));\n" " float width = 2.0;\n" " uv = uv * res;\n" -" \n" +" // ---\n" " vec2 uv_floor = floor(uv + 0.5);\n" " vec2 uv_fract = fract(uv + 0.5);\n" " vec2 uv_aa = fwidth(uv) * width * 0.5;\n" @@ -191,7 +197,7 @@ static const char *const fs_2_4_preamble = "//" FILELINE "\n" "out vec4 fragColor;\n"; static const char *const fs_2_4_texel_inv_gamma = "//" FILELINE "\n" -"uniform sampler2D texture0;\n" +"uniform sampler2D texture0; /*unit0*/\n" "uniform float u_inv_gamma;\n" "\n" "in vec2 uv;\n" @@ -200,13 +206,13 @@ static const char *const fs_2_4_texel_inv_gamma = "//" FILELINE "\n" "void main() {\n" " vec4 texel = texture( texture0, uv );\n" " fragcolor = texel;\n" -" fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) );\n" +" fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) ); // defaults: 1.0/2.2 gamma\n" "}\n"; static const char *const fs_2_4_texel_ycbr_gamma_saturation = "//" FILELINE "\n" -"uniform sampler2D u_texture_y;\n" -"uniform sampler2D u_texture_cb;\n" -"uniform sampler2D u_texture_cr;\n" +"uniform sampler2D u_texture_y; /*unit0*/\n" +"uniform sampler2D u_texture_cb; /*unit1*/\n" +"uniform sampler2D u_texture_cr; /*unit2*/\n" "uniform float u_gamma;\n" "\n" "in vec2 uv;\n" @@ -224,11 +230,16 @@ static const char *const fs_2_4_texel_ycbr_gamma_saturation = "//" FILELINE "\n" " -0.7010, 0.5291, -0.8860, 1.0000\n" " );\n" " vec4 texel = to_rgb * vec4(y, cb, cr, 1.0);\n" -" \n" -" \n" +" /* same as:\n" +" vec3 yCbCr = vec3(y,cb-0.5,cr-0.5);\n" +" vec4 texel = vec4( dot( vec3( 1.0, 0.0, 1.402 ), yCbCr ),\n" +" dot( vec3( 1.0 , -0.34414 , -0.71414 ), yCbCr ),\n" +" dot( vec3( 1.0, 1.772, 0.0 ), yCbCr ), 1.0);\n" +" */\n" +" // gamma correction\n" " texel.rgb = pow(texel.rgb, vec3(1.0 / u_gamma));\n" " \n" -" \n" +" // saturation (algorithm from Chapter 16 of OpenGL Shading Language)\n" " if(false) { float saturation = 2.0; const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n" " vec3 intensity = vec3(dot(texel.rgb, W));\n" "texel.rgb = mix(intensity, texel.rgb, saturation); }\n" @@ -262,9 +273,9 @@ static const char *const fs_32_4_model = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -"vec3 n = (v_normal);\n" -"\n" +"vec3 n = /*normalize*/(v_normal);\n" "\n" +"// SH lighting\n" "vec4 lit = vec4(1.0, 1.0, 1.0, 1.0);\n" "vec3 SHLightResult[9];\n" "SHLightResult[0] = 0.282095f * u_coefficients_sh[0];\n" @@ -283,31 +294,31 @@ static const char *const fs_32_4_model = "//" FILELINE "\n" "\n" "\n" "\n" -"\n" +"// base\n" "vec4 diffuse;\n" "if(u_matcaps) {\n" -" vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5);\n" +" vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space\n" " diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y));\n" " } else if(u_textured) {\n" " diffuse = texture(u_texture2d, v_texcoord);\n" " } else {\n" -" diffuse = u_diffuse;\n" +" diffuse = u_diffuse; // * v_color;\n" " }\n" " \n" -" \n" +" // lighting mix\n" " fragcolor = diffuse * lit * shadowing();\n" " \n" -" \n" +" // rimlight\n" #ifdef RIM -" {vec3 n = normalize(mat3(M) * v_normal);\n" -" vec3 p = (M * vec4(v_position,1.0)).xyz;\n" -" vec3 v = normalize(-p);\n" -" float rim = 1.0 - max(dot(v, n), 0.0);\n" -" rim = smoothstep(1.0-0.01, 1.0, rim);\n" -" fragcolor += vec4(0.0, 0.0, rim, 1.0);}\n" - #endif -" \n" -"}\n"; +" {vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space\n" +" vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space\n" +" vec3 v = normalize(-p); // eye vector\n" +" float rim = 1.0 - max(dot(v, n), 0.0); // rimlight\n" +" rim = smoothstep(1.0-0.01, 1.0, rim); // intensity (0.01)\n" +" fragcolor += vec4(0.0, 0.0, rim, 1.0);} // blue\n" + #endif +" \n" +" }\n"; static const char *const fs_32_4_model_basic = "//" FILELINE "\n" "uniform sampler2D fsDiffTex;\n" @@ -321,8 +332,8 @@ static const char *const fs_32_4_model_basic = "//" FILELINE "\n" "\n" "void main() {\n" " vec4 diff = texture(fsDiffTex, v_texcoord).rgba;\n" -" vec3 n = normalize(mat3(MVP) * v_normal);\n" -" fragColor = diff;\n" +" vec3 n = normalize(mat3(MVP) * v_normal); // transform normal to eye space\n" +" fragColor = diff;// * vec4(v_normal.xyz, 1);\n" "}\n"; static const char *const fs_3_4_skybox = "//" FILELINE "\n" @@ -336,7 +347,7 @@ static const char *const fs_3_4_skybox = "//" FILELINE "\n" "}\n"; static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" -"uniform