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wind_vertex_lighting.vert 11KB

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  1. varying vec3 frontLighting;
  2. varying vec3 backLighting;
  3. varying vec3 frontSpecular;
  4. varying vec3 backSpecular;
  5. varying vec3 eyePos;
  6. varying vec2 texCoord;
  7. uniform int lightCount;
  8. uniform vec3 diffuseColor;
  9. uniform vec3 specularColor;
  10. uniform float hardness;
  11. uniform float diffuseIntensity;
  12. uniform float time;
  13. uniform float strength;
  14. uniform float speed;
  15. uniform float deforming;
  16. uniform float bending;
  17. uniform vec2 direction;
  18. uniform float ground;
  19. uniform mat4 ModelMatrix;
  20. uniform mat4 ViewMatrix;
  21. #define maxLights 16
  22. uniform int lightType[maxLights];
  23. uniform vec3 lightColor[maxLights];
  24. uniform vec3 lightPosition[maxLights];
  25. uniform vec3 lightOrientation[maxLights];
  26. uniform float lightDistance[maxLights];
  27. uniform float lightSpotsize[maxLights];
  28. uniform float lightSpotblend[maxLights];
  29. #define SPOT 0
  30. #define SUN 1
  31. #define POINT 2
  32. #define NORMAL 2
  33. #define HEMI 3
  34. #define M_PI 3.14159265358979323846
  35. vec2 windDirection = direction; //direction of the wind
  36. float windStrength = strength; //strength of the wind
  37. float groundLevel = ground; //everything over ground level will have movement
  38. const int windSamples = 3; //number of wind sine waves to add
  39. // ########################################Functions for material########################################
  40. float exp_blender(float f)
  41. {
  42. return pow(2.71828182846, f);
  43. }
  44. float linearrgb_to_srgb(float c)
  45. {
  46. if(c < 0.0031308)
  47. return (c < 0.0) ? 0.0: c * 12.92;
  48. else
  49. return 1.055 * pow(c, 1.0/2.4) - 0.055;
  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. float shade_hemi_spec(vec3 N, vec3 H, float hard)
  60. {
  61. float NdotH = dot(N, H) * 0.5 + 0.5;
  62. float specfac = pow(max(NdotH, 0.0), hard);
  63. return specfac;
  64. }
  65. float shade_phong_spec(vec3 N, vec3 H, vec3 L, vec3 E, float hard)
  66. {
  67. float rslt = max(dot(H, N), 0.0);
  68. float specfac = pow(rslt, hard);
  69. return specfac;
  70. }
  71. float shade_cooktorr_spec(vec3 H, vec3 N, vec3 E)
  72. {
  73. float specfac;
  74. float NdotH = dot(N, H);
  75. if(NdotH < 0.0)
  76. {
  77. specfac = 0.0;
  78. }
  79. else
  80. {
  81. float maxNdotE = max(dot(N, E), 0.0);
  82. specfac = pow(NdotH, hardness);
  83. specfac = specfac / (0.1 + maxNdotE);
  84. }
  85. return specfac;
  86. }
  87. float shade_blinn_spec(vec3 N, vec3 H, vec3 L, vec3 E, float refrac, float spec_power)
  88. {
  89. float specfac;
  90. if(refrac < 1.0) {
  91. specfac = 0.0;
  92. }
  93. else if(spec_power == 0.0) {
  94. specfac = 0.0;
  95. }
  96. else {
  97. if(spec_power<100.0)
  98. spec_power= sqrt(1.0/spec_power);
  99. else
  100. spec_power= 10.0/spec_power;
  101. float NdotH = dot(N, H);
  102. if(NdotH < 0.0) {
  103. specfac = 0.0;
  104. }
  105. else {
  106. float maxNdotE = max(dot(N, E), 0.01);
  107. float NdotL = dot(N, L);
  108. if(NdotL <= 0.01) {
  109. specfac = 0.0;
  110. }
  111. else {
  112. float maxEdotH = max(dot(E, H), 0.01);
  113. float a = 1.0;
  114. float b = (2.0 * NdotH * maxNdotE) / maxEdotH;
  115. float c = (2.0 * NdotH * NdotL) / maxEdotH;
  116. float g = 0.0;
  117. if(a < b && a < c) g = a;
