Initial commit

This commit is contained in:
2025-12-17 16:47:48 +00:00
commit 13813f3363
4964 changed files with 1079753 additions and 0 deletions

View File

@@ -0,0 +1,425 @@
$input a_position, a_normal, a_texcoord0, a_texcoord1, a_color0, a_color1, a_texcoord2, a_texcoord3
$output v_pos, v_worldPos, v_texcoord0, v_texcoord1, v_color0, v_normal, v_tangent, v_lightpos_fog, v_view_depth, v_poslightspace, v_edgedist, v_reflection
#include "common.sh"
#define LQMAT_FADE_FACTOR (1.0/300.0)
#define BEVEL_WIDTH 0.06
#define PI 3.14159265359
#define BEVEL_FADE_DIST 120.0
#define BEVEL_FADE_DIST_START 0.0
#define SPEC_EXPON 81.0
#define KS 0.75
#define FADE_DIST 500.0
#define FADE_DIST_START 0.0
uniform vec4 u_worldMatrixArray[MAX_BONE_COUNT * 3];
uniform vec4 u_debugColor;
SAMPLER2D(s_studsMap, 0);
SAMPLER2D(s_lightMap, 1);
SAMPLER2D(s_lightMapLookup, 2);
SAMPLER2D(s_shadowMap, 3);
SAMPLERCUBE(s_environmentMap, 4);
SAMPLER2D(s_diffuseMap, 5);
SAMPLER2D(s_normalMap, 6);
SAMPLER2D(s_specularMap, 7);
#ifndef GLSLES
SAMPLER2D(s_normalDetailMap, 8);
#endif
uniform vec4 u_lqmatFarTilingFactor;
void Shade(vec3 albedo, vec3 nn, vec3 vn, float ks, float specExpon, vec4 light, out vec3 diffuse, out vec3 specular)
{
vec3 ln = normalize(-u_lamp0Dir);
vec3 hn = normalize(ln + vn);
float ndl = dot(nn, ln);
float ndh = dot(nn, hn);
vec2 lit0 = vec2(max(0.0, ndl), pow(max(0.0, ndh), specExpon) * step(0.0, ndl));
vec3 lampColor = u_lamp0Color;
diffuse = (light.a * (lampColor * lit0.x) + u_ambientColor + light.xyz);
diffuse *= albedo;
specular = (lampColor * lit0.y) * ks * light.a;
}
vec3 CalcBevel(vec4 edgeDistances, vec3 normal, float viewDepth)
{
vec4 bevelMultiplier = clamp((BEVEL_WIDTH - edgeDistances) / BEVEL_WIDTH, 0.0, 1.0);
float fade = clamp(1.0 - (viewDepth - BEVEL_FADE_DIST_START) / BEVEL_FADE_DIST, 0.0, 1.0);
bevelMultiplier *= fade;
normal += bevelMultiplier.x * vec3(0.5, 0.0, 0.0);
normal += bevelMultiplier.y * vec3(-0.5, 0.0, 0.0);
normal += bevelMultiplier.z * vec3(0.0, 0.5, 0.0);
normal += bevelMultiplier.w * vec3(0.0, -0.5, 0.0);
return normalize(normal);
}
vec3 DisplaceCoord(vec3 pos)
{
float cfactor = 0.980066578;
float sfactor = 0.198669331;
float cfactor2 = 0.955336489;
float sfactor2 = 0.295520207;
float cfactor3 = 0.921060994;
float sfactor3 = 0.389418342;
vec3 p = pos.xyz;
vec3 shiftPos = p;
shiftPos.x += p.x * cfactor + p.z * sfactor;
shiftPos.z += p.x * -sfactor + p.z * cfactor;
shiftPos.x += p.x * cfactor2 - p.y * sfactor2;
shiftPos.y += p.x * sfactor2 + p.y * cfactor2;
shiftPos.y += p.y * cfactor3 - p.z * sfactor3;
shiftPos.z += p.y * sfactor3 + p.z * cfactor3;
return shiftPos;
}
#ifdef CLASSIC
void DefaultVS()
{
// Transform position and normal to world space
#ifdef PIN_SKINNED
int boneIndex = int(a_color1.r);
vec4 worldRow0 = u_worldMatrixArray[boneIndex * 3];
vec4 worldRow1 = u_worldMatrixArray[boneIndex * 3 + 1];
vec4 worldRow2 = u_worldMatrixArray[boneIndex * 3 + 2];
vec3 posWorld = vec3(dot(worldRow0, vec4(a_position, 1.0)),
dot(worldRow1, vec4(a_position, 1.0)),