vec3 uSunPos = vec3( 0, 0.1, -1 );\n" +"uniform vec3 uSunPos = vec3( 0, 0.1, -1 ); // = [0, Math.cos(theta) * 0.3 + 0.2, -1];\n" "\n" "in vec3 v_direction;\n" "out vec4 fragcolor;\n" @@ -345,36 +356,36 @@ static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" "\n" "void main() {\n" " vec3 color = atmosphere(\n" -" normalize(v_direction),\n" -" vec3(0,6372e3,0),\n" -" uSunPos,\n" -" 22.0,\n" -" 6371e3,\n" -" 6471e3,\n" -" vec3(5.5e-6, 13.0e-6, 22.4e-6),\n" -" 21e-6,\n" -" 8e3,\n" -" 1.2e3,\n" -" 0.758\n" +" normalize(v_direction), // normalized ray direction\n" +" vec3(0,6372e3,0), // ray origin\n" +" uSunPos, // position of the sun\n" +" 22.0, // intensity of the sun\n" +" 6371e3, // radius of the planet in meters\n" +" 6471e3, // radius of the atmosphere in meters\n" +" vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient\n" +" 21e-6, // Mie scattering coefficient\n" +" 8e3, // Rayleigh scale height\n" +" 1.2e3, // Mie scale height\n" +" 0.758 // Mie preferred scattering direction\n" " );\n" " \n" -" \n" +" // Apply exposure.\n" " color = 1.0 - exp(-1.0 * color);\n" " \n" " fragcolor = vec4(color, 1);\n" "}\n" "\n" -"\n" -"\n" +"// [src] https://github.com/wwwtyro/glsl-atmosphere by wwwtyro (Unlicensed)\n" +"// For more information, please refer to \n" "\n" "#define PI 3.141592\n" "#define iSteps 16\n" "#define jSteps 8\n" "\n" "vec2 rsi(vec3 r0, vec3 rd, float sr) {\n" -" \n" -" \n" -" \n" +" // ray-sphere intersection that assumes\n" +" // the sphere is centered at the origin.\n" +" // No intersection when result.x > result.y\n" " float a = dot(rd, rd);\n" " float b = 2.0 * dot(rd, r0);\n" " float c = dot(r0, r0) - (sr * sr);\n" @@ -387,91 +398,91 @@ static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" "}\n" "\n" "vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) {\n" -" \n" +" // Normalize the sun and view directions.\n" " pSun = normalize(pSun);\n" " r = normalize(r);\n" " \n" -" \n" +" // Calculate the step size of the primary ray.\n" " vec2 p = rsi(r0, r, rAtmos);\n" " if (p.x > p.y) return vec3(0,0,0);\n" " p.y = min(p.y, rsi(r0, r, rPlanet).x);\n" " float iStepSize = (p.y - p.x) / float(iSteps);\n" " \n" -" \n" +" // Initialize the primary ray time.\n" " float iTime = 0.0;\n" " \n" -" \n" +" // Initialize accumulators for Rayleigh and Mie scattering.\n" " vec3 totalRlh = vec3(0,0,0);\n" " vec3 totalMie = vec3(0,0,0);\n" " \n" -" \n" +" // Initialize optical depth accumulators for the primary ray.\n" " float iOdRlh = 0.0;\n" " float iOdMie = 0.0;\n" " \n" -" \n" +" // Calculate the Rayleigh and Mie phases.\n" " float mu = dot(r, pSun);\n" " float mumu = mu * mu;\n" " float gg = g * g;\n" " float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);\n" " float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));\n" " \n" -" \n" +" // Sample the primary ray.\n" " for (int i = 0; i < iSteps; i++) {\n" " \n" -" \n" +" // Calculate the primary ray sample position.\n" " vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);\n" " \n" -" \n" +" // Calculate the height of the sample.\n" " float iHeight = length(iPos) - rPlanet;\n" " \n" -" \n" +" // Calculate the optical depth of the Rayleigh and Mie scattering for this step.\n" " float odStepRlh = exp(-iHeight / shRlh) * iStepSize;\n" " float odStepMie = exp(-iHeight / shMie) * iStepSize;\n" " \n" -" \n" +" // Accumulate optical depth.\n" " iOdRlh += odStepRlh;\n" " iOdMie += odStepMie;\n" " \n" -" \n" +" // Calculate the step size of the secondary ray.\n" " float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);\n" " \n" -" \n" +" // Initialize the secondary ray time.\n" " float jTime = 0.0;\n" " \n" -" \n" +" // Initialize optical depth accumulators for the secondary ray.\n" " float jOdRlh = 0.0;\n" " float jOdMie = 0.0;\n" " \n" -" \n" +" // Sample the secondary ray.\n" " for (int j = 0; j < jSteps; j++) {\n" " \n" -" \n" +" // Calculate the secondary ray sample position.\n" " vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);\n" " \n" -" \n" +" // Calculate the height of the sample.\n" " float jHeight = length(jPos) - rPlanet;\n" " \n" -" \n" +" // Accumulate the optical depth.\n" " jOdRlh += exp(-jHeight / shRlh) * jStepSize;\n" " jOdMie += exp(-jHeight / shMie) * jStepSize;\n" " \n" -" \n" +" // Increment the secondary ray time.