mirror of https://github.com/AxioDL/metaforce.git
367 lines
12 KiB
GLSL
367 lines
12 KiB
GLSL
#if !defined(URDE_ALPHA_TEST) && defined(GL_ARB_shader_image_load_store)
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layout(early_fragment_tests) in;
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#endif
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SBINDING(0) in VertToFrag vtf;
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TBINDING0 uniform sampler2D lightmap;
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TBINDING1 uniform sampler2D diffuse;
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TBINDING2 uniform sampler2D emissive;
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TBINDING3 uniform sampler2D specular;
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TBINDING4 uniform sampler2D extendedSpecular;
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TBINDING5 uniform sampler2D reflection;
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TBINDING6 uniform sampler2D alpha;
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TBINDING7 uniform sampler2D reflectionIndTex;
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TBINDING8 uniform sampler2D extTex0;
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TBINDING9 uniform sampler2D extTex1;
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TBINDING10 uniform sampler2D extTex2;
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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TBINDING11 uniform samplerCube reflectionTex;
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#else
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TBINDING11 uniform sampler2D reflectionTex;
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#endif
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const vec3 kRGBToYPrime = vec3(0.299, 0.587, 0.114);
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/*
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#if defined(ALPHA_%s)
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vec3 SampleTexture_%s() { return texture(%s, vtf.%sUv).aaa; }
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float SampleTextureAlpha_%s() { return texture(%s, vtf.%sUv).a; }
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#else
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vec3 SampleTexture_%s() { return texture(%s, vtf.%sUv).rgb; }
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float SampleTextureAlpha_%s() { return dot(texture(%s, vtf.%sUv).rgb, kRGBToYPrime); }
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#endif
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*/
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#if defined(ALPHA_lightmap)
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vec3 SampleTexture_lightmap() { return texture(lightmap, vtf.lightmapUv).aaa; }
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float SampleTextureAlpha_lightmap() { return texture(lightmap, vtf.lightmapUv).a; }
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#else
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vec3 SampleTexture_lightmap() { return texture(lightmap, vtf.lightmapUv).rgb; }
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float SampleTextureAlpha_lightmap() { return dot(texture(lightmap, vtf.lightmapUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(ALPHA_diffuse)
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vec3 SampleTexture_diffuse() { return texture(diffuse, vtf.diffuseUv).aaa; }
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float SampleTextureAlpha_diffuse() { return texture(diffuse, vtf.diffuseUv).a; }
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#else
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vec3 SampleTexture_diffuse() { return texture(diffuse, vtf.diffuseUv).rgb; }
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float SampleTextureAlpha_diffuse() { return dot(texture(diffuse, vtf.diffuseUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(ALPHA_emissive)
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vec3 SampleTexture_emissive() { return texture(emissive, vtf.emissiveUv).aaa; }
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float SampleTextureAlpha_emissive() { return texture(emissive, vtf.emissiveUv).a; }
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#else
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vec3 SampleTexture_emissive() { return texture(emissive, vtf.emissiveUv).rgb; }
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float SampleTextureAlpha_emissive() { return dot(texture(emissive, vtf.emissiveUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(ALPHA_specular)
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vec3 SampleTexture_specular() { return texture(specular, vtf.specularUv).aaa; }
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float SampleTextureAlpha_specular() { return texture(specular, vtf.specularUv).a; }
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#else
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vec3 SampleTexture_specular() { return texture(specular, vtf.specularUv).rgb; }
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float SampleTextureAlpha_specular() { return dot(texture(specular, vtf.specularUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(ALPHA_extendedSpecular)
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vec3 SampleTexture_extendedSpecular() { return texture(extendedSpecular, vtf.extendedSpecularUv).aaa; }
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float SampleTextureAlpha_extendedSpecular() { return texture(extendedSpecular, vtf.extendedSpecularUv).a; }
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#else
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vec3 SampleTexture_extendedSpecular() { return texture(extendedSpecular, vtf.extendedSpecularUv).rgb; }
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float SampleTextureAlpha_extendedSpecular() { return dot(texture(extendedSpecular, vtf.extendedSpecularUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(ALPHA_reflection)
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vec3 SampleTexture_reflection() { return texture(reflection, vtf.reflectionUv).aaa; }
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float SampleTextureAlpha_reflection() { return texture(reflection, vtf.reflectionUv).a; }
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#else
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vec3 SampleTexture_reflection() { return texture(reflection, vtf.reflectionUv).rgb; }
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float SampleTextureAlpha_reflection() { return dot(texture(reflection, vtf.reflectionUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(ALPHA_alpha)
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vec3 SampleTexture_alpha() { return texture(alpha, vtf.alphaUv).aaa; }
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float SampleTextureAlpha_alpha() { return texture(alpha, vtf.alphaUv).a; }
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#else
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vec3 SampleTexture_alpha() { return texture(alpha, vtf.alphaUv).rgb; }
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float SampleTextureAlpha_alpha() { return dot(texture(alpha, vtf.alphaUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE)
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struct Fog {
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vec4 color;
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float A;
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float B;
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float C;
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int mode;
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};
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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struct Light {
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vec4 pos;
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vec4 dir;
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vec4 color;
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vec4 linAtt;
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vec4 angAtt;
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};
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UBINDING2 uniform LightingUniform {
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Light lights[URDE_MAX_LIGHTS];
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vec4 ambient;
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vec4 colorReg0;
