forked from aya/aya
87 lines
2.5 KiB
Python
87 lines
2.5 KiB
Python
$input a_position, a_normal, a_texcoord0, a_texcoord1, a_color0, a_color1, a_texcoord2, a_texcoord3
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$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
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#include "common.sh"
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#ifdef CLASSIC
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#define PIN_SURFACE
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#define ALREADY_HAS_PS
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#define SPEC_EXPON 81.0
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#define KS 0.75
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#define FADE_DIST 500.0
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#define FADE_DIST_START 0.0
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#define BEVEL_WIDTH 0.06
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SAMPLER2D(s_lightMap, 1);
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SAMPLER2D(s_lightMapLookup, 2);
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SAMPLERCUBE(s_environmentMap, 4);
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vec3 CalcBevel(vec4 edgeDistances, vec3 normal, float viewDepth);
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void Shade(vec3 albedo, vec3 nn, vec3 vn, float ks, float specExpon, vec4 light, out vec3 diffuse, out vec3 specular);
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vec3 CalcBevelDir(vec4 edgeDistances)
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{
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vec3 dir = vec3(0.0);
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vec4 bevelMultiplier = step(edgeDistances, vec4(BEVEL_WIDTH));
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dir += bevelMultiplier.x * vec3(1.0, 0.0, 0.0);
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dir += bevelMultiplier.y * vec3(-1.0, 0.0, 0.0);
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dir += bevelMultiplier.z * vec3(0.0, 1.0, 0.0);
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dir += bevelMultiplier.w * vec3(0.0, -1.0, 0.0);
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return dir;
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}
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void DefaultPS()
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{
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float normalStrength = 0.4;
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float fade = clamp(normalStrength - (v_view_depth.w - FADE_DIST_START) / FADE_DIST, 0.0, 1.0);
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vec3 nn = normalize(v_normal);
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vec4 edgeDistances = v_edgedist;
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vec4 albedo = v_color0;
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// lets generate this matrix in the vertex shader and pass it in later
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mat3 normalMatrix = mat3(
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v_tangent.xyz,
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cross(nn, v_tangent.xyz),
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nn
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);
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vec2 uv = v_texcoord0;
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vec3 tn = vec3(0.0, 0.0, 0.5);
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tn = mix(vec3(0.0, 0.0, 0.5), tn, fade);
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tn = CalcBevel(edgeDistances, tn, v_view_depth.w);
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nn = mul(tn, normalMatrix);
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vec3 vn = normalize(v_view_depth.xyz);
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vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz);
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vec3 diffuse;
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vec3 specular;
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Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffuse, specular);
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vec3 result = diffuse + specular;
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#ifdef PIN_REFLECTION
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vec3 reflection = textureCube(s_environmentMap, reflect(-vn, nn)).rgb;
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result = mix(result, reflection, v_reflection);
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#endif
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float fogAlpha = clamp((u_fogParams.z - length(v_view_depth.xyz)) * u_fogParams.w, 0.0, 1.0);
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result = mix(u_fogColor, result, fogAlpha);
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gl_FragColor = vec4(result, albedo.a);
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#ifdef PIN_GBUFFER
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// gl_FragData[1] = gbufferPack(v_view_depth.w, diffuse.rgb, specular.rgb, fogAlpha);
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#endif
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}
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#else
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#define PIN_PLASTIC
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#include "default.sc"
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#endif
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