dot(worldRow2, vec4(a_position, 1.0)));
vec3 normalWorld = vec3(dot(worldRow0.xyz, a_normal),
dot(worldRow1.xyz, a_normal),
dot(worldRow2.xyz, a_normal));
v_tangent = vec3(dot(worldRow0.xyz, a_texcoord2),
dot(worldRow1.xyz, a_texcoord2),
dot(worldRow2.xyz, a_texcoord2));
#else
vec3 posWorld = a_position;
vec3 normalWorld = a_normal;
v_tangent = a_texcoord2;
#endif
v_pos = a_position;
v_worldPos = posWorld;
vec4 color = a_color0;
gl_Position = mul(u_viewProjection, vec4(posWorld, 1.0));
v_normal = normalWorld;
v_texcoord0 = a_texcoord0;
v_texcoord1 = a_texcoord1;
v_color0 = color;
v_lightpos_fog = vec4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)),
(u_fogParams.z - gl_Position.w) * u_fogParams.w);
v_view_depth = vec4(u_cameraPosition - posWorld, gl_Position.w);
#ifdef CLASSIC_GOURAUD
vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz);
vec3 diffuse, specular;
Shade(vec3(1.0), normalize(v_normal), normalize(v_view_depth.xyz), 0.71, 81.0, light, diffuse, specular);
// Store in unused varyings
#endif
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
v_reflection = a_color1.a / 255.0;
v_edgedist = a_texcoord3;
#endif
v_poslightspace = shadowPrepareSample(posWorld);
}
void DefaultPS()
{
float normalStrength = 0.4;
float fade = clamp(normalStrength - (v_view_depth.w - FADE_DIST_START) / FADE_DIST, 0.0, 1.0);
vec3 nn = normalize(v_normal);
vec4 edgeDistances = v_edgedist;
vec4 albedo = v_color0;
vec2 uv;
#ifndef PIN_MESH
uv = v_texcoord0;
mat3 normalMatrix = mat3(
v_tangent.xyz,
cross(nn, v_tangent.xyz),
nn
);
vec3 tn = vec3(0.0, 0.0, 0.5);
tn = mix(vec3(0.0, 0.0, 0.5), tn, fade);
tn = CalcBevel(edgeDistances, tn, v_view_depth.w);
nn = mul(tn, normalMatrix);
vec4 colorTex = texture2D(s_diffuseMap, uv);
albedo *= colorTex;
#else
uv = v_texcoord0;
vec4 colorTex = texture2D(s_diffuseMap, uv);
albedo *= colorTex;
#endif
vec3 vn = normalize(v_view_depth.xyz);
vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz);
vec3 diffusePhong, specularPhong;
vec3 diffuse, specular;
#ifdef CLASSIC_GOURAUD
// Use pre-computed lighting from vertex shader
diffuse = albedo.rgb; // Should use stored diffuse from VS
specular = vec3(0.0); // Should use stored specular from VS
#else
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffusePhong, specularPhong);
diffuse = diffusePhong;
specular = specularPhong;
#endif
vec3 result = diffuse + specular;
#ifdef PIN_REFLECTION
vec3 reflection = textureCube(s_environmentMap, reflect(-vn, nn)).rgb;
result = mix(result, reflection, v_reflection);
#endif
float fogAlpha = clamp((u_fogParams.z - length(v_view_depth.xyz)) * u_fogParams.w, 0.0, 1.0);
result = mix(u_fogColor, result, fogAlpha);
gl_FragColor = vec4(result, albedo.a);
#ifdef PIN_GBUFFER
// Output to second render target
// gl_FragData[1] = gbufferPack(v_view_depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
#else // !CLASSIC - Modern rendering path
void DefaultVS()
{
// Transform position and normal to world space
#ifdef PIN_SKINNED
int boneIndex = int(a_color1.r);