  118. else if(b < a && b < c) g = b;
  119. else if(c < a && c < b) g = c;
  120. float p = sqrt(((refrac * refrac)+(maxEdotH*maxEdotH)-1.0));
  121. 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))));
  122. float ang = acos(NdotH);
  123. specfac = max(f*g*exp_blender((-(ang*ang)/(2.0*spec_power*spec_power))), 0.0);
  124. }
  125. }
  126. }
  127. return specfac;
  128. }
  129. float shade_wardiso_spec(vec3 N, vec3 H, vec3 E, vec3 L, float rms)
  130. {
  131. float maxNdotH = max(dot(N, H), 0.001);
  132. float maxNdotE = max(dot(N, E), 0.001);
  133. float maxNdotL = max(dot(N, L), 0.001);
  134. float angle = tan(acos(maxNdotH));
  135. float alpha = max(rms, 0.001);
  136. float specfac= maxNdotL * (1.0/(4.0 * M_PI * alpha * alpha)) * (exp_blender(-(angle * angle)/(alpha * alpha))/(sqrt(maxNdotE * maxNdotL)));
  137. return specfac;
  138. }
  139. float shade_toon_spec(vec3 N, vec3 H, float size, float tsmooth)
  140. {
  141. float specfac;
  142. float rslt;
  143. float NdotH = dot(N, H);
  144. float ang = acos(NdotH);
  145. if(ang < size) rslt = 1.0;
  146. else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
  147. else rslt = 1.0 - ((ang - size)/tsmooth);
  148. specfac = rslt;
  149. return specfac;
  150. }
  151. void getLighting(vec3 normal, vec3 eyePos, out vec3 fLighting, out vec3 bLighting, out vec3 fSpecular, out vec3 bSpecular)
  152. {
  153. fLighting = vec3(0, 0, 0);
  154. bLighting = vec3(0, 0, 0);
  155. fSpecular = vec3(0, 0, 0);
  156. bSpecular = vec3(0, 0, 0);
  157. //workaround for for loop unrolling. Change type from int to float.
  158. for (float c = 0.0; c < float(lightCount); c++)
  159. {
  160. int i = int(c);
  161. float attenuation = 1.0;
  162. vec3 lightVec = vec3(0.0, 0.0, 1.0);
  163. if (lightType[i] == SPOT || lightType[i] == POINT)
  164. {
  165. lightVec = eyePos - lightPosition[i];
  166. float lightDist = length(lightVec);
  167. // The invsquare attenuation calculation in Blender is not correct
  168. // I use Blenders attenuation calculation to get the same attenuation
  169. attenuation = lightDistance[i] / (lightDistance[i] + lightDist * lightDist); //attenuation = visifac in Blender shader code
  170. }
  171. else
  172. {
  173. lightVec = lightOrientation[i];
  174. }
  175. vec3 fN = normalize(-normal); //frontface
  176. vec3 bN = normalize(normal); //backface
  177. vec3 E = normalize(eyePos);
  178. /* handle perspective/orthographic */
  179. E = (gl_ProjectionMatrix[3][3] == 0.0) ? E : vec3(0.0, 0.0, -1.0);
  180. vec3 L = normalize(lightVec); //L = lv in Blender shader code
  181. vec3 H = normalize(L+E);
  182. if (lightType[i] == SPOT)
  183. {
  184. float inpr = 0.0;
  185. vec2 scale = vec2(1.0, 1.0);
  186. float visifac = attenuation;
  187. inpr = dot(L, lightOrientation[i]);
  188. float t = lightSpotsize[i]; //spot size
  189. if(inpr <= t)
  190. {
  191. attenuation = 0.0;
  192. }
  193. else
  194. {
  195. /* soft area */
  196. if(lightSpotblend[i] != 0.0)
  197. inpr *= smoothstep(0.0, 1.0, (inpr - t) / lightSpotblend[i]);
  198. attenuation = attenuation * inpr;
  199. }
  200. }
  201. float fNdotL = dot(fN, L);
  202. float bNdotL = dot(bN, L);
  203. //float NdotH = dot(N, H);
  204. //float NdotE = dot(N, E);
  205. float fks;
  206. float bks;
  207. float fkd;
  208. float bkd;
  209. if (lightType[i] == HEMI)
  210. {
  211. fNdotL = fNdotL* 0.5 + 0.5;
  212. bNdotL = bNdotL* 0.5 + 0.5;
  213. //NdotH = NdotH * 0.5 + 0.5;
