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wind_pixel_lighting.frag 9.3KB

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  1. varying vec2 texCoord;
  2. varying vec3 vNormal;
  3. varying vec3 eyePos;
  4. uniform float emission;
  5. uniform vec3 ambientColor;
  6. uniform vec3 specularColor;
  7. uniform float hardness;
  8. uniform float diffuseIntensity;
  9. uniform sampler2D diffuse1;
  10. uniform vec2 scale1;
  11. uniform float mistEnable;
  12. uniform float mistStart;
  13. uniform float mistDistance;
  14. uniform float mistIntensity;
  15. uniform float mistType;
  16. uniform vec3 mistColor;
  17. #define maxLights 16
  18. uniform int lightCount;
  19. uniform int lightType[maxLights];
  20. uniform vec3 lightColor[maxLights];
  21. uniform vec3 lightPosition[maxLights];
  22. uniform vec3 lightOrientation[maxLights];
  23. uniform float lightDistance[maxLights];
  24. uniform float lightSpotsize[maxLights];
  25. uniform float lightSpotblend[maxLights];
  26. #define SPOT 0
  27. #define SUN 1
  28. #define POINT 2
  29. #define NORMAL 2
  30. #define HEMI 3
  31. #define M_PI 3.14159265358979323846
  32. // ########################################Functions########################################
  33. float exp_blender(float f)
  34. {
  35. return pow(2.71828182846, f);
  36. }
  37. float linearrgb_to_srgb(float c)
  38. {
  39. if(c < 0.0031308)
  40. return (c < 0.0) ? 0.0: c * 12.92;
  41. else
  42. return 1.055 * pow(c, 1.0/2.4) - 0.055;
  43. }
  44. float srgb_to_linearrgb(float c)
  45. {
  46. if(c < 0.04045)
  47. return (c < 0.0) ? 0.0: c * (1.0 / 12.92);
  48. else
  49. return pow((c + 0.055)*(1.0/1.055), 2.4);
  50. }
  51. vec3 linearrgb_to_srgb(vec3 col_from)
  52. {
  53. vec3 col_to;
  54. col_to.r = linearrgb_to_srgb(col_from.r);
  55. col_to.g = linearrgb_to_srgb(col_from.g);
  56. col_to.b = linearrgb_to_srgb(col_from.b);
  57. return col_to;
  58. }
  59. vec3 srgb_to_linearrgb(vec3 col_from)
  60. {
  61. vec3 col_to;
  62. col_to.r = srgb_to_linearrgb(col_from.r);
  63. col_to.g = srgb_to_linearrgb(col_from.g);
  64. col_to.b = srgb_to_linearrgb(col_from.b);
  65. return col_to;
  66. }
  67. float shade_hemi_spec(vec3 N, vec3 H, float hard)
  68. {
  69. float NdotH = dot(N, H) * 0.5 + 0.5;
  70. float specfac = pow(max(NdotH, 0.0), hard);
  71. return specfac;
  72. }
  73. float shade_phong_spec(vec3 N, vec3 H, vec3 L, vec3 E, float hard)
  74. {
  75. float rslt = max(dot(H, N), 0.0);
  76. float specfac = pow(rslt, hard);
  77. return specfac;
  78. }
  79. float shade_cooktorr_spec(vec3 H, vec3 N, vec3 E)
  80. {
  81. float specfac;
  82. float NdotH = dot(N, H);
  83. if(NdotH < 0.0)
  84. {
  85. specfac = 0.0;
  86. }
  87. else
  88. {
  89. float maxNdotE = max(dot(N, E), 0.0);
  90. specfac = pow(NdotH, hardness);
  91. specfac = specfac / (0.1 + maxNdotE);
  92. }
  93. return specfac;
  94. }
  95. float shade_blinn_spec(vec3 N, vec3 H, vec3 L, vec3 E, float refrac, float spec_power)
  96. {
  97. float specfac;
  98. if(refrac < 1.0) {
  99. specfac = 0.0;
  100. }
  101. else if(spec_power == 0.0) {