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vec4 colorReg1;
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vec4 colorReg2;
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vec4 mulColor;
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vec4 addColor;
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Fog fog;
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};
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#else
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const vec4 colorReg0 = vec4(1.0);
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const vec4 colorReg1 = vec4(1.0);
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const vec4 colorReg2 = vec4(1.0);
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_CUBE_REFLECTION)
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vec3 LightingFunc() {
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vec4 ret = ambient;
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for (int i = 0; i < URDE_MAX_LIGHTS; ++i) {
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vec3 delta = vtf.mvPos.xyz - lights[i].pos.xyz;
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float dist = length(delta);
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vec3 deltaNorm = delta / dist;
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float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);
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float att = 1.0 / (lights[i].linAtt[2] * dist * dist +
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lights[i].linAtt[1] * dist +
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lights[i].linAtt[0]);
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float angAtt = lights[i].angAtt[2] * angDot * angDot +
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lights[i].angAtt[1] * angDot +
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lights[i].angAtt[0];
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ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0);
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}
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return clamp(ret.rgb, vec3(0.0), vec3(1.0));
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}
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#endif
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#if defined(URDE_THERMAL_HOT)
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vec3 LightingFunc() {
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return vec3(1.0);
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}
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UBINDING2 uniform ThermalUniform {
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vec4 tmulColor;
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vec4 taddColor;
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};
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#endif
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#if defined(URDE_THERMAL_COLD)
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vec3 LightingFunc() {
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return vec3(1.0);
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}
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#endif
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#if defined(URDE_SOLID)
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vec3 LightingFunc() {
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return vec3(1.0);
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}
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UBINDING2 uniform SolidUniform {
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vec4 solidColor;
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};
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#endif
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#if defined(URDE_MB_SHADOW)
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vec3 LightingFunc() {
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return vec3(1.0);
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}
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UBINDING2 uniform MBShadowUniform {
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vec4 shadowUp;
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float shadowId;
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};
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#endif
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#if defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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vec3 LightingFunc() {
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vec2 shadowUV = vtf.extUvs[0];
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shadowUV.y = 1.0 - shadowUV.y;
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vec4 ret = ambient;
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vec3 delta = vtf.mvPos.xyz - lights[0].pos.xyz;
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float dist = length(delta);
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vec3 deltaNorm = delta / dist;
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float angDot = max(dot(deltaNorm, lights[0].dir.xyz), 0.0);
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float att = 1.0 / (lights[0].linAtt[2] * dist * dist +
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lights[0].linAtt[1] * dist +
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lights[0].linAtt[0]);
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float angAtt = lights[0].angAtt[2] * angDot * angDot +
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lights[0].angAtt[1] * angDot +
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lights[0].angAtt[0];
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ret += lights[0].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0) *
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texture(extTex0, shadowUV).r;
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for (int i = 1; i < URDE_MAX_LIGHTS; ++i) {
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vec3 delta = vtf.mvPos.xyz - lights[i].pos.xyz;
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float dist = length(delta);
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vec3 deltaNorm = delta / dist;
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float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);
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float att = 1.0 / (lights[i].linAtt[2] * dist * dist +
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lights[i].linAtt[1] * dist +
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lights[i].linAtt[0]);
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float angAtt = lights[i].angAtt[2] * angDot * angDot +
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lights[i].angAtt[1] * angDot +
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lights[i].angAtt[0];
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ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0);
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}
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return clamp(ret.rgb, vec3(0.0), vec3(1.0));
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}
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#endif
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#if defined(URDE_DISINTEGRATE)
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UBINDING2 uniform DisintegrateUniform {
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vec4 daddColor;
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Fog fog;
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};
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vec3 LightingFunc() {
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return vec3(1.0);
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}
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE)
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vec4 FogFunc(vec4 colorIn) {
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float fogZ;
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float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);
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switch (fog.mode) {
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case 2:
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fogZ = fogF;
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break;
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case 4:
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fogZ = 1.0 - exp2(-8.0 * fogF);
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break;
