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GLSL

@module threedee
@ctype mat4 Mat4
@ctype vec4 Vec4
@ctype vec3 Vec3
@ctype vec2 Vec2
// for this block, define a variable called `model_space_pos` to be used as an input
@block vs_compute_light_output
world_space_frag_pos = model * vec4(model_space_pos, 1.0);
vec4 frag_pos = view * world_space_frag_pos;
//@Speed I think we can just take the third row here and be fine.
light_dir = normalize(inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz;
light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0);
@end
@vs vs_skeleton
in vec3 pos_in;
in vec2 uv_in;
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
in vec4 weights_in;
out vec3 pos;
out vec2 uv;
out vec4 light_space_fragment_position;
out vec3 light_dir;
out vec4 world_space_frag_pos;
uniform skeleton_vs_params {
mat4 model;
mat4 view;
mat4 projection;
mat4 directional_light_space_matrix;
vec2 bones_tex_size;
};
uniform sampler2D bones_tex;
float decode_normalized_float32(vec4 v)
{
float sign = 2.0 * v.x - 1.0;
return sign * (v.z*255.0 + v.y);
}
void main() {
vec4 total_position = vec4(0.0f);
for(int bone_influence_index = 0; bone_influence_index < 4; bone_influence_index++)
{
float index_float = indices_in[bone_influence_index];
int index = int(index_float * 65535.0);
float weight = weights_in[bone_influence_index];
float y_coord = (0.5 + index)/bones_tex_size.y;
mat4 bone_mat;
for(int row = 0; row < 4; row++)
{
for(int col = 0; col < 4; col++)
{
bone_mat[col][row] = decode_normalized_float32(texture(bones_tex, vec2((0.5 + col*4 + row)/bones_tex_size.x, y_coord)));
}
}
vec4 local_position = bone_mat * vec4(pos_in, 1.0f);
total_position += local_position * weight;
}
gl_Position = projection * view * model * total_position;
//gl_Position = projection * view * model * vec4(pos_in, 1.0);
pos = gl_Position.xyz;
uv = uv_in;
vec3 model_space_pos = (total_position).xyz;
@include_block vs_compute_light_output
}
@end
@vs vs
in vec3 pos_in;
in vec2 uv_in;
out vec3 pos;
out vec2 uv;
out vec4 light_space_fragment_position;
out vec3 light_dir;
out vec4 world_space_frag_pos;
uniform vs_params {
mat4 model;
mat4 view;
mat4 projection;
mat4 directional_light_space_matrix;
};
void main() {
pos = pos_in;
uv = uv_in;
gl_Position = projection * view * model * vec4(pos_in, 1.0);
vec3 model_space_pos = (vec4(pos_in, 1.0f)).xyz;
@include_block vs_compute_light_output
}
@end
@fs fs
uniform sampler2D tex;
uniform sampler2D shadow_map;
uniform fs_params {
int shadow_map_dimension;
};
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;
float decodeDepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
float do_shadow_sample(sampler2D shadowMap, vec2 uv, float scene_depth, float n_dot_l) {
{
//WebGL does not support GL_CLAMP_TO_BORDER, or border colors at all it seems, so we have to check explicitly.
//This will probably slow down other versions which do support texture borders, but the current system does
// not provide a non-overly complex way to include/not-include this code based on the backend. So here it is.
