metaforce/Runtime/Graphics/Shaders/CModelShadersGLSL.cpp

84 lines
2.7 KiB
C++

#include "CModelShaders.hpp"
#include "hecl/Backend/GLSL.hpp"
namespace urde
{
static const char* LightingGLSL =
"struct Light\n"
"{\n"
" vec4 pos;\n"
" vec4 dir;\n"
" vec4 color;\n"
" vec4 linAtt;\n"
" vec4 angAtt;\n"
"};\n"
"\n"
"UBINDING2 uniform LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" vec4 ambient;\n"
" vec4 colorReg0;\n"
" vec4 colorReg1;\n"
" vec4 colorReg2;\n"
"};\n"
"\n"
"vec4 LightingFunc(vec4 mvPosIn, vec4 mvNormIn)\n"
"{\n"
" vec4 ret = ambient;\n"
" \n"
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
" }\n"
" \n"
" return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n"
"}\n";
static const char* ThermalPostGLSL =
"UBINDING2 uniform ThermalUniform\n"
"{\n"
" vec4 mulColor;\n"
" vec4 addColor;\n"
"};\n"
"vec4 ThermalPostFunc(vec4 colorIn)\n"
"{\n"
" return texture(tex7, vtf.extTcgs[0]).rrrr * mulColor + addColor;\n"
"}\n"
"\n";
static const char* BlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
"LightingUniform"};
static const char* ThermalBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
"ThermalUniform"};
hecl::Runtime::ShaderCacheExtensions
CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
{
hecl::Runtime::ShaderCacheExtensions ext(plat);
/* Normal lit shading */
ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {}, 3, BlockNames, 0, nullptr,
hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original);
/* Thermal Visor shading */
ext.registerExtensionSlot({}, {ThermalPostGLSL, "ThermalPostFunc"}, 3, ThermalBlockNames, 1, ThermalTextures,
hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One);
return ext;
}
}