\n" " jTime += jStepSize;\n" " }\n" " \n" -" \n" +" // Calculate attenuation.\n" " vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));\n" " \n" -" \n" +" // Accumulate scattering.\n" " totalRlh += odStepRlh * attn;\n" " totalMie += odStepMie * attn;\n" " \n" -" \n" +" // Increment the primary ray time.\n" " iTime += iStepSize;\n" " \n" " }\n" " \n" -" \n" +" // Calculate and return the final color.\n" " return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);\n" "}\n"; @@ -495,8 +506,8 @@ static const char *const vs_0_2_fullscreen_quad_B = "//" FILELINE "\n" "void main() {\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" -" gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0);\n" -" uv = vec2(x, y);\n" +" gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)\n" +" uv = vec2(x, y); // normal(y),flipped(1.0-y)\n" "}\n"; static const char *const vs_0_2_fullscreen_quad_B_flipped = "//" FILELINE "\n" @@ -505,8 +516,8 @@ static const char *const vs_0_2_fullscreen_quad_B_flipped = "//" FILELINE "\n" "void main() {\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" -" gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0);\n" -" uv = vec2(x, y);\n" +" gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)\n" +" uv = vec2(x, y); // normal(y),flipped(1.0-y)\n" "}\n"; static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" @@ -515,11 +526,11 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" #endif "uniform mat3x4 vsBoneMatrix[MAX_BONES];\n" "uniform bool SKINNED = false;\n" -"\n" +"// uniform mat4 M; // RIM\n" "uniform mat4 VP;\n" "\n" #if 0 -"\n" +"// Fetch blend channels from all attached blend deformers.\n" "for (size_t di = 0; di < mesh->blend_deformers.count; di++) {\n" " ufbx_blend_deformer *deformer = mesh->blend_deformers.data[di];\n" " for (size_t ci = 0; ci < deformer->channels.count; ci++) {\n" @@ -545,31 +556,31 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" "sg_image blend_shapes = mesh->num_blend_shapes > 0 ? mesh->blend_shape_image : view->empty_blend_shape_image;\n" #endif "\n" -"\n" +"// for blendshapes\n" #ifndef MAX_BLENDSHAPES "#define MAX_BLENDSHAPES 16\n" #endif -"uniform vec4 blend_weights[MAX_BLENDSHAPES];\n" -"uniform float f_num_blend_shapes;\n" -"uniform sampler2DArray blend_shapes;\n" +"uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me\n" +"uniform float f_num_blend_shapes; // @todo: implement me\n" +"uniform sampler2DArray blend_shapes; // @todo: implement me\n" "\n" -"in vec3 att_position;\n" +"in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead\n" "in vec2 att_texcoord;\n" "in vec3 att_normal;\n" -"in vec4 att_tangent;\n" -"in mat4 att_instanced_matrix;\n" -"in vec4 att_indexes;\n" -"in vec4 att_weights;\n" -"in float att_vertexindex;\n" +"in vec4 att_tangent; // vec3 + bi sign\n" +"in mat4 att_instanced_matrix; // for instanced rendering\n" +"in vec4 att_indexes; // @fixme: gles might use ivec4 instead?\n" +"in vec4 att_weights; // @todo: downgrade from float to byte\n" +"in float att_vertexindex; // for blendshapes\n" "in vec4 att_color;\n" -"in vec3 att_bitangent;\n" +"in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this\n" "out vec4 v_color;\n" "out vec3 v_position;\n" "out vec3 v_normal, v_normal_ws;\n" "out vec2 v_texcoord;\n" "\n" "\n" -"\n" +"// shadow\n" "uniform mat4 model, view;\n" "uniform mat4 cameraToShadowProjector;\n" "out vec4 vneye;\n" @@ -581,7 +592,7 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" " sc = cameraToShadowProjector * model * vec4(att_position, 1.0f);\n" "}\n" "\n" -"\n" +"// blendshapes\n" "vec3 evaluate_blend_shape(int vertex_index) {\n" " ivec2 coord = ivec2(vertex_index & (2048 - 1), vertex_index >> 11);\n" " int num_blend_shapes = int(f_num_blend_shapes);\n" @@ -606,17 +617,17 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" " m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n" " objPos = vec4(att_position, 1.0) * m;\n" " \n" -" \n" -" \n" +" // blendshapes\n" +" // objPos += evaluate_blend_shape(int(att_vertexindex));\n" " \n" " v_normal = vec4(att_normal, 0.0) * m;\n" -" \n" +" //@todo: tangents\n" " }\n" " \n" +" // vec3 tangent = att_tangent.xyz;\n" +" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n" " \n" -" \n" -" \n" -" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.)));\n" +" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n" " v_normal = normalize(v_normal);\n" " v_position = att_position;\n" " v_texcoord = att_texcoord;\n" @@ -641,6 +652,7 @@ static const char *const vs_324_24_sprite = "//" FILELINE "\n" "}\n"; static const char *const vs_332_32 = "//" FILELINE "\n" +"//uniform mat4 u_model, u_view, u_proj;\n" "uniform mat4 u_mvp;\n" "\n" "in vec3 att_position;\n" @@ -652,12 +664,12 @@ static const char *const vs_332_32 = "//" FILELINE "\n" "out vec3 v_normal_ws;\n" "out vec2 v_texcoord;\n" "\n" -"\n" +"// shadow\n" "uniform mat4 model, view, proj;\n" -"uniform mat4 cameraToShadowProjector;\n" +"uniform mat4 cameraToShadowProjector; // !VSMCUBE\n" "out vec4 vneye;\n" "out vec4 vpeye;\n" -"out vec4 sc;\n" +"out vec4 sc; // !VSMCUBE\n" "void do_shadow() {\n" " vneye = view * model * vec4(att_normal, 0.0f);\n" " vpeye = view * model * vec4(att_position, 1.0);\n" @@ -665,10 +677,10 @@ static const char *const vs_332_32 = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -" \n" +" // gl_Position = proj * view * model * vec4(att_position, 1.0);\n" " gl_Position = u_mvp * vec4(att_position, 1.0);\n" " v_normal = normalize(att_normal);\n" -" v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.)));\n" +" v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space\n" " v_texcoord = att_texcoord;\n" " v_color = att_color;\n" " do_shadow();\n" diff --git a/engine/v4k.c b/engine/v4k.c index 0715ea7..71b6a4c 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -10138,28 +10138,33 @@ void network_rpc_send(unsigned id, const char *cmdline) { #line 1 "v4k_shaders.c" static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" +"// #version 140 // inverse() requires v140\n" +"// FILELINE\n" +"\n" +"\n" +"// uniform mat4 view = mat4(1.0);\n" "uniform vec3 lightPos = vec3(1.0);\n" "uniform float doTexture = 1.;\n" #if VSMCUBE -"uniform samplerCube shadowMap;\n" +"uniform samplerCube shadowMap; // VSMCUBE\n" #else -"uniform sampler2D shadowMap;\n" +"uniform sampler2D shadowMap; // !VSMCUBE\n" #endif "\n" "struct light {\n" -" vec3 position;\n" +" vec3 position; // world-space\n" " vec4 diffuse;\n" " vec4 specular;\n" " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" " };\n" " light light0 = light(\n" " lightPos,\n" -" vec4(1,1,1,1),\n" -" vec4(1,1,1,1),\n" -" 1.0, 0.0, 0.0\n" +" vec4(1,1,1,1), // diffuse\n" +" vec4(1,1,1,1), // specular\n" +" 1.0, 0.0, 0.0 // attenuation (const, linear, quad)\n" " );\n" " \n" -" \n" +" // From http://fabiensanglard.net/shadowmappingVSM/index.php\n" #if VSMCUBE " float chebyshevUpperBound(float distance, vec3 dir) {\n" " distance = distance/20 ;\n" @@ -10168,14 +10173,14 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " float chebyshevUpperBound(float distance, vec4 scPostW) {\n" " vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" #endif -" \n" +" // Surface is fully lit. as the current fragment is before the light occluder\n" " if (distance <= moments.x)\n" " return 1.0;\n" " \n" -" \n" -" \n" +" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" +" // How likely this pixel is to be lit (p_max)\n" " float variance = moments.y - (moments.x*moments.x);\n" -" \n" +" //variance = max(variance, 0.000002);\n" " variance = max(variance, 0.00002);\n" " \n" " float d = distance - moments.x;\n" @@ -10193,24 +10198,24 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec3 normal = vec3(normalize(vneye));\n" " vec3 viewDir = normalize(-fragment);\n" " \n" -" \n" -" \n" +" // Lighting\n" +" // Convert to eye-space\n" " vec3 light = vec3(view * vec4(light0.position, 1.0));\n" " \n" #if VSMCUBE -" \n" +" // Vectors\n" " vec3 fragmentToLight = light - fragment;\n" " vec3 fragmentToLightDir = normalize(fragmentToLight);\n" " \n" -" \n" +" // Shadows\n" " vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" " float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" #else -" \n" +" // Shadows\n" " vec4 scPostW = sc / sc.w;\n" " scPostW = scPostW * 0.5 + 0.5;\n" " \n" -" float shadowFactor = 1.0;\n" +" float shadowFactor = 1.0; // Not in shadow\n" " \n" " bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" " if (!outsideShadowMap) {\n" @@ -10229,7 +10234,7 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec3 positionToLight = light - fragment;\n" " vec3 lightDir = normalize(positionToLight);\n" " \n" -" \n" +" // Angle between fragment-normal and incoming light\n" " float