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- varying vec3 frontLighting;
- varying vec3 backLighting;
- varying vec3 frontSpecular;
- varying vec3 backSpecular;
- varying vec3 eyePos;
- varying vec2 texCoord;
-
- uniform int lightCount;
- uniform vec3 diffuseColor;
- uniform vec3 specularColor;
- uniform float hardness;
- uniform float diffuseIntensity;
-
- uniform float time;
- uniform float strength;
- uniform float speed;
- uniform float deforming;
- uniform float bending;
- uniform vec2 direction;
- uniform float ground;
-
- uniform mat4 ModelMatrix;
- uniform mat4 ViewMatrix;
-
- #define maxLights 16
-
- uniform int lightType[maxLights];
- uniform vec3 lightColor[maxLights];
- uniform vec3 lightPosition[maxLights];
- uniform vec3 lightOrientation[maxLights];
- uniform float lightDistance[maxLights];
- uniform float lightSpotsize[maxLights];
- uniform float lightSpotblend[maxLights];
-
- #define SPOT 0
- #define SUN 1
- #define POINT 2
- #define NORMAL 2
- #define HEMI 3
- #define M_PI 3.14159265358979323846
-
- vec2 windDirection = direction; //direction of the wind
- float windStrength = strength; //strength of the wind
- float groundLevel = ground; //everything over ground level will have movement
- const int windSamples = 3; //number of wind sine waves to add
-
- // ########################################Functions for material########################################
-
- float exp_blender(float f)
- {
- return pow(2.71828182846, f);
- }
-
- float linearrgb_to_srgb(float c)
- {
- if(c < 0.0031308)
- return (c < 0.0) ? 0.0: c * 12.92;
- else
- return 1.055 * pow(c, 1.0/2.4) - 0.055;
- }
-
- vec3 linearrgb_to_srgb(vec3 col_from)
- {
- vec3 col_to;
- col_to.r = linearrgb_to_srgb(col_from.r);
- col_to.g = linearrgb_to_srgb(col_from.g);
- col_to.b = linearrgb_to_srgb(col_from.b);
-
- return col_to;
- }
-
- float shade_hemi_spec(vec3 N, vec3 H, float hard)
- {
- float NdotH = dot(N, H) * 0.5 + 0.5;
- float specfac = pow(max(NdotH, 0.0), hard);
-
- return specfac;
- }
-
- float shade_phong_spec(vec3 N, vec3 H, vec3 L, vec3 E, float hard)
- {
- float rslt = max(dot(H, N), 0.0);
-
- float specfac = pow(rslt, hard);
- return specfac;
- }
-
- float shade_cooktorr_spec(vec3 H, vec3 N, vec3 E)
- {
- float specfac;
- float NdotH = dot(N, H);
- if(NdotH < 0.0)
- {
- specfac = 0.0;
- }
- else
- {
- float maxNdotE = max(dot(N, E), 0.0);
- specfac = pow(NdotH, hardness);
-
- specfac = specfac / (0.1 + maxNdotE);
- }
- return specfac;
- }
-
- float shade_blinn_spec(vec3 N, vec3 H, vec3 L, vec3 E, float refrac, float spec_power)
- {
- float specfac;
- if(refrac < 1.0) {
- specfac = 0.0;
- }
- else if(spec_power == 0.0) {
- specfac = 0.0;
- }
- else {
- if(spec_power<100.0)
- spec_power= sqrt(1.0/spec_power);
- else
- spec_power= 10.0/spec_power;
-
- float NdotH = dot(N, H);
- if(NdotH < 0.0) {
- specfac = 0.0;
- }
- else {
- float maxNdotE = max(dot(N, E), 0.01);
- float NdotL = dot(N, L);
- if(NdotL <= 0.01) {
- specfac = 0.0;
- }
- else {
- float maxEdotH = max(dot(E, H), 0.01);
-
- float a = 1.0;
- float b = (2.0 * NdotH * maxNdotE) / maxEdotH;
- float c = (2.0 * NdotH * NdotL) / maxEdotH;
