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538 lines
14 KiB
GLSL
538 lines
14 KiB
GLSL
@module threedee
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@ctype mat4 Mat4
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@ctype vec4 Vec4
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@ctype vec3 Vec3
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@ctype vec2 Vec2
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// for this block, define a variable called `model_space_pos` to be used as an input
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@block vs_compute_light_output
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world_space_frag_pos = model * vec4(model_space_pos, 1.0);
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vec4 frag_pos = view * world_space_frag_pos;
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//@Speed I think we can just take the third row here and be fine.
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light_dir = normalize(inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz;
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light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0);
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@end
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@vs vs_skeleton
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in vec3 pos_in;
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in vec2 uv_in;
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in vec4 indices_in; // is a sokol SG_VERTEXFORMAT_USHORT4N, a 16 bit unsigned integer treated as a floating point number due to webgl compatibility
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in vec4 weights_in;
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out vec3 pos;
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out vec2 uv;
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out vec4 light_space_fragment_position;
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out vec3 light_dir;
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out vec4 world_space_frag_pos;
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uniform skeleton_vs_params {
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mat4 model;
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mat4 view;
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mat4 projection;
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mat4 directional_light_space_matrix;
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vec2 bones_tex_size;
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};
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uniform texture2D bones_tex;
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uniform sampler vs_skeleton_smp;
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float decode_normalized_float32(vec4 v)
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{
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float sign = 2.0 * v.x - 1.0;
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return sign * (v.z*255.0 + v.y);
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}
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void main() {
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vec4 total_position = vec4(0.0f);
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for(int bone_influence_index = 0; bone_influence_index < 4; bone_influence_index++)
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{
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float index_float = indices_in[bone_influence_index];
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int index = int(index_float * 65535.0);
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float weight = weights_in[bone_influence_index];
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float y_coord = (0.5 + index)/bones_tex_size.y;
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mat4 bone_mat;
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for(int row = 0; row < 4; row++)
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{
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for(int col = 0; col < 4; col++)
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{
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bone_mat[col][row] = decode_normalized_float32(texture(sampler2D(bones_tex, vs_skeleton_smp), vec2((0.5 + col*4 + row)/bones_tex_size.x, y_coord)));
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}
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}
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vec4 local_position = bone_mat * vec4(pos_in, 1.0f);
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total_position += local_position * weight;
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}
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gl_Position = projection * view * model * total_position;
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//gl_Position = projection * view * model * vec4(pos_in, 1.0);
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pos = gl_Position.xyz;
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uv = uv_in;
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vec3 model_space_pos = (total_position).xyz;
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@include_block vs_compute_light_output
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}
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@end
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@vs vs
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in vec3 pos_in;
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in vec2 uv_in;
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out vec3 pos;
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out vec2 uv;
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out vec4 light_space_fragment_position;
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out vec3 light_dir;
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out vec4 world_space_frag_pos;
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uniform vs_params {
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mat4 model;
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mat4 view;
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mat4 projection;
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mat4 directional_light_space_matrix;
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float wobble_factor;
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float time;
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float seed;
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vec3 wobble_world_source;
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};
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void main() {
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//vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z);
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vec3 untransformed_world_pos = (model * vec4(pos_in, 1.0)).xyz;
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vec3 away = normalize(untransformed_world_pos - wobble_world_source);
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float t = time + seed;
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vec3 transformed_pos = pos_in + away * sin(t*20.0 + pos_in.y*3.0) * pos_in.y*0.25 * wobble_factor * 0.0;
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pos = transformed_pos;
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uv = uv_in;
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gl_Position = projection * view * model * vec4(transformed_pos, 1.0);
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vec3 model_space_pos = (vec4(transformed_pos, 1.0f)).xyz;
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@include_block vs_compute_light_output
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}
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@end
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@fs fs
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uniform texture2D tex;
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uniform texture2D shadow_map;
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uniform sampler fs_smp;
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uniform samplerShadow fs_shadow_smp;
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uniform fs_params {
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int shadow_map_dimension;
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float how_much_not_to_blend_ground_color;
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int alpha_blend_int;
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};
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in vec3 pos;
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in vec2 uv;
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in vec4 light_space_fragment_position;
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in vec3 light_dir;
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in vec4 world_space_frag_pos;
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out vec4 frag_color;
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float decodeDepth(vec4 rgba) {
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return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
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}
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float do_shadow_sample(texture2D shadowMap, vec2 uv, float scene_depth, float n_dot_l) {
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{
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//WebGL does not support GL_CLAMP_TO_BORDER, or border colors at all it seems, so we have to check explicitly.
