forked from Mirrors/openclonk
177 lines
5.6 KiB
GLSL
177 lines
5.6 KiB
GLSL
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// uncomment the following lines for debugging light directions:
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// yellow: light up, blue: light down, turqoise: light right, pink: light left
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// brightness: light strength
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//#define LIGHT_DEBUG
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// uncomment the following lines for debugging light color:
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// the light will always come from the front and have a uniform brightness.
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//#define LIGHT_DEBUG_COLOR
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// uncomment the following lines to set the light color to pink for all lights for debugging:
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//#define LIGHT_DEBUG_PINK
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#ifdef OC_DYNAMIC_LIGHT
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uniform sampler2D ambientTex;
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uniform mat3x2 ambientTransform;
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uniform float ambientBrightness;
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uniform sampler2D lightTex;
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#endif
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// Gamma uniforms
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uniform vec3 gamma;
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// 0 if backface culling is enabled, 1 if it is disabled
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uniform float cullMode;
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// Light dot product, taking cull mode into account
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float lightDot(vec3 normal, vec3 lightDir) {
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return abs(max(-cullMode, dot(normalize(normal), lightDir)));
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}
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// Converts the pixel range 0.0..1.0 into the integer range 0..255
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int f2i(float x) {
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return int(x * 255.9);
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}
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slice(init)
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{
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// At what point of light intensity we set the "darkness" point. This
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// is to compensate for the fact that the engine "smoothes" the light
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// and therefore will often never arrive at 0 light intensity.
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float lightDarknessLevel = 8.0 / 256.0;
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// "Height" of the light in front of the screen. The lower this
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// value, the sharper the incoming light angles are. For
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// orientation: A value of 1 means 45 degrees maximum.
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float lightDepth = 0.5;
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// Position of the ambient light. Note that for normal directional
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// lights we have |X| <= 1.0 and |Y| <= 1.0, so it might be a good
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// idea to keep within this values.
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vec3 ambientLightPos = vec3(1.0, -1.0, lightDepth);
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// Amount of ambience we put into the ambient light. The higher
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// this is, the less directional ambient lighting is, and the
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// "flatter" the shading appears.
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float ambientAmbience = 1.0;
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// The total brightness assigned by the ambient shader to a
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// texture facing the viewer.
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float maxAmbientBrightness = 1.0;
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// The total brightness assigned by the ambient shader to a
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// texture facing the viewer.
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float maxLightBrightness = 3.0;
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}
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slice(texture+5)
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{
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#ifdef OC_DYNAMIC_LIGHT
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// Query light texture
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vec2 lightDirCoord = lightCoord;
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vec4 lightPx = texture(lightTex, lightDirCoord);
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float lightBright = maxLightBrightness * max(0.0, (lightPx.a-lightDarknessLevel)/(1.0-lightDarknessLevel));
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vec3 lightDir = normalize(vec3(vec2(1.0, 1.0) - lightPx.yz * 3.0, lightDepth));
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// Query light color texture (part of the light texture)
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vec2 lightColorCoord = lightCoord - vec2(0.0, 0.5); // subtract offset for the color texture
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vec3 lightColor = texture(lightTex, lightColorCoord.st).rgb;
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// Normalise light colour
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#ifdef LIGHT_DEBUG_COLOR
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lightBright = 0.5;
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lightColor = vec4(1.0, 0.0, 1.0, 1.0);
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#endif
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// Ambient light
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// Edxtra .xy since some old intel drivers return a vec3
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float ambient = texture(ambientTex, (ambientTransform * vec3(gl_FragCoord.xy, 1.0)).xy).r;
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ambient *= ambientBrightness;
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#ifdef OC_SKY
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ambient = 0.999; // TODO: = 1.0 causes bugs?
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#endif
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#else
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// When lighting is disabled, put a light source coming from the camera.
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// Note that in most cases this does not actually matter, since in the
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// case with lighting disabled, ambient lighting takes fully over.
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float lightBright = 1.0;
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vec3 lightDir = vec3(0.0, 0.0, 1.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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float ambient = 1.0;
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#endif
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}
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slice(light)
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{
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// Light dot product, taking backface culling into account
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float light = lightDot(normal, lightDir);
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// Amount of reflection, depending on the angle where material reflects most
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light = min(light / matAngle, 2.0 - light / matAngle);
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#ifdef OC_LANDSCAPE
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normal2 = normalize(normal2);
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float light2 = lightDot(normal2, lightDir);
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light2 = min(light2 / matAngle2, 2.0 - light2 / matAngle2);
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#endif
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// For landscape, ambient brightness is coming from top
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vec3 ambientDir = normalize(ambientLightPos);
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float ambientMul = maxAmbientBrightness / (ambientAmbience + lightDot(vec3(0.0,0.0,1.0), ambientDir));
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// Add ambience to brightness
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lightBright = mix(lightBright, 1.0, ambient);
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light = mix(light, ambientMul * (ambientAmbience + lightDot(normal, ambientDir)), ambient);
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#ifdef OC_LANDSCAPE
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light2 = mix(light2, ambientMul * (ambientAmbience + lightDot(normal2, ambientDir)), ambient);
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#endif
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lightColor = mix(lightColor, vec3(1.0,1.0,1.0), ambient);
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}
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slice(color+5)
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{
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// Normalize light colour
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vec3 lightColorNorm = sqrt(3.0) * normalize(lightColor);
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// Add light. Depending on material properties, we make it more
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// "spotty" and allow the material to self-illuminate. The light
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// brightness overrules everything though (= FoW is last factor).
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vec3 spotLight = pow(vec3(light,light,light), matSpot);
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fragColor.rgb = lightBright * fragColor.rgb * (matEmit + lightColorNorm * spotLight);
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#ifdef OC_LANDSCAPE
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vec3 spotLight2 = pow(vec3(light2,light2,light2), matSpot2);
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color2.rgb = lightBright * color2.rgb * (matEmit2 + lightColorNorm * spotLight2);
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#endif
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}
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slice(finish+5)
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{
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#ifdef LIGHT_DEBUG
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#ifdef OC_DYNAMIC_LIGHT
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float lightYDir = lightPx.b - 1.0/3.0;
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float lightXDir = lightPx.g - 1.0/3.0;
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float lightStrength = lightPx.a;
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fragColor =
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vec4(lightStrength * vec3(1.0-1.5*(max(0.0, lightYDir) + max(0.0,lightXDir)),
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1.0-1.5*(max(0.0, lightYDir) + max(0.0,-lightXDir)),
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1.0-1.5*max(0.0, -lightYDir)),
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1.0);
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#else
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fragColor = vec4(0.0, 0.0, 0.0, 0.0); // invisible
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#endif
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#endif
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}
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slice(finish+10) {
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fragColor = vec4(pow(fragColor.rgb, gamma), fragColor.a);
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}
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