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case 5:
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fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
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break;
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case 6:
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fogZ = exp2(-8.0 * (1.0 - fogF));
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break;
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case 7:
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fogF = 1.0 - fogF;
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fogZ = exp2(-8.0 * fogF * fogF);
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break;
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default:
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fogZ = 0.0;
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break;
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}
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#ifdef BLEND_DST_ONE
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return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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#else
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return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);
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#endif
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}
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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vec4 PostFunc(vec4 colorIn) {
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return FogFunc(colorIn) * mulColor + addColor;
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}
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#endif
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#if defined(URDE_THERMAL_HOT)
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vec4 PostFunc(vec4 colorIn) {
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return texture(extTex0, vtf.extUvs[0]).rrrr * tmulColor + taddColor;
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}
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#endif
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#if defined(URDE_THERMAL_COLD)
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vec4 PostFunc(vec4 colorIn) {
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return colorIn * vec4(0.75);
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}
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#endif
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#if defined(URDE_SOLID)
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vec4 PostFunc(vec4 colorIn) {
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return solidColor;
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}
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#endif
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#if defined(URDE_MB_SHADOW)
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vec4 PostFunc(vec4 colorIn) {
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float idTexel = texture(extTex0, vtf.extUvs[0]).a;
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float sphereTexel = texture(extTex1, vtf.extUvs[1]).r;
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float fadeTexel = texture(extTex2, vtf.extUvs[2]).a;
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float val = ((abs(idTexel - shadowId) < 0.001) ?
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(dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *
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sphereTexel * fadeTexel;
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return vec4(0.0, 0.0, 0.0, val);
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}
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#endif
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#if defined(URDE_DISINTEGRATE)
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vec4 PostFunc(vec4 colorIn) {
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vec4 texel0 = texture(extTex0, vtf.extUvs[0]);
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vec4 texel1 = texture(extTex0, vtf.extUvs[1]);
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colorIn = mix(vec4(0.0), texel1, texel0);
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colorIn.rgb += daddColor.rgb;
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return FogFunc(colorIn);
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}
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#endif
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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vec3 ReflectionFunc(float roughness) {
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vec3 coords = reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz);
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#ifdef VULKAN
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coords = vec3(coords.x, -coords.y, coords.z);
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#endif
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return texture(reflectionTex, coords, roughness).rgb;
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}
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#elif defined(URDE_REFLECTION_SIMPLE)
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vec3 ReflectionFunc() { return texture(reflectionTex, vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; }
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#elif defined(URDE_REFLECTION_INDIRECT)
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vec3 ReflectionFunc() { return texture(reflectionTex, (texture(reflectionIndTex, vtf.dynReflectionUvs[0]).ab -
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vec2(0.5, 0.5)) * vec2(0.5, 0.5) + vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; }
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#else
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vec3 ReflectionFunc() { return vec3(0.0); }
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#endif
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layout(location=0) out vec4 colorOut;
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void main() {
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vec3 lighting = LightingFunc();
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vec4 tmp;
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() +
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SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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(SampleTexture_reflection() * ReflectionFunc(clamp(0.5 - SampleTextureAlpha_specular(), 0.0, 1.0)) * 2.0);
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(URDE_DIFFUSE_ONLY)
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tmp.rgb = SampleTexture_diffuse();
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(RETRO_SHADER)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() +
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SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(RETRO_DYNAMIC_SHADER)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb +
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SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha();
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#elif defined(RETRO_DYNAMIC_ALPHA_SHADER)
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tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb +
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SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha() * colorReg1.a;
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#elif defined(RETRO_DYNAMIC_CHARACTER_SHADER)
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tmp.rgb = (SampleTexture_lightmap() + lighting) * SampleTexture_diffuse() +
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SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
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SampleTexture_reflection() + ReflectionFunc();
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tmp.a = SampleTextureAlpha_alpha();
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#endif
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colorOut = PostFunc(tmp);
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#if defined(URDE_ALPHA_TEST)
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if (colorOut.a < 0.25)
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discard;
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#endif
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}
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