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//This will probably slow down other versions which do support texture borders, but the current system does
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// not provide a non-overly complex way to include/not-include this code based on the backend. So here it is.
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)
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return 1.0;
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}
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float map_depth = decodeDepth(texture(sampler2D(shadowMap, fs_shadow_smp), uv));
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// float bias = max(0.03f * (1.0f - n_dot_l), 0.005f);
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// bias = clamp(bias, 0.0, 0.01);
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float offset_scale_N = sqrt(1 - n_dot_l*n_dot_l);
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float offset_scale_L = offset_scale_N / n_dot_l;
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float bias = 0.0004 * offset_scale_N + 0.0001 * offset_scale_L;
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map_depth += bias;
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return step(scene_depth, map_depth);
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}
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float bilinear_shadow_sample(texture2D shadowMap, vec2 uv, int texture_width, int texture_height, float scene_depth_light_space, float n_dot_l) {
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vec2 texture_dim = vec2(float(texture_width), float(texture_height));
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vec2 texel_dim = vec2(1.0 / float(texture_width ), 1.0 / float(texture_height));
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vec2 texel_uv = uv * vec2(texture_dim);
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vec2 texel_uv_floor = floor(texel_uv) * texel_dim;
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vec2 texel_uv_ceil = ceil(texel_uv) * texel_dim;
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vec2 uv_0 = texel_uv_floor;
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vec2 uv_1 = vec2(texel_uv_ceil.x , texel_uv_floor.y);
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vec2 uv_2 = vec2(texel_uv_floor.x, texel_uv_ceil.y );
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vec2 uv_3 = vec2(texel_uv_ceil.x , texel_uv_ceil.y );
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float bl = do_shadow_sample(shadowMap, uv_0, scene_depth_light_space, n_dot_l);
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float br = do_shadow_sample(shadowMap, uv_1, scene_depth_light_space, n_dot_l);
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float tl = do_shadow_sample(shadowMap, uv_2, scene_depth_light_space, n_dot_l);
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float tr = do_shadow_sample(shadowMap, uv_3, scene_depth_light_space, n_dot_l);
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vec2 interp = fract(texel_uv);
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float bot = mix(bl, br, interp.x);
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float top = mix(tl, tr, interp.x);
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float result = mix(bot, top, interp.y);
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return result;
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}
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float calculate_shadow_factor(texture2D shadowMap, vec4 light_space_fragment_position, float n_dot_l) {
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float shadow = 1.0;
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vec3 projected_coords = light_space_fragment_position.xyz / light_space_fragment_position.w;
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if(projected_coords.z > 1.0)
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return shadow;
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projected_coords = projected_coords * 0.5f + 0.5f;
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float current_depth = projected_coords.z;
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vec2 shadow_uv = projected_coords.xy;
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float texel_step_size = 1.0 / float(shadow_map_dimension);
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for (int x=-2; x<=2; x++) {
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for (int y=-2; y<=2; y++) {
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vec2 off = vec2(x*texel_step_size, y*texel_step_size);
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// shadow += do_shadow_sample(shadowMap, shadow_uv+off, current_depth);
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shadow += bilinear_shadow_sample(shadowMap, shadow_uv+off, shadow_map_dimension, shadow_map_dimension, current_depth, n_dot_l);
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}
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}
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shadow /= 25.0;
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return shadow;
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}
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void main() {
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vec4 col = texture(sampler2D(tex, fs_smp), uv);
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bool alpha_blend = bool(alpha_blend_int);
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// desert lesbians
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/*
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if(how_much_not_to_blend_ground_color < 0.5)
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{
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float desertness = 1.0 - clamp(world_space_frag_pos.y/2.0, 0.0, 1.0);
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desertness = pow(desertness, 2.0);
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desertness *= 0.6;
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col.rgb = mix(col.rgb, vec3(206, 96, 33)/255.0, desertness);
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}
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*/
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//col.rgb = vec3(desertness, 0, 0);
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{
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vec3 normal = normalize(cross(dFdx(world_space_frag_pos.xyz), dFdy(world_space_frag_pos.xyz)));
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float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
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float shadow_factor = calculate_shadow_factor(shadow_map, light_space_fragment_position, n_dot_l);
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float lighting_factor = shadow_factor * n_dot_l;
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lighting_factor = lighting_factor * 0.5 + 0.5;
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if (!alpha_blend)
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{
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float _Cutoff = 0.75; // Change this! it is tuned for existing bushes and TreeLayer leaves 2023-08-23
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col.a = (col.a - _Cutoff) / max(fwidth(col.a), 0.0001) + 0.5;
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}
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frag_color = vec4(col.rgb*lighting_factor, col.a);
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}
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}
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@end
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@fs fs_shadow_mapping
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uniform texture2D tex;
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uniform sampler fs_shadow_mapping_smp;