vec4 worldRow0 = u_worldMatrixArray[boneIndex * 3 + 0];
vec4 worldRow1 = u_worldMatrixArray[boneIndex * 3 + 1];
vec4 worldRow2 = u_worldMatrixArray[boneIndex * 3 + 2];
vec3 posWorld = vec3(dot(worldRow0, vec4(a_position, 1.0)),
dot(worldRow1, vec4(a_position, 1.0)),
dot(worldRow2, vec4(a_position, 1.0)));
vec3 normalWorld = vec3(dot(worldRow0.xyz, a_normal),
dot(worldRow1.xyz, a_normal),
dot(worldRow2.xyz, a_normal));
#else
vec3 posWorld = a_position;
vec3 normalWorld = a_normal;
#endif
// Decode diffuse/specular parameters
#ifdef PIN_DEBUG
vec4 color = u_debugColor;
#else
vec4 color = a_color0;
#endif
float specularIntensity = a_color1.g / 255.0;
float specularPower = float(int(a_color1.b));
float ndotl = dot(normalWorld, -u_lamp0Dir);
#ifdef PIN_HQ
// We'll calculate specular in pixel shader
vec2 lt = vec2(clamp(ndotl, 0.0, 1.0), step(0.0, ndotl));
#else
// Using lit here improves performance on software vertex shader implementations
vec2 lt = vec2(max(0.0, ndotl),
pow(max(0.0, dot(normalize(-u_lamp0Dir + normalize(u_cameraPosition - posWorld)), normalWorld)), specularPower) * step(0.0, ndotl));
#endif
gl_Position = mul(u_viewProjection, vec4(posWorld, 1.0));
v_texcoord0 = a_texcoord0;
v_texcoord1 = a_texcoord1;
v_color0 = color;
v_lightpos_fog = vec4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)),
(u_fogParams.z - gl_Position.w) * u_fogParams.w);
v_view_depth = vec4(u_cameraPosition - posWorld, gl_Position.w);
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
vec4 edgeDistances = a_texcoord3 * u_fadeDistance_GlowFactor.z + 0.5 * v_view_depth.w * u_fadeDistance_GlowFactor.y;
v_edgedist = edgeDistances;
v_normal = normalWorld;
// Store specular power in normal.w if needed
v_reflection = a_color1.a / 255.0;
#endif
#ifdef PIN_SURFACE
#ifdef PIN_SKINNED
vec3 tangent = vec3(dot(worldRow0.xyz, a_texcoord2),
dot(worldRow1.xyz, a_texcoord2),
dot(worldRow2.xyz, a_texcoord2));
#else
vec3 tangent = a_texcoord2;
#endif
v_tangent = tangent;
#else
vec3 diffuse = lt.x * u_lamp0Color + max(-ndotl, 0.0) * u_lamp1Color;
// Store diffuse and specular in color channels (pack into v_color0.w and other varyings)
#endif
v_poslightspace = shadowPrepareSample(posWorld);
}
vec4 sampleFar1(sampler2D s, vec2 uv, float fade, float cutoff)
{
#ifdef GLSLES
return texture2D(s, uv);
#else
if (cutoff == 0.0)
return texture2D(s, uv);
else
{
float cscale = 1.0 / (1.0 - cutoff);
return mix(texture2D(s, uv * u_lqmatFarTilingFactor.xy),
texture2D(s, uv),
saturate0(fade * cscale - cutoff * cscale));
}
#endif
}
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
vec4 sampleWangSimple(sampler2D s, vec2 uv)
{
vec2 wangUv;
vec4 wangUVDerivatives;
getWang(s_normalDetailMap, uv, 1.0, wangUv, wangUVDerivatives);
return sampleWang(s, wangUv, wangUVDerivatives);
}
#endif
void DefaultPS()
{
// Compute albedo term
#ifdef PIN_SURFACE
// Surface shader path - would need surface shader implementation
vec4 albedo = v_color0;
vec3 normal = normalize(v_normal);
#elif defined(PIN_LOWQMAT)