  214. //ks = pow(max(NdotH, 0.0), hardness);
  215. fks = shade_hemi_spec(fN, H, hardness);
  216. bks = shade_hemi_spec(bN, H, hardness);
  217. }
  218. else
  219. {
  220. //Phong specular shading
  221. fks = shade_phong_spec(fN, H, L, E, hardness);
  222. bks = shade_phong_spec(bN, H, L, E, hardness);
  223. //CookTorr specular shading
  224. //fks = shade_cooktorr_spec(H, fN, E);
  225. //bks = shade_cooktorr_spec(H, bN, E);
  226. //Toon specular shading
  227. /*
  228. float size = 0.5;
  229. float smooth = 0.1;
  230. fks = shade_toon_spec(fN, H, size, smooth);
  231. bks = shade_toon_spec(bN, H, size, smooth);
  232. */
  233. //Wardiso specular shading
  234. /*
  235. float slope = 0.1;
  236. fks = shade_wardiso_spec(fN, H, E, L, slope);
  237. bks = shade_wardiso_spec(bN, H, E, L, slope);
  238. */
  239. //Blinn specular shading
  240. /*
  241. float refrac = 4.0;
  242. fks = shade_blinn_spec(fN, H, L, E, refrac, hardness);
  243. bks = shade_blinn_spec(bN, H, L, E, refrac, hardness);
  244. */
  245. }
  246. fkd = max(fNdotL, 0.0) * attenuation;
  247. fLighting += fkd * lightColor[i];
  248. bkd = max(bNdotL, 0.0) * attenuation;
  249. bLighting += bkd * lightColor[i];
  250. fks = fks * attenuation;
  251. fSpecular += fks * specularColor * lightColor[i];
  252. bks = bks * attenuation;
  253. bSpecular += bks * specularColor * lightColor[i];
  254. }
  255. }
  256. // ########################################Functions for vertex deforming########################################
  257. //function to generate the wind
  258. vec2 getWind(vec4 worldPos, float height)
  259. {
  260. vec2 wind;
  261. if (height > groundLevel)
  262. {
  263. float windTime = time*speed;
  264. float windDisplacement = cos(0.375*((17.5+worldPos.x)+(17.5+worldPos.y))+(windTime*1.25));
  265. //worldPos.xy += vec2(1000.0); //making sure the position is positive for calculations
  266. for (int w = 0; w < windSamples; w++)
  267. {
  268. float rAnd = float(w)+1.0-(float(windSamples)/2.0);
  269. float rCnd = float(w)-1.0+(float(windSamples)/2.0);
  270. windDisplacement += sin(0.5*((17.5+rAnd+worldPos.x)+(rAnd+worldPos.y))+(windTime*(rAnd*0.1+1.75)));
  271. windDisplacement -= cos(0.5*((17.5+rCnd+worldPos.x)+(rAnd+worldPos.y))+(windTime*(rCnd*0.1+1.75)));
  272. }
  273. wind = windStrength*(height-0.25)*sin((worldPos.xy*normalize(windDirection))+vec2(windTime*0.5))*windDisplacement;
  274. wind *= ((height - groundLevel) * bending + 1.0 - bending);
  275. }
  276. else
  277. {
  278. wind = vec2(0.0,0.0);
  279. }
  280. return wind;
  281. }
  282. mat4 addWorldPos(mat4 modelMat, vec3 pos)
  283. {
  284. modelMat[3][0] += pos.x;
  285. modelMat[3][1] += pos.y;
  286. modelMat[3][2] += pos.z;
  287. return modelMat;
  288. }
  289. // ########################################Main-Function########################################
  290. void main()
  291. {
  292. vec4 vert = gl_Vertex;
  293. vec4 worldSpacePos = ModelMatrix * (vert*deforming+1.0-deforming);
  294. vec2 wind = getWind(worldSpacePos, vert.z);
  295. mat4 modelViewMatix = ViewMatrix * addWorldPos(ModelMatrix, vec3(wind, 0.0)); //dot(gl_Color.rgb, vec3(0.299, 0.587, 0.114)
  296. texCoord = gl_MultiTexCoord0.xy;
  297. vec3 normal = gl_NormalMatrix * gl_Normal;
  298. eyePos = (modelViewMatix * vert).xyz;
  299. gl_Position = gl_ProjectionMatrix * modelViewMatix * vert;
  300. getLighting(normal, eyePos, frontLighting, backLighting, frontSpecular, backSpecular);
  301. }