  102. specfac = 0.0;
  103. }
  104. else {
  105. if(spec_power<100.0)
  106. spec_power= sqrt(1.0/spec_power);
  107. else
  108. spec_power= 10.0/spec_power;
  109. float NdotH = dot(N, H);
  110. if(NdotH < 0.0) {
  111. specfac = 0.0;
  112. }
  113. else {
  114. float maxNdotE = max(dot(N, E), 0.01);
  115. float NdotL = dot(N, L);
  116. if(NdotL <= 0.01) {
  117. specfac = 0.0;
  118. }
  119. else {
  120. float maxEdotH = max(dot(E, H), 0.01);
  121. float a = 1.0;
  122. float b = (2.0 * NdotH * maxNdotE) / maxEdotH;
  123. float c = (2.0 * NdotH * NdotL) / maxEdotH;
  124. float g = 0.0;
  125. if(a < b && a < c) g = a;
  126. else if(b < a && b < c) g = b;
  127. else if(c < a && c < b) g = c;
  128. float p = sqrt(((refrac * refrac)+(maxEdotH*maxEdotH)-1.0));
  129. float f = (((p-maxEdotH)*(p-maxEdotH))/((p+maxEdotH)*(p+maxEdotH)))*(1.0+((((maxEdotH*(p+maxEdotH))-1.0)*((maxEdotH*(p+maxEdotH))-1.0))/(((maxEdotH*(p-maxEdotH))+1.0)*((maxEdotH*(p-maxEdotH))+1.0))));
  130. float ang = acos(NdotH);
  131. specfac = max(f*g*exp_blender((-(ang*ang)/(2.0*spec_power*spec_power))), 0.0);
  132. }
  133. }
  134. }
  135. return specfac;
  136. }
  137. float shade_wardiso_spec(vec3 N, vec3 H, vec3 E, vec3 L, float rms)
  138. {
  139. float maxNdotH = max(dot(N, H), 0.001);
  140. float maxNdotE = max(dot(N, E), 0.001);
  141. float maxNdotL = max(dot(N, L), 0.001);
  142. float angle = tan(acos(maxNdotH));
  143. float alpha = max(rms, 0.001);
  144. float specfac= maxNdotL * (1.0/(4.0 * M_PI * alpha * alpha)) * (exp_blender(-(angle * angle)/(alpha * alpha))/(sqrt(maxNdotE * maxNdotL)));
  145. return specfac;
  146. }
  147. float shade_toon_spec(vec3 N, vec3 H, float size, float tsmooth)
  148. {
  149. float specfac;
  150. float rslt;
  151. float NdotH = dot(N, H);
  152. float ang = acos(NdotH);
  153. if(ang < size) rslt = 1.0;
  154. else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
  155. else rslt = 1.0 - ((ang - size)/tsmooth);
  156. specfac = rslt;
  157. return specfac;
  158. }
  159. vec3 shade_mist_blend(vec3 co, float enable, float miststa, float mistdist, float misttype, float intensity, vec3 col1, vec3 col2)
  160. {
  161. float mist = 0.0;
  162. if(enable == 1.0)
  163. {
  164. float fac, zcor;
  165. zcor = (gl_ProjectionMatrix[3][3] == 0.0)? length(co): -co[2];
  166. fac = clamp((zcor - miststa) / mistdist, 0.0, 1.0);
  167. if(misttype == 0.0) fac *= fac;
  168. else if(misttype == 1.0);
  169. else fac = sqrt(fac);
  170. mist = 1.0 - (1.0 - fac) * (1.0 - intensity);
  171. }
  172. float mixFac = clamp(mist, 0.0, 1.0);
  173. vec3 result = mix(col1, col2, mixFac);
  174. return result;
  175. }
  176. vec3 getLighting(vec3 normal, vec3 eyePos, vec3 color)
  177. //Calculates lighting
  178. {
  179. vec3 N = normal;
  180. vec3 E = normalize(eyePos);
  181. vec3 diffuse = vec3(0, 0, 0);
  182. vec3 specular = vec3(0, 0, 0);
  183. /* handle perspective/orthographic */
  184. E = (gl_ProjectionMatrix[3][3] == 0.0) ? E : vec3(0.0, 0.0, -1.0);
  185. //workaround for for loop unrolling. Change type from int to float.
