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wind_pixel_lighting_color.frag 9.1KB

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