#ifndef CFG_FAR_DIFFUSE_CUTOFF
#define CFG_FAR_DIFFUSE_CUTOFF 0.6
#endif
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
vec4 albedo = sampleWangSimple(s_diffuseMap, v_texcoord0);
#else
float fade = saturate0(1.0 - v_view_depth.w * LQMAT_FADE_FACTOR);
vec4 albedo = sampleFar1(s_diffuseMap, v_texcoord0, fade, CFG_FAR_DIFFUSE_CUTOFF);
#endif
albedo.rgb = mix(vec3(1.0), v_color0.rgb, albedo.a) * albedo.rgb;
albedo.a = v_color0.a;
// Diffuse and specular from vertex shader (stored in varyings)
vec3 diffuseIntensity = vec3(1.0); // Should unpack from varyings
float specularIntensity = 0.0; // Should unpack from varyings
float reflectance = 0.0;
#else
#ifdef PIN_PLASTIC
vec4 studs = texture2D(s_studsMap, v_texcoord1);
vec4 albedo = vec4(v_color0.rgb * (studs.r * 2.0), v_color0.a);
#else
vec4 albedo = texture2D(s_diffuseMap, v_texcoord0) * v_color0;
#endif
#ifdef PIN_HQ
vec3 normal = normalize(v_normal);
float specularPower = 81.0; // Should come from varying
#elif defined(PIN_REFLECTION)
vec3 normal = v_normal;
#endif
vec3 diffuseIntensity = vec3(1.0); // Should unpack from varyings
float specularIntensity = 0.0; // Should unpack from varyings
#ifdef PIN_REFLECTION
float reflectance = v_reflection;
#endif
#endif
vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz);
float shadow = shadowSample(s_shadowMap, v_poslightspace, light.a);
// Compute reflection term
#if defined(PIN_SURFACE) || defined(PIN_REFLECTION)
vec3 reflection = textureCube(s_environmentMap, reflect(-v_view_depth.xyz, normal)).rgb;
albedo.rgb = mix(albedo.rgb, reflection.rgb, reflectance);
#endif
// Compute diffuse term
vec3 diffuse = (u_ambientColor + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
// Compute specular term
#ifdef PIN_HQ
vec3 normal = normalize(v_normal);
float specularPower = 81.0;
vec3 specular = u_lamp0Color * (specularIntensity * shadow *
pow(clamp(dot(normal, normalize(-u_lamp0Dir + normalize(v_view_depth.xyz))), 0.0, 1.0), specularPower));
#else
vec3 specular = u_lamp0Color * (specularIntensity * shadow);
#endif
// Combine
vec3 resultColor = diffuse.rgb + specular.rgb;
float resultAlpha = albedo.a;
#ifdef PIN_HQ
float ViewDepthMul = v_view_depth.w * u_fadeDistance_GlowFactor.y;
float outlineFade = saturate1(ViewDepthMul * u_outlineBrightness_ShadowInfo.x + u_outlineBrightness_ShadowInfo.y);
vec2 minIntermediate = min(v_edgedist.xy, v_edgedist.zw);
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / ViewDepthMul;
resultColor *= saturate1(outlineFade * (1.5 - minEdgesPlus) + minEdgesPlus);
#endif
float fogAlpha = clamp(v_lightpos_fog.w, 0.0, 1.0);
#ifdef PIN_NEON
resultColor = v_color0.rgb * u_fadeDistance_GlowFactor.w;
resultAlpha = 1.0 - fogAlpha * v_color0.a;
diffuse.rgb = vec3(0.0);
specular.rgb = vec3(0.0);
#endif
resultColor = mix(u_fogColor, resultColor, fogAlpha);
gl_FragColor = vec4(resultColor, resultAlpha);
#ifdef PIN_GBUFFER
// Output to second render target
// gl_FragData[1] = gbufferPack(v_view_depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
#endif // CLASSIC