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in vec3 pos;
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in vec2 uv;
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in vec4 light_space_fragment_position;
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in vec3 light_dir;
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in vec4 world_space_frag_pos;
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out vec4 frag_color;
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vec4 encodeDepth(float v) {
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vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
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enc = fract(enc);
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enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
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return enc;
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}
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void main() {
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vec4 col = texture(sampler2D(tex, fs_shadow_mapping_smp), uv);
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if(col.a < 0.5)
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{
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discard;
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}
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float depth = gl_FragCoord.z;
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frag_color = encodeDepth(depth);
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}
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@end
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@vs vs_twodee
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in vec3 position;
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in vec2 texcoord0;
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out vec2 uv;
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out vec2 pos;
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void main() {
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gl_Position = vec4(position.xyz, 1.0);
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uv = texcoord0;
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pos = position.xy;
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}
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@end
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@fs fs_twodee
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uniform texture2D twodee_tex;
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uniform sampler fs_twodee_smp;
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uniform twodee_fs_params {
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vec4 tint;
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// both in clip space
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vec2 clip_ul;
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vec2 clip_lr;
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float alpha_clip_threshold;
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float time;
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vec2 tex_size;
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vec2 screen_size;
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float flip_and_swap_rgb;
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};
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in vec2 uv;
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in vec2 pos;
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out vec4 frag_color;
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void main() {
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// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
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if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
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vec2 real_uv = uv;
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if (flip_and_swap_rgb > 0) real_uv.y = 1 - real_uv.y;
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frag_color = texture(sampler2D(twodee_tex, fs_twodee_smp), real_uv) * tint;
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if (flip_and_swap_rgb > 0) frag_color.rgb = frag_color.bgr;
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if(frag_color.a <= alpha_clip_threshold)
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{
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discard;
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}
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//frag_color = vec4(pos.x,0.0,0.0,1.0);
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}
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@end
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@fs fs_twodee_outline
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uniform texture2D twodee_tex;
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uniform sampler fs_twodee_outline_smp;
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uniform twodee_fs_params {
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vec4 tint;
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// both in clip space
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vec2 clip_ul;
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vec2 clip_lr;
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float alpha_clip_threshold;
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float time;
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vec2 tex_size;
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vec2 screen_size;
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float flip_and_swap_rgb;
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};
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in vec2 uv;
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in vec2 pos;
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out vec4 frag_color;
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void main() {
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// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
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if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
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vec2 real_uv = uv;
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if (flip_and_swap_rgb > 0) real_uv.y = 1 - real_uv.y;
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// 5-tap tent filter: centre, left, right, up, down
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float c = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv).a;
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float l = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(-1, 0)/tex_size).a;
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float r = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(+1, 0)/tex_size).a;
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float u = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(0, +1)/tex_size).a;
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float d = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(0, -1)/tex_size).a;
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// if centre pixel is ~1, it is inside a shape.
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// if centre pixel is ~0, it is outside a shape.
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// if it is in the middle, it is near an MSAA-resolved edge.
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// we parallel-compute the inside AND outside glows, and then lerp using c.
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float lerp_t = c;
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// buffer is linear-space to be ACES-corrected later, but MSAA happens in gamma space;
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// I want a gamma-space blend; so I cheaply do pow(x, 2) by computing x*x.