cosAngIncidence = dot(lightDir, normal);\n" " cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" " \n" @@ -10239,8 +10244,8 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" " \n" " vec4 total_lighting;\n" -" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor;\n" -" total_lighting += diffuse * shadowFactor;\n" +" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" +" total_lighting += diffuse * shadowFactor; // Diffuse\n" #else " vec4 total_lighting = diffColor;\n" #endif @@ -10249,6 +10254,7 @@ static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " }\n"; static const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" +"// uniform mat4 view = mat4(1.0);\n" "uniform vec3 lightPos = vec3(1.0);\n" "uniform float doTexture = 0.;\n" "uniform sampler2D shadowMap;\n" @@ -10264,21 +10270,21 @@ static const char *const fs_24_4_sprite = "//" FILELINE "\n" "in vec4 vColor;\n" "out vec4 fragColor;\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/MllBWf CC1.0\n" "vec4 texture_AA(sampler2D tx, vec2 uv) {\n" " vec2 res = vec2(textureSize(tx, 0));\n" " uv = uv*res + 0.5;\n" -" \n" +" // tweak fractionnal value of the texture coordinate\n" " vec2 fl = floor(uv);\n" " vec2 fr = fract(uv);\n" " vec2 aa = fwidth(uv)*0.75;\n" " fr = smoothstep( vec2(0.5)-aa, vec2(0.5)+aa, fr);\n" -" \n" +" // return value\n" " uv = (fl+fr-0.5) / res;\n" " return texture(tx, uv);\n" "}\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/MllBWf CC1.0\n" "vec4 texture_AA2( sampler2D tex, vec2 uv) {\n" " vec2 res = vec2(textureSize(tex,0));\n" " uv = uv*res;\n" @@ -10287,12 +10293,12 @@ static const char *const fs_24_4_sprite = "//" FILELINE "\n" " return texture(tex, uv/res);\n" "}\n" "\n" -"\n" +"// [src] https://www.shadertoy.com/view/ltBfRD\n" "vec4 texture_AA3(sampler2D tex, vec2 uv) {\n" " vec2 res = vec2(textureSize(tex,0));\n" " float width = 2.0;\n" " uv = uv * res;\n" -" \n" +" // ---\n" " vec2 uv_floor = floor(uv + 0.5);\n" " vec2 uv_fract = fract(uv + 0.5);\n" " vec2 uv_aa = fwidth(uv) * width * 0.5;\n" @@ -10330,7 +10336,7 @@ static const char *const fs_2_4_preamble = "//" FILELINE "\n" "out vec4 fragColor;\n"; static const char *const fs_2_4_texel_inv_gamma = "//" FILELINE "\n" -"uniform sampler2D texture0;\n" +"uniform sampler2D texture0; /*unit0*/\n" "uniform float u_inv_gamma;\n" "\n" "in vec2 uv;\n" @@ -10339,13 +10345,13 @@ static const char *const fs_2_4_texel_inv_gamma = "//" FILELINE "\n" "void main() {\n" " vec4 texel = texture( texture0, uv );\n" " fragcolor = texel;\n" -" fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) );\n" +" fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) ); // defaults: 1.0/2.2 gamma\n" "}\n"; static const char *const fs_2_4_texel_ycbr_gamma_saturation = "//" FILELINE "\n" -"uniform sampler2D u_texture_y;\n" -"uniform sampler2D u_texture_cb;\n" -"uniform sampler2D u_texture_cr;\n" +"uniform sampler2D u_texture_y; /*unit0*/\n" +"uniform sampler2D u_texture_cb; /*unit1*/\n" +"uniform sampler2D u_texture_cr; /*unit2*/\n" "uniform float u_gamma;\n" "\n" "in vec2 uv;\n" @@ -10363,11 +10369,16 @@ static const char *const fs_2_4_texel_ycbr_gamma_saturation = "//" FILELINE "\n" " -0.7010, 0.5291, -0.8860, 1.0000\n" " );\n" " vec4 texel = to_rgb * vec4(y, cb, cr, 1.0);\n" -" \n" -" \n" +" /* same as:\n" +" vec3 yCbCr = vec3(y,cb-0.5,cr-0.5);\n" +" vec4 texel = vec4( dot( vec3( 1.0, 0.0, 1.402 ), yCbCr ),\n" +" dot( vec3( 1.0 , -0.34414 , -0.71414 ), yCbCr ),\n" +" dot( vec3( 1.0, 1.772, 0.0 ), yCbCr ), 1.0);\n" +" */\n" +" // gamma correction\n" " texel.rgb = pow(texel.rgb, vec3(1.0 / u_gamma));\n" " \n" -" \n" +" // saturation (algorithm from Chapter 16 of OpenGL Shading Language)\n" " if(false) { float saturation = 2.0; const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n" " vec3 intensity = vec3(dot(texel.rgb, W));\n" "texel.rgb = mix(intensity, texel.rgb, saturation); }\n" @@ -10401,9 +10412,9 @@ static const char *const fs_32_4_model = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -"vec3 n = (v_normal);\n" -"\n" +"vec3 n = /*normalize*/(v_normal);\n" "\n" +"// SH lighting\n" "vec4 lit = vec4(1.0, 1.0, 1.0, 1.0);\n" "vec3 SHLightResult[9];\n" "SHLightResult[0] = 0.282095f * u_coefficients_sh[0];\n" @@ -10422,31 +10433,31 @@ static const char *const fs_32_4_model = "//" FILELINE "\n" "\n" "\n" "\n" -"\n" +"// base\n" "vec4 