  186. for (float c = 0.0; c < float(lightCount); c++)
  187. {
  188. int i = int(c);
  189. float attenuation = 1.0;
  190. vec3 lightVec = vec3(0.0, 0.0, 1.0);
  191. if (lightType[i] == SPOT || lightType[i] == POINT)
  192. {
  193. lightVec = eyePos - lightPosition[i];
  194. float lightDist = length(lightVec);
  195. // The invsquare attenuation calculation in Blender is not correct
  196. // I use Blenders attenuation calculation to get the same attenuation
  197. attenuation = lightDistance[i] / (lightDistance[i] + lightDist * lightDist); //attenuation = visifac in Blender shader code
  198. }
  199. else
  200. {
  201. lightVec = lightOrientation[i];
  202. }
  203. vec3 L = normalize(lightVec); //L = lv in Blender shader code
  204. vec3 H = normalize(L+E);
  205. if (lightType[i] == SPOT)
  206. {
  207. float inpr = 0.0;
  208. vec2 scale = vec2(1.0, 1.0);
  209. float visifac = attenuation;
  210. inpr = dot(L, lightOrientation[i]);
  211. float t = lightSpotsize[i]; //spot size
  212. if(inpr <= t)
  213. {
  214. attenuation = 0.0;
  215. }
  216. else
  217. {
  218. /* soft area */
  219. if(lightSpotblend[i] != 0.0)
  220. inpr *= smoothstep(0.0, 1.0, (inpr - t) / lightSpotblend[i]);
  221. attenuation = attenuation * inpr;
  222. }
  223. }
  224. float NdotL = dot(N, L);
  225. //float NdotH = dot(N, H);
  226. //float NdotE = dot(N, E);
  227. float ks;
  228. float kd;
  229. if (lightType[i] == HEMI)
  230. {
  231. NdotL = NdotL* 0.5 + 0.5;
  232. //NdotH = NdotH * 0.5 + 0.5;
  233. //ks = pow(max(NdotH, 0.0), hardness);
  234. ks = shade_hemi_spec(N, H, hardness);
  235. }
  236. else
  237. {
  238. //Phong specular shading
  239. ks = shade_phong_spec(N, H, L, E, hardness);
  240. //CookTorr specular shading
  241. //ks = shade_cooktorr_spec(H, N, E);
  242. //Toon specular shading
  243. /*
  244. float size = 0.5;
  245. float smooth = 0.1;
  246. ks = shade_toon_spec(N, H, size, smooth);
  247. */
  248. //Wardiso specular shading
  249. /*
  250. float slope = 0.1;
  251. ks = shade_wardiso_spec(N, H, E, L, slope);
  252. */
  253. //Blinn specular shading
  254. /*
  255. float refrac = 4.0;
  256. ks = shade_blinn_spec(N, H, L, E, refrac, hardness);
  257. */
  258. }
  259. kd = max(NdotL, 0.0) * attenuation;
  260. diffuse += kd * color * lightColor[i];
  261. ks = ks * attenuation;
  262. specular += ks * specularColor * lightColor[i];
  263. }
  264. return diffuse + specular;
  265. }
  266. // ########################################Main-Function########################################
  267. void main()
  268. {
  269. //vec3 normal = normalize(-normal); //activated Backface Culling (or when geometry shader will used)
  270. vec3 normal = (gl_FrontFacing)? normalize(-vNormal) : normalize(vNormal); //deactivated Backface Culling
  271. vec2 ofs = (1.0 - scale1) / 2.0;
  272. vec4 dif1 = texture2D(diffuse1, texCoord*scale1+ofs);
  273. dif1.rgb = srgb_to_linearrgb(dif1.rgb);
  274. vec3 lighting = getLighting(normal, eyePos, dif1.rgb);
  275. vec4 color = vec4((emission * dif1.rgb) + ambientColor + lighting, dif1.a);
  276. color.rgb = shade_mist_blend(eyePos, mistEnable, mistStart, mistDistance, mistType, mistIntensity, color.rgb, mistColor);
  277. color.rgb = linearrgb_to_srgb(color.rgb);
  278. gl_FragColor = color;
  279. }