#ifndef COMMON_SH_HEADER_GUARD #define COMMON_SH_HEADER_GUARD #include "globals.sh" #include // GLSLES has limited number of vertex shader registers so we have to use less bones #if defined(GLSLES) && !defined(GL3) #define MAX_BONE_COUNT 32 #else #define MAX_BONE_COUNT 72 #endif // PowerVR saturate() is compiled to min/max pair // These are cross-platform specialized saturates that are free on PC and only cost 1 cycle on PowerVR float saturate0(float v) { return max(v, 0.0); } float saturate1(float v) { return min(v, 1.0); } #if defined(GLSLES) && !defined(GL3) #define WANG_SUBSET_SCALE 2.0 #else #define WANG_SUBSET_SCALE 1.0 #endif #define GBUFFER_MAX_DEPTH 500.0 // Texture samplers - bgfx style #define TEX_DECLARE2D(name, reg) SAMPLER2D(name, reg) #define TEX_DECLARE3D(name, reg) SAMPLER3D(name, reg) #define TEX_DECLARECUBE(name, reg) SAMPLERCUBE(name, reg) // Unified matrix uniforms uniform mat4 u_worldMatrix; uniform vec4 u_worldMatrixArray[MAX_BONE_COUNT * 3]; #if defined(GLSLES) || defined(PIN_WANG_FALLBACK) #define TEXTURE_WANG(name) 0 void getWang(sampler2D unused, vec2 uv, float tiling, out vec2 wangUv, out vec4 wangUVDerivatives) { wangUv = uv * WANG_SUBSET_SCALE; wangUVDerivatives = vec4(0.0, 0.0, 0.0, 0.0); // not used in this mode } vec4 sampleWang(sampler2D s, vec2 uv, vec4 wangUVDerivatives) { return texture2D(s, uv); } #else #define TEXTURE_WANG(name) name void getWang(sampler2D s, vec2 uv, float tiling, out vec2 wangUv, out vec4 wangUVDerivatives) { #ifndef WIN_MOBILE float idxTexSize = 128.0; #else float idxTexSize = 32.0; #endif vec2 wangBase = uv * tiling * 4.0; #if defined(DX11) && !defined(WIN_MOBILE) // compensate the precision problem of Point Sampling on some cards vec2 wangUV = (floor(wangBase) + 0.5) / idxTexSize; #else vec2 wangUV = wangBase / idxTexSize; #endif #if defined(DX11) || defined(GL3) vec2 wang = texture2D(s, wangUV).rg; #else vec2 wang = texture2D(s, wangUV).ba; #endif wangUVDerivatives = vec4(dFdx(wangBase * 0.25), dFdy(wangBase * 0.25)); wang *= 255.0 / 256.0; wangUv = wang + fract(wangBase) * 0.25; } vec4 sampleWang(sampler2D s, vec2 uv, vec4 derivates) { return texture2DGrad(s, uv, derivates.xy, derivates.zw); } #endif vec4 gbufferPack(float depth, vec3 diffuse, vec3 specular, float fog) { depth = saturate(depth / GBUFFER_MAX_DEPTH); const vec3 lumVec = vec3(0.299, 0.587, 0.114); vec2 comp; comp = depth * vec2(255.0, 255.0 * 256.0); comp = fract(comp); comp = vec2(depth, comp.x * 256.0 / 255.0) - vec2(comp.x, comp.y) / 255.0; vec4 result; result.r = mix(1.0, dot(specular, lumVec), saturate(3.0 * fog)); result.g = mix(0.0, dot(diffuse, lumVec), saturate(3.0 * fog)); result.ba = comp.yx; return result; } vec3 lgridOffset(vec3 v, vec3 n) { // cells are 4 studs in size // offset in normal direction to prevent self-occlusion // the offset has to be 1.5 cells in order to fully eliminate the influence of the source cell with trilinear filtering // (i.e. 1 cell is enough