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c *= c; l *= l; r *= r; u *= u; d *= d;
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float accum_o = (c + l + r + u + d);
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float accum_i = 5 - (c + l + r + u + d);
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accum_o = 0.3 * accum_o;
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accum_i = 0.3 * accum_i;
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accum_o = clamp(accum_o, 0, 1);
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accum_i = clamp(accum_i, 0, 1);
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accum_o = sqrt(accum_o); // cheap gamma-undo
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accum_i = sqrt(accum_i); // cheap gamma-undo
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float accum = mix(accum_o, accum_i, lerp_t);
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frag_color = vec4(1, 1, 1, accum);
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}
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@end
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@fs fs_twodee_color_correction
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uniform texture2D twodee_tex;
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uniform sampler fs_twodee_color_correction_smp;
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uniform twodee_fs_params {
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vec4 tint;
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// both in clip space
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vec2 clip_ul;
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vec2 clip_lr;
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float alpha_clip_threshold;
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float time;
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vec2 tex_size;
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vec2 screen_size;
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float flip_and_swap_rgb;
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};
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in vec2 uv;
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in vec2 pos;
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out vec4 frag_color;
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// Black Box From https://github.com/armory3d/armory/blob/master/Shaders/std/tonemap.glsl
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vec3 acesFilm(const vec3 x) {
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0);
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}
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@include tuning.h
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void main() {
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// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
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if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
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vec2 real_uv = uv;
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if (flip_and_swap_rgb > 0) real_uv.y = 1 - real_uv.y;
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vec4 col = texture(sampler2D(twodee_tex, fs_twodee_color_correction_smp), real_uv);
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if (flip_and_swap_rgb > 0) col.rgb = col.bgr;
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col.rgb = acesFilm(col.rgb);
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#if (FILM_GRAIN_STRENGTH > 0)
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{ // Film grain
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vec2 grain_uv = gl_FragCoord.xy / screen_size.xy;
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float x = grain_uv.x * grain_uv.y * time * 24 + 100.0;
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vec3 noise = vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)) * 100.0;
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col.rgb += (noise - 0.5) * (FILM_GRAIN_STRENGTH * 0.01);
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col.rgb *= (1 - FILM_GRAIN_STRENGTH * 0.01);
|
|
}
|
|
#endif
|
|
#if (CONTRAST_BOOST_MIN > 0 || CONTRAST_BOOST_MAX < 255)
|
|
{ // Hard-clip contrast levels
|
|
float min = CONTRAST_BOOST_MIN;
|
|
float max = CONTRAST_BOOST_MAX;
|
|
col.rgb -= min/255;
|
|
col.rgb *= 255/(max-min);
|
|
}
|
|
#endif
|
|
#if (VIGNETTE_STRENGTH > 0)
|
|
{ // Vignette
|
|
col.rgb *= clamp((2 - VIGNETTE_STRENGTH * 0.01) - length(gl_FragCoord.xy / screen_size.xy - vec2(0.5)), 0, 1);
|
|
}
|
|
#endif
|
|
#if (CROSS_PROCESS_STRENGTH > 0)
|
|
{ // Cross-process
|
|
float cross_process_strength = CROSS_PROCESS_STRENGTH * 0.01;
|
|
col.rg *= (col.rg * ((-cross_process_strength) * col.rg + (-1.5 * (-cross_process_strength))) + (0.5 * (-cross_process_strength) + 1));
|
|
col.b *= (col.b * ((+cross_process_strength) * col.b + (-1.5 * (+cross_process_strength))) + (0.5 * (+cross_process_strength) + 1));
|
|
}
|
|
#endif
|
|
// col.rgb = clamp(col.rgb, 0, 1);
|
|
|
|
frag_color = col;
|
|
}
|
|
@end
|
|
|
|
|
|
@fs fs_outline
|
|
|
|
uniform texture2D tex;
|
|
uniform sampler fs_outline_smp;
|
|
|
|
in vec3 pos;
|
|
in vec2 uv;
|
|
in vec4 light_space_fragment_position;
|
|
in vec3 light_dir;
|
|
in vec4 world_space_frag_pos;
|
|
|
|
out vec4 frag_color;
|
|
|
|
void main() {
|
|
vec4 col = texture(sampler2D(tex, fs_outline_smp), uv);
|
|
if(col.a < 0.5)
|
|
{
|
|
discard;
|
|
}
|
|
frag_color = vec4(vec3(1.0), col.a);
|
|
}
|
|
@end
|
|
|
|
|
|
@program mesh vs fs
|
|
@program armature vs_skeleton fs
|
|
|
|
@program mesh_shadow_mapping vs fs_shadow_mapping
|
|
@program armature_shadow_mapping vs_skeleton fs_shadow_mapping
|
|
|
|
@program mesh_outline vs fs_outline
|
|
@program armature_outline vs_skeleton fs_outline
|
|
|
|
@program twodee vs_twodee fs_twodee
|
|
@program twodee_outline vs_twodee fs_twodee_outline
|
|
@program twodee_colorcorrect vs_twodee fs_twodee_color_correction
|