blob: 4d1d41ac1050f9d7a35298d7096ca46e5381f202 [file] [log] [blame]
uniform float m_Shininess;
uniform vec4 g_LightDirection;
varying vec4 AmbientSum;
varying vec4 DiffuseSum;
varying vec4 SpecularSum;
varying vec3 vNormal;
varying vec2 texCoord;
varying vec3 vPosition;
varying vec3 vnPosition;
varying vec3 vViewDir;
varying vec4 vLightDir;
varying vec4 vnLightDir;
varying vec3 lightVec;
#ifdef DIFFUSEMAP
uniform sampler2D m_DiffuseMap;
#endif
#ifdef DIFFUSEMAP_1
uniform sampler2D m_DiffuseMap_1;
#endif
#ifdef DIFFUSEMAP_2
uniform sampler2D m_DiffuseMap_2;
#endif
#ifdef DIFFUSEMAP_3
uniform sampler2D m_DiffuseMap_3;
#endif
#ifdef DIFFUSEMAP_4
uniform sampler2D m_DiffuseMap_4;
#endif
#ifdef DIFFUSEMAP_5
uniform sampler2D m_DiffuseMap_5;
#endif
#ifdef DIFFUSEMAP_6
uniform sampler2D m_DiffuseMap_6;
#endif
#ifdef DIFFUSEMAP_7
uniform sampler2D m_DiffuseMap_7;
#endif
#ifdef DIFFUSEMAP_8
uniform sampler2D m_DiffuseMap_8;
#endif
#ifdef DIFFUSEMAP_9
uniform sampler2D m_DiffuseMap_9;
#endif
#ifdef DIFFUSEMAP_10
uniform sampler2D m_DiffuseMap_10;
#endif
#ifdef DIFFUSEMAP_11
uniform sampler2D m_DiffuseMap_11;
#endif
#ifdef DIFFUSEMAP_0_SCALE
uniform float m_DiffuseMap_0_scale;
#endif
#ifdef DIFFUSEMAP_1_SCALE
uniform float m_DiffuseMap_1_scale;
#endif
#ifdef DIFFUSEMAP_2_SCALE
uniform float m_DiffuseMap_2_scale;
#endif
#ifdef DIFFUSEMAP_3_SCALE
uniform float m_DiffuseMap_3_scale;
#endif
#ifdef DIFFUSEMAP_4_SCALE
uniform float m_DiffuseMap_4_scale;
#endif
#ifdef DIFFUSEMAP_5_SCALE
uniform float m_DiffuseMap_5_scale;
#endif
#ifdef DIFFUSEMAP_6_SCALE
uniform float m_DiffuseMap_6_scale;
#endif
#ifdef DIFFUSEMAP_7_SCALE
uniform float m_DiffuseMap_7_scale;
#endif
#ifdef DIFFUSEMAP_8_SCALE
uniform float m_DiffuseMap_8_scale;
#endif
#ifdef DIFFUSEMAP_9_SCALE
uniform float m_DiffuseMap_9_scale;
#endif
#ifdef DIFFUSEMAP_10_SCALE
uniform float m_DiffuseMap_10_scale;
#endif
#ifdef DIFFUSEMAP_11_SCALE
uniform float m_DiffuseMap_11_scale;
#endif
#ifdef ALPHAMAP
uniform sampler2D m_AlphaMap;
#endif
#ifdef ALPHAMAP_1
uniform sampler2D m_AlphaMap_1;
#endif
#ifdef ALPHAMAP_2
uniform sampler2D m_AlphaMap_2;
#endif
#ifdef NORMALMAP
uniform sampler2D m_NormalMap;
#endif
#ifdef NORMALMAP_1
uniform sampler2D m_NormalMap_1;
#endif
#ifdef NORMALMAP_2
uniform sampler2D m_NormalMap_2;
#endif
#ifdef NORMALMAP_3
uniform sampler2D m_NormalMap_3;
#endif
#ifdef NORMALMAP_4
uniform sampler2D m_NormalMap_4;
#endif
#ifdef NORMALMAP_5
uniform sampler2D m_NormalMap_5;
#endif
#ifdef NORMALMAP_6
uniform sampler2D m_NormalMap_6;
#endif
#ifdef NORMALMAP_7
uniform sampler2D m_NormalMap_7;
#endif
#ifdef NORMALMAP_8
uniform sampler2D m_NormalMap_8;
#endif
#ifdef NORMALMAP_9
uniform sampler2D m_NormalMap_9;
#endif
#ifdef NORMALMAP_10
uniform sampler2D m_NormalMap_10;
#endif
#ifdef NORMALMAP_11
uniform sampler2D m_NormalMap_11;
#endif
#ifdef TRI_PLANAR_MAPPING
varying vec4 wVertex;
varying vec3 wNormal;
#endif
float tangDot(in vec3 v1, in vec3 v2){