diffuse;\n" "if(u_matcaps) {\n" -" vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5);\n" +" vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space\n" " diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y));\n" " } else if(u_textured) {\n" " diffuse = texture(u_texture2d, v_texcoord);\n" " } else {\n" -" diffuse = u_diffuse;\n" +" diffuse = u_diffuse; // * v_color;\n" " }\n" " \n" -" \n" +" // lighting mix\n" " fragcolor = diffuse * lit * shadowing();\n" " \n" -" \n" +" // rimlight\n" #ifdef RIM -" {vec3 n = normalize(mat3(M) * v_normal);\n" -" vec3 p = (M * vec4(v_position,1.0)).xyz;\n" -" vec3 v = normalize(-p);\n" -" float rim = 1.0 - max(dot(v, n), 0.0);\n" -" rim = smoothstep(1.0-0.01, 1.0, rim);\n" -" fragcolor += vec4(0.0, 0.0, rim, 1.0);}\n" - #endif -" \n" -"}\n"; +" {vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space\n" +" vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space\n" +" vec3 v = normalize(-p); // eye vector\n" +" float rim = 1.0 - max(dot(v, n), 0.0); // rimlight\n" +" rim = smoothstep(1.0-0.01, 1.0, rim); // intensity (0.01)\n" +" fragcolor += vec4(0.0, 0.0, rim, 1.0);} // blue\n" + #endif +" \n" +" }\n"; static const char *const fs_32_4_model_basic = "//" FILELINE "\n" "uniform sampler2D fsDiffTex;\n" @@ -10460,8 +10471,8 @@ static const char *const fs_32_4_model_basic = "//" FILELINE "\n" "\n" "void main() {\n" " vec4 diff = texture(fsDiffTex, v_texcoord).rgba;\n" -" vec3 n = normalize(mat3(MVP) * v_normal);\n" -" fragColor = diff;\n" +" vec3 n = normalize(mat3(MVP) * v_normal); // transform normal to eye space\n" +" fragColor = diff;// * vec4(v_normal.xyz, 1);\n" "}\n"; static const char *const fs_3_4_skybox = "//" FILELINE "\n" @@ -10475,7 +10486,7 @@ static const char *const fs_3_4_skybox = "//" FILELINE "\n" "}\n"; static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" -"uniform vec3 uSunPos = vec3( 0, 0.1, -1 );\n" +"uniform vec3 uSunPos = vec3( 0, 0.1, -1 ); // = [0, Math.cos(theta) * 0.3 + 0.2, -1];\n" "\n" "in vec3 v_direction;\n" "out vec4 fragcolor;\n" @@ -10484,36 +10495,36 @@ static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" "\n" "void main() {\n" " vec3 color = atmosphere(\n" -" normalize(v_direction),\n" -" vec3(0,6372e3,0),\n" -" uSunPos,\n" -" 22.0,\n" -" 6371e3,\n" -" 6471e3,\n" -" vec3(5.5e-6, 13.0e-6, 22.4e-6),\n" -" 21e-6,\n" -" 8e3,\n" -" 1.2e3,\n" -" 0.758\n" +" normalize(v_direction), // normalized ray direction\n" +" vec3(0,6372e3,0), // ray origin\n" +" uSunPos, // position of the sun\n" +" 22.0, // intensity of the sun\n" +" 6371e3, // radius of the planet in meters\n" +" 6471e3, // radius of the atmosphere in meters\n" +" vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient\n" +" 21e-6, // Mie scattering coefficient\n" +" 8e3, // Rayleigh scale height\n" +" 1.2e3, // Mie scale height\n" +" 0.758 // Mie preferred scattering direction\n" " );\n" " \n" -" \n" +" // Apply exposure.\n" " color = 1.0 - exp(-1.0 * color);\n" " \n" " fragcolor = vec4(color, 1);\n" "}\n" "\n" -"\n" -"\n" +"// [src] https://github.com/wwwtyro/glsl-atmosphere by wwwtyro (Unlicensed)\n" +"// For more information, please refer to \n" "\n" "#define PI 3.141592\n" "#define iSteps 16\n" "#define jSteps 8\n" "\n" "vec2 rsi(vec3 r0, vec3 rd, float sr) {\n" -" \n" -" \n" -" \n" +" // ray-sphere intersection that assumes\n" +" // the sphere is centered at the origin.\n" +" // No intersection when result.x > result.y\n" " float a = dot(rd, rd);\n" " float b = 2.0 * dot(rd, r0);\n" " float c = dot(r0, r0) - (sr * sr);\n" @@ -10526,91 +10537,91 @@ static const char *const fs_3_4_skybox_rayleigh = "//" FILELINE "\n" "}\n" "\n" "vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) {\n" -" \n" +" // Normalize the sun and view directions.\n" " pSun = normalize(pSun);\n" " r = normalize(r);\n" " \n" -" \n" +" // Calculate the step size of the primary ray.\n" " vec2 p = rsi(r0, r, rAtmos);\n" " if (p.x > p.y) return vec3(0,0,0);\n" " p.y = min(p.y, rsi(r0, r, rPlanet).x);\n" " float iStepSize = (p.y - p.x) / float(iSteps);\n" " \n" -" \n" +" // Initialize the primary ray time.\n" " float iTime = 0.0;\n" " \n" -" \n" +" // Initialize accumulators for Rayleigh and Mie scattering.\n" " vec3 totalRlh = vec3(0,0,0);\n" " vec3 totalMie = vec3(0,0,0);\n" " \n" -" \n" +" // Initialize optical depth accumulators for the primary ray.