-
- float g = 0.0;
-
- if(a < b && a < c) g = a;
- else if(b < a && b < c) g = b;
- else if(c < a && c < b) g = c;
-
- float p = sqrt(((refrac * refrac)+(maxEdotH*maxEdotH)-1.0));
- 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))));
- float ang = acos(NdotH);
-
- specfac = max(f*g*exp_blender((-(ang*ang)/(2.0*spec_power*spec_power))), 0.0);
- }
- }
- }
- return specfac;
- }
-
- float shade_wardiso_spec(vec3 N, vec3 H, vec3 E, vec3 L, float rms)
- {
- float maxNdotH = max(dot(N, H), 0.001);
- float maxNdotE = max(dot(N, E), 0.001);
- float maxNdotL = max(dot(N, L), 0.001);
- float angle = tan(acos(maxNdotH));
- float alpha = max(rms, 0.001);
-
- float specfac= maxNdotL * (1.0/(4.0 * M_PI * alpha * alpha)) * (exp_blender(-(angle * angle)/(alpha * alpha))/(sqrt(maxNdotE * maxNdotL)));
- return specfac;
- }
-
- float shade_toon_spec(vec3 N, vec3 H, float size, float tsmooth)
- {
- float specfac;
- float rslt;
- float NdotH = dot(N, H);
- float ang = acos(NdotH);
-
- if(ang < size) rslt = 1.0;
- else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
- else rslt = 1.0 - ((ang - size)/tsmooth);
-
- specfac = rslt;
- return specfac;
- }
-
-
- void getLighting(vec3 normal, vec3 eyePos, out vec3 fLighting, out vec3 bLighting, out vec3 fSpecular, out vec3 bSpecular)
- {
- fLighting = vec3(0, 0, 0);
- bLighting = vec3(0, 0, 0);
- fSpecular = vec3(0, 0, 0);
- bSpecular = vec3(0, 0, 0);
-
- //workaround for for loop unrolling. Change type from int to float.
- for (float c = 0.0; c < float(lightCount); c++)
- {
- int i = int(c);
- float attenuation = 1.0;
- vec3 lightVec = vec3(0.0, 0.0, 1.0);
-
- if (lightType[i] == SPOT || lightType[i] == POINT)
- {
- lightVec = eyePos - lightPosition[i];
- float lightDist = length(lightVec);
- // The invsquare attenuation calculation in Blender is not correct
- // I use Blenders attenuation calculation to get the same attenuation
- attenuation = lightDistance[i] / (lightDistance[i] + lightDist * lightDist); //attenuation = visifac in Blender shader code
- }
- else
- {
- lightVec = lightOrientation[i];
- }
-
- vec3 fN = normalize(-normal); //frontface
- vec3 bN = normalize(normal); //backface
- vec3 E = normalize(eyePos);
- /* handle perspective/orthographic */
- E = (gl_ProjectionMatrix[3][3] == 0.0) ? E : vec3(0.0, 0.0, -1.0);
- vec3 L = normalize(lightVec); //L = lv in Blender shader code
- vec3 H = normalize(L+E);
-
- if (lightType[i] == SPOT)
- {
- float inpr = 0.0;
- vec2 scale = vec2(1.0, 1.0);
- float visifac = attenuation;
- inpr = dot(L, lightOrientation[i]);
- float t = lightSpotsize[i]; //spot size
-
- if(inpr <= t)
- {
- attenuation = 0.0;
- }
- else
- {
- /* soft area */
- if(lightSpotblend[i] != 0.0)
- inpr *= smoothstep(0.0, 1.0, (inpr - t) / lightSpotblend[i]);
-
- attenuation = attenuation * inpr;
- }
- }
-
- float fNdotL = dot(fN, L);
- float bNdotL = dot(bN, L);
- //float NdotH = dot(N, H);
- //float NdotE = dot(N, E);
- float fks;
- float bks;
- float fkd;
- float bkd;
-
- if (lightType[i] == HEMI)
- {
- fNdotL = fNdotL* 0.5 + 0.5;
- bNdotL = bNdotL* 0.5 + 0.5;
- //NdotH = NdotH * 0.5 + 0.5;
- //ks = pow(max(NdotH, 0.0), hardness);