float d = dot(v1,v2);
#ifdef V_TANGENT
d = 1.0 - d*d;
return step(0.0, d) * sqrt(d);
#else
return d;
#endif
}
float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){
return max(0.0, dot(norm, lightdir));
}
float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
#ifdef WARDISO
// Isotropic Ward
vec3 halfVec = normalize(viewdir + lightdir);
float NdotH = max(0.001, tangDot(norm, halfVec));
float NdotV = max(0.001, tangDot(norm, viewdir));
float NdotL = max(0.001, tangDot(norm, lightdir));
float a = tan(acos(NdotH));
float p = max(shiny/128.0, 0.001);
return NdotL * (1.0 / (4.0*3.14159265*p*p)) * (exp(-(a*a)/(p*p)) / (sqrt(NdotV * NdotL)));
#else
// Standard Phong
vec3 R = reflect(-lightdir, norm);
return pow(max(tangDot(R, viewdir), 0.0), shiny);
#endif
}
vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
specularFactor *= step(1.0, m_Shininess);
float att = vLightDir.w;
return vec2(diffuseFactor, specularFactor) * vec2(att);
}
#ifdef ALPHAMAP
vec4 calculateDiffuseBlend(in vec2 texCoord) {
vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
#ifdef ALPHAMAP_1
vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
#endif
#ifdef ALPHAMAP_2
vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
#endif
vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
diffuseColor *= alphaBlend.r;
#ifdef DIFFUSEMAP_1
vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale);
diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );
#ifdef DIFFUSEMAP_2
vec4 diffuseColor2 = texture2D(m_DiffuseMap_2, texCoord * m_DiffuseMap_2_scale);
diffuseColor = mix( diffuseColor, diffuseColor2, alphaBlend.b );
#ifdef DIFFUSEMAP_3
vec4 diffuseColor3 = texture2D(m_DiffuseMap_3, texCoord * m_DiffuseMap_3_scale);
diffuseColor = mix( diffuseColor, diffuseColor3, alphaBlend.a );
#ifdef ALPHAMAP_1
#ifdef DIFFUSEMAP_4
vec4 diffuseColor4 = texture2D(m_DiffuseMap_4, texCoord * m_DiffuseMap_4_scale);
diffuseColor = mix( diffuseColor, diffuseColor4, alphaBlend1.r );
#ifdef DIFFUSEMAP_5
vec4 diffuseColor5 = texture2D(m_DiffuseMap_5, texCoord * m_DiffuseMap_5_scale);
diffuseColor = mix( diffuseColor, diffuseColor5, alphaBlend1.g );
#ifdef DIFFUSEMAP_6
vec4 diffuseColor6 = texture2D(m_DiffuseMap_6, texCoord * m_DiffuseMap_6_scale);
diffuseColor = mix( diffuseColor, diffuseColor6, alphaBlend1.b );
#ifdef DIFFUSEMAP_7
vec4 diffuseColor7 = texture2D(m_DiffuseMap_7, texCoord * m_DiffuseMap_7_scale);
diffuseColor = mix( diffuseColor, diffuseColor7, alphaBlend1.a );
#ifdef ALPHAMAP_2
#ifdef DIFFUSEMAP_8
vec4 diffuseColor8 = texture2D(m_DiffuseMap_8, texCoord * m_DiffuseMap_8_scale);
diffuseColor = mix( diffuseColor, diffuseColor8, alphaBlend2.r );
#ifdef DIFFUSEMAP_9
vec4 diffuseColor9 = texture2D(m_DiffuseMap_9, texCoord * m_DiffuseMap_9_scale);
diffuseColor = mix( diffuseColor, diffuseColor9, alphaBlend2.g );
#ifdef DIFFUSEMAP_10
vec4 diffuseColor10 = texture2D(m_DiffuseMap_10, texCoord * m_DiffuseMap_10_