\n" " float iOdRlh = 0.0;\n" " float iOdMie = 0.0;\n" " \n" -" \n" +" // Calculate the Rayleigh and Mie phases.\n" " float mu = dot(r, pSun);\n" " float mumu = mu * mu;\n" " float gg = g * g;\n" " float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);\n" " float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));\n" " \n" -" \n" +" // Sample the primary ray.\n" " for (int i = 0; i < iSteps; i++) {\n" " \n" -" \n" +" // Calculate the primary ray sample position.\n" " vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);\n" " \n" -" \n" +" // Calculate the height of the sample.\n" " float iHeight = length(iPos) - rPlanet;\n" " \n" -" \n" +" // Calculate the optical depth of the Rayleigh and Mie scattering for this step.\n" " float odStepRlh = exp(-iHeight / shRlh) * iStepSize;\n" " float odStepMie = exp(-iHeight / shMie) * iStepSize;\n" " \n" -" \n" +" // Accumulate optical depth.\n" " iOdRlh += odStepRlh;\n" " iOdMie += odStepMie;\n" " \n" -" \n" +" // Calculate the step size of the secondary ray.\n" " float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);\n" " \n" -" \n" +" // Initialize the secondary ray time.\n" " float jTime = 0.0;\n" " \n" -" \n" +" // Initialize optical depth accumulators for the secondary ray.\n" " float jOdRlh = 0.0;\n" " float jOdMie = 0.0;\n" " \n" -" \n" +" // Sample the secondary ray.\n" " for (int j = 0; j < jSteps; j++) {\n" " \n" -" \n" +" // Calculate the secondary ray sample position.\n" " vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);\n" " \n" -" \n" +" // Calculate the height of the sample.\n" " float jHeight = length(jPos) - rPlanet;\n" " \n" -" \n" +" // Accumulate the optical depth.\n" " jOdRlh += exp(-jHeight / shRlh) * jStepSize;\n" " jOdMie += exp(-jHeight / shMie) * jStepSize;\n" " \n" -" \n" +" // Increment the secondary ray time.\n" " jTime += jStepSize;\n" " }\n" " \n" -" \n" +" // Calculate attenuation.\n" " vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));\n" " \n" -" \n" +" // Accumulate scattering.\n" " totalRlh += odStepRlh * attn;\n" " totalMie += odStepMie * attn;\n" " \n" -" \n" +" // Increment the primary ray time.\n" " iTime += iStepSize;\n" " \n" " }\n" " \n" -" \n" +" // Calculate and return the final color.\n" " return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);\n" "}\n"; @@ -10634,8 +10645,8 @@ static const char *const vs_0_2_fullscreen_quad_B = "//" FILELINE "\n" "void main() {\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" -" gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0);\n" -" uv = vec2(x, y);\n" +" gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)\n" +" uv = vec2(x, y); // normal(y),flipped(1.0-y)\n" "}\n"; static const char *const vs_0_2_fullscreen_quad_B_flipped = "//" FILELINE "\n" @@ -10644,8 +10655,8 @@ static const char *const vs_0_2_fullscreen_quad_B_flipped = "//" FILELINE "\n" "void main() {\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" -" gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0);\n" -" uv = vec2(x, y);\n" +" gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)\n" +" uv = vec2(x, y); // normal(y),flipped(1.0-y)\n" "}\n"; static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" @@ -10654,11 +10665,11 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" #endif "uniform mat3x4 vsBoneMatrix[MAX_BONES];\n" "uniform bool SKINNED = false;\n" -"\n" +"// uniform mat4 M; // RIM\n" "uniform mat4 VP;\n" "\n" #if 0 -"\n" +"// Fetch blend channels from all attached blend deformers.\n" "for (size_t di = 0; di < mesh->blend_deformers.count; di++) {\n" " ufbx_blend_deformer *deformer = mesh->blend_deformers.data[di];\n" " for (size_t ci = 0; ci < deformer->channels.count; ci++) {\n" @@ -10684,31 +10695,31 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" "sg_image blend_shapes = mesh->num_blend_shapes > 0 ? mesh->blend_shape_image : view->empty_blend_shape_image;\n" #endif "\n" -"\n" +"// for blendshapes\n" #ifndef MAX_BLENDSHAPES "#define MAX_BLENDSHAPES 16\n" #endif -"uniform vec4 blend_weights[MAX_BLENDSHAPES];\n" -"uniform float f_num_blend_shapes;\n" -"uniform sampler2DArray blend_shapes;\n" +"uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me\n" +"uniform float f_num_blend_shapes; // @todo: implement me\n" +"uniform sampler2DArray blend_shapes; // @todo: implement me\n" "\n" -"in vec3 att_position;\n" +"in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead\n" "in vec2 att_texcoord;\n" "in vec3 att_normal;\n" -"in vec4 att_tangent;\n" -"in mat4 att_instanced_matrix;\n" -"in vec4 att_indexes;\n" -"in vec4 att_weights;\n" -"in float att_vertexindex;\n" +"in vec4 att_tangent; // vec3 + bi sign\n" +"in mat4 att_instanced_matrix; // for instanced rendering\n" +"in vec4 att_indexes; // @fixme: gles might use ivec4 instead?