for point filtering, but is not enough for trilinear filtering) return v + n * (1.5 * 4.0); } vec3 lgridPrepareSample(vec3 c) { // yxz swizzle is necessary for GLSLES sampling to work efficiently // (having .y as the first component allows to do the LUT lookup as a non-dependent texture fetch) return c.yxz * u_lightConfig0.xyz + u_lightConfig1.xyz; } #if defined(GLSLES) && !defined(GL3) #define LGRID_SAMPLER(name, register) TEX_DECLARE2D(name, register) vec4 lgridSample(sampler2D t, sampler2D lut, vec3 data) { vec4 offsets = texture2D(lut, data.xy); // texture is 64 pixels high // let's compute slice lerp coeff float slicef = fract(data.x * 64.0); // texture has 64 slices with 8x8 atlas setup vec2 base = clamp(data.yz, vec2(0.0), vec2(1.0)) * 0.125; vec4 s0 = texture2D(t, base + offsets.xy); vec4 s1 = texture2D(t, base + offsets.zw); return mix(s0, s1, slicef); } #else #define LGRID_SAMPLER(name, register) TEX_DECLARE3D(name, register) vec4 lgridSample(sampler3D t, sampler2D lut, vec3 data) { vec3 edge = step(u_lightConfig3.xyz, abs(data - u_lightConfig2.xyz)); float edgef = saturate1(dot(edge, vec3(1.0))); // replace data with 0 on edges to minimize texture cache misses vec4 light = texture3D(t, data.yzx - data.yzx * edgef); return mix(light, u_lightBorder, vec4(edgef)); } #endif vec3 nmapUnpack(vec4 value) { #ifdef GLSLES return value.rgb * 2.0 - 1.0; #else vec2 xy = value.ag * 2.0 - 1.0; return vec3(xy, sqrt(saturate(1.0 + dot(-xy, xy)))); #endif } vec3 terrainNormal(vec4 tnp0, vec4 tnp1, vec4 tnp2, vec3 w, vec3 normal, vec3 tsel) { // Inspired by "Voxel-Based Terrain for Real-Time Virtual Simulations" [Lengyel2010] 5.5.2 vec3 tangentTop = vec3(normal.y, -normal.x, 0.0); vec3 tangentSide = vec3(normal.z, 0.0, -normal.x); vec3 bitangentTop = vec3(0.0, -normal.z, normal.y); vec3 bitangentSide = vec3(0.0, -1.0, 0.0); // Blend pre-unpack to save cycles vec3 tn = nmapUnpack(tnp0 * w.x + tnp1 * w.y + tnp2 * w.z); // We blend all tangent frames together as a faster approximation to the correct world normal blend float tselw = dot(tsel, w); vec3 tangent = mix(tangentSide, tangentTop, tselw); vec3 bitangent = mix(bitangentSide, bitangentTop, tselw); return normalize(tangent * tn.x + bitangent * tn.y + normal * tn.z); } vec3 shadowPrepareSample(vec3 p) { vec4 c = vec4(p, 1.0); return vec3(dot(u_shadowMatrix0, c), dot(u_shadowMatrix1, c), dot(u_shadowMatrix2, c)); } float shadowDepth(vec3 lpos) { return lpos.z; } float shadowStep(float d, float z) { // saturate returns 1 for z in [0.1..0.9]; it fades to 0 as z approaches 0 or 1 return step(d, z) * saturate(9.0 - 20.0 * abs(z - 0.5)); } float shadowSample(sampler2D map, vec3 lpos, float lightShadow) { #ifdef CLASSIC return lightShadow; #else vec2 smDepth = texture2D(map, lpos.xy).rg; float smShadow = shadowStep(smDepth.x, shadowDepth(lpos)); return (1.0 - smShadow * smDepth.y * u_outlineBrightness_ShadowInfo.w) * lightShadow; #endif } #endif // COMMON_SH_HEADER_GUARD