openclonk/planet/Graphics.ocg/CommonShader.glsl

177 lines
5.6 KiB
GLSL

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