- fks = shade_hemi_spec(fN, H, hardness);
- bks = shade_hemi_spec(bN, H, hardness);
- }
- else
- {
- //Phong specular shading
- fks = shade_phong_spec(fN, H, L, E, hardness);
- bks = shade_phong_spec(bN, H, L, E, hardness);
-
- //CookTorr specular shading
- //fks = shade_cooktorr_spec(H, fN, E);
- //bks = shade_cooktorr_spec(H, bN, E);
-
- //Toon specular shading
- /*
- float size = 0.5;
- float smooth = 0.1;
- fks = shade_toon_spec(fN, H, size, smooth);
- bks = shade_toon_spec(bN, H, size, smooth);
- */
-
- //Wardiso specular shading
- /*
- float slope = 0.1;
- fks = shade_wardiso_spec(fN, H, E, L, slope);
- bks = shade_wardiso_spec(bN, H, E, L, slope);
- */
-
- //Blinn specular shading
- /*
- float refrac = 4.0;
- fks = shade_blinn_spec(fN, H, L, E, refrac, hardness);
- bks = shade_blinn_spec(bN, H, L, E, refrac, hardness);
- */
- }
-
- fkd = max(fNdotL, 0.0) * attenuation;
- fLighting += fkd * lightColor[i];
-
- bkd = max(bNdotL, 0.0) * attenuation;
- bLighting += bkd * lightColor[i];
-
- fks = fks * attenuation;
- fSpecular += fks * specularColor * lightColor[i];
-
- bks = bks * attenuation;
- bSpecular += bks * specularColor * lightColor[i];
- }
- }
-
- // ########################################Functions for vertex deforming########################################
-
- //function to generate the wind
- vec2 getWind(vec4 worldPos, float height)
- {
- vec2 wind;
- if (height > groundLevel)
- {
- float windTime = time*speed;
- float windDisplacement = cos(0.375*((17.5+worldPos.x)+(17.5+worldPos.y))+(windTime*1.25));
-
- //worldPos.xy += vec2(1000.0); //making sure the position is positive for calculations
-
- for (int w = 0; w < windSamples; w++)
- {
- float rAnd = float(w)+1.0-(float(windSamples)/2.0);
- float rCnd = float(w)-1.0+(float(windSamples)/2.0);
- windDisplacement += sin(0.5*((17.5+rAnd+worldPos.x)+(rAnd+worldPos.y))+(windTime*(rAnd*0.1+1.75)));
- windDisplacement -= cos(0.5*((17.5+rCnd+worldPos.x)+(rAnd+worldPos.y))+(windTime*(rCnd*0.1+1.75)));
- }
-
- wind = windStrength*(height-0.25)*sin((worldPos.xy*normalize(windDirection))+vec2(windTime*0.5))*windDisplacement;
- wind *= ((height - groundLevel) * bending + 1.0 - bending);
- }
- else
- {
- wind = vec2(0.0,0.0);
- }
- return wind;
- }
-
- mat4 addWorldPos(mat4 modelMat, vec3 pos)
- {
- modelMat[3][0] += pos.x;
- modelMat[3][1] += pos.y;
- modelMat[3][2] += pos.z;
- return modelMat;
- }
-
- // ########################################Main-Function########################################
-
- void main()
- {
- vec4 vert = gl_Vertex;
- vec4 worldSpacePos = ModelMatrix * (vert*deforming+1.0-deforming);
-
- vec2 wind = getWind(worldSpacePos, vert.z);
-
- mat4 modelViewMatix = ViewMatrix * addWorldPos(ModelMatrix, vec3(wind, 0.0)); //dot(gl_Color.rgb, vec3(0.299, 0.587, 0.114)
- texCoord = gl_MultiTexCoord0.xy;
- vec3 normal = gl_NormalMatrix * gl_Normal;
- eyePos = (modelViewMatix * vert).xyz;
- gl_Position = gl_ProjectionMatrix * modelViewMatix * vert;
- getLighting(normal, eyePos, frontLighting, backLighting, frontSpecular, backSpecular);
-
- }
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