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)
return 1.0;
}
float map_depth = decodeDepth(texture(shadowMap, uv));
// float bias = max(0.03f * (1.0f - n_dot_l), 0.005f);
// bias = clamp(bias, 0.0, 0.01);
float offset_scale_N = sqrt(1 - n_dot_l*n_dot_l);
float offset_scale_L = offset_scale_N / n_dot_l;
float bias = 0.0002 * offset_scale_N + 0.0001 * offset_scale_L;
map_depth += bias;
return step(scene_depth, map_depth);
}
float bilinear_shadow_sample(sampler2D shadowMap, vec2 uv, int texture_width, int texture_height, float scene_depth_light_space, float n_dot_l) {
vec2 texture_dim = vec2(float(texture_width), float(texture_height));
vec2 texel_dim = vec2(1.0 / float(texture_width ), 1.0 / float(texture_height));
vec2 texel_uv = uv * vec2(texture_dim);
vec2 texel_uv_floor = floor(texel_uv) * texel_dim;
vec2 texel_uv_ceil = ceil(texel_uv) * texel_dim;
vec2 uv_0 = texel_uv_floor;
vec2 uv_1 = vec2(texel_uv_ceil.x , texel_uv_floor.y);
vec2 uv_2 = vec2(texel_uv_floor.x, texel_uv_ceil.y );
vec2 uv_3 = vec2(texel_uv_ceil.x , texel_uv_ceil.y );
float bl = do_shadow_sample(shadowMap, uv_0, scene_depth_light_space, n_dot_l);
float br = do_shadow_sample(shadowMap, uv_1, scene_depth_light_space, n_dot_l);
float tl = do_shadow_sample(shadowMap, uv_2, scene_depth_light_space, n_dot_l);
float tr = do_shadow_sample(shadowMap, uv_3, scene_depth_light_space, n_dot_l);
vec2 interp = fract(texel_uv);
float bot = mix(bl, br, interp.x);
float top = mix(tl, tr, interp.x);
float result = mix(bot, top, interp.y);
return result;
}
float calculate_shadow_factor(sampler2D shadowMap, vec4 light_space_fragment_position, float n_dot_l) {
float shadow = 1.0;
vec3 projected_coords = light_space_fragment_position.xyz / light_space_fragment_position.w;
if(projected_coords.z > 1.0)
return shadow;
projected_coords = projected_coords * 0.5f + 0.5f;
float current_depth = projected_coords.z;
vec2 shadow_uv = projected_coords.xy;
float texel_step_size = 1.0 / float(shadow_map_dimension);
for (int x=-2; x<=2; x++) {
for (int y=-2; y<=2; y++) {
vec2 off = vec2(x*texel_step_size, y*texel_step_size);
// shadow += do_shadow_sample(shadowMap, shadow_uv+off, current_depth);
shadow += bilinear_shadow_sample(shadowMap, shadow_uv+off, shadow_map_dimension, shadow_map_dimension, current_depth, n_dot_l);
}
}
shadow /= 25.0;
return shadow;
}
void main() {
vec4 col = texture(tex, uv);
if(col.a < 0.5)
{
discard;
}
else
{
vec3 normal = normalize(cross(dFdx(world_space_frag_pos.xyz), dFdy(world_space_frag_pos.xyz)));
float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
float shadow_factor = calculate_shadow_factor(shadow_map, light_space_fragment_position, n_dot_l);
float lighting_factor = shadow_factor * n_dot_l;
lighting_factor = lighting_factor * 0.5 + 0.5;
frag_color = vec4(col.rgb*lighting_factor, 1.0);
//frag_color = vec4(col.rgb, 1.0);
}
}
@end
@fs fs_shadow_mapping
uniform sampler2D tex;
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;
vec4 encodeDepth(float v) {
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
return enc;
}
void main() {
vec4 col = texture(tex, uv);
if(col.a < 0.5)
{
discard;
}
float depth = gl_FragCoord.z;
frag_color = encodeDepth(depth);
}
@end
@vs vs_twodee
in vec3 position;
in vec2 texcoord0;
out vec2 uv;
out vec2 pos;
void main() {
gl_Position = vec4(position.xyz, 1.0);
uv = texcoord0;
pos = position.xy;
}
@end
@fs fs_twodee
uniform sampler2D twodee_tex;
uniform twodee_fs_params {
vec4 tint;
// both in clip space
vec2 clip_ul;
vec2 clip_lr;
float alpha_clip_threshold;
vec2 tex_size;
};
in vec2 uv;
in vec2 pos;
out vec4 frag_color;
void main() {
// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
frag_color = texture(twodee_tex, uv) * tint;
if(frag_color.a <= alpha_clip_threshold)
{
discard;
}
//frag_color = vec4(pos.x,0.0,0.0,1.0);
}
@end
@fs fs_twodee_outline
uniform sampler2D twodee_tex;
uniform twodee_fs_params {
vec4 tint;
// both in clip space
vec2 clip_ul;
vec2 clip_lr;
float alpha_clip_threshold;
vec2 tex_size;
};
in vec2 uv;
in vec2 pos;
out vec4 frag_color;
void main() {
// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
float left = texture(twodee_tex, uv + vec2(-1, 0)/tex_size).a;
float right = texture(twodee_tex, uv + vec2(1, 0)/tex_size).a;
float up = texture(twodee_tex, uv + vec2(0, 1)/tex_size).a;
float down = texture(twodee_tex, uv + vec2(0, -1)/tex_size).a;
if(
false
|| left > 0.1 && right < 0.1
|| left < 0.1 && right > 0.1
|| up < 0.1 && down > 0.1
|| up > 0.1 && down < 0.1
)
{
frag_color = vec4(1.0);
}
else
{
frag_color = vec4(0.0);
}
}
@end
@fs fs_outline
uniform sampler2D tex;
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(tex, 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