\n" +"in vec4 att_weights; // @todo: downgrade from float to byte\n" +"in float att_vertexindex; // for blendshapes\n" "in vec4 att_color;\n" -"in vec3 att_bitangent;\n" +"in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this\n" "out vec4 v_color;\n" "out vec3 v_position;\n" "out vec3 v_normal, v_normal_ws;\n" "out vec2 v_texcoord;\n" "\n" "\n" -"\n" +"// shadow\n" "uniform mat4 model, view;\n" "uniform mat4 cameraToShadowProjector;\n" "out vec4 vneye;\n" @@ -10720,7 +10731,7 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" " sc = cameraToShadowProjector * model * vec4(att_position, 1.0f);\n" "}\n" "\n" -"\n" +"// blendshapes\n" "vec3 evaluate_blend_shape(int vertex_index) {\n" " ivec2 coord = ivec2(vertex_index & (2048 - 1), vertex_index >> 11);\n" " int num_blend_shapes = int(f_num_blend_shapes);\n" @@ -10745,17 +10756,17 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n" " m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n" " objPos = vec4(att_position, 1.0) * m;\n" " \n" -" \n" -" \n" +" // blendshapes\n" +" // objPos += evaluate_blend_shape(int(att_vertexindex));\n" " \n" " v_normal = vec4(att_normal, 0.0) * m;\n" -" \n" +" //@todo: tangents\n" " }\n" " \n" +" // vec3 tangent = att_tangent.xyz;\n" +" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n" " \n" -" \n" -" \n" -" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.)));\n" +" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n" " v_normal = normalize(v_normal);\n" " v_position = att_position;\n" " v_texcoord = att_texcoord;\n" @@ -10780,6 +10791,7 @@ static const char *const vs_324_24_sprite = "//" FILELINE "\n" "}\n"; static const char *const vs_332_32 = "//" FILELINE "\n" +"//uniform mat4 u_model, u_view, u_proj;\n" "uniform mat4 u_mvp;\n" "\n" "in vec3 att_position;\n" @@ -10791,12 +10803,12 @@ static const char *const vs_332_32 = "//" FILELINE "\n" "out vec3 v_normal_ws;\n" "out vec2 v_texcoord;\n" "\n" -"\n" +"// shadow\n" "uniform mat4 model, view, proj;\n" -"uniform mat4 cameraToShadowProjector;\n" +"uniform mat4 cameraToShadowProjector; // !VSMCUBE\n" "out vec4 vneye;\n" "out vec4 vpeye;\n" -"out vec4 sc;\n" +"out vec4 sc; // !VSMCUBE\n" "void do_shadow() {\n" " vneye = view * model * vec4(att_normal, 0.0f);\n" " vpeye = view * model * vec4(att_position, 1.0);\n" @@ -10804,10 +10816,10 @@ static const char *const vs_332_32 = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -" \n" +" // gl_Position = proj * view * model * vec4(att_position, 1.0);\n" " gl_Position = u_mvp * vec4(att_position, 1.0);\n" " v_normal = normalize(att_normal);\n" -" v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.)));\n" +" v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space\n" " v_texcoord = att_texcoord;\n" " v_color = att_color;\n" " do_shadow();\n" diff --git a/engine/v4k.html b/engine/v4k.html index 14e119b..35356d3 100644 --- a/engine/v4k.html +++ b/engine/v4k.html @@ -596,7 +596,7 @@ details > summary::-webkit-details-marker { |Version: | 2023.7 | |:--------------|:------------| |Branch: | main | -|Commit: | 19 | +|Commit: | 22 | # [V·4·K 2023.7 ](https://dev.v4.games/zaklaus/v4k) diff --git a/tools/glsl_split.py b/tools/glsl_split.py index 57cfb73..0580ed2 100644 --- a/tools/glsl_split.py +++ b/tools/glsl_split.py @@ -44,8 +44,8 @@ def c_to_glsl(input_filename: str): if line.strip().endswith('";'): shader_code += line.rstrip('";\n') # Process the captured shader code - shader_code = re.sub(r'/\*.*?\*/', '', shader_code, flags=re.DOTALL) # Remove C-style comments - shader_code = re.sub(r'//.*', '', shader_code) # Remove C++ style comments + # shader_code = re.sub(r'/\*.*?\*/', '', shader_code, flags=re.DOTALL) # Remove C-style comments + # shader_code = re.sub(r'//.*', '', shader_code) # Remove C++ style comments shader_code = shader_code.replace(r'"\n"', '\n').replace(r'\n', '').replace(r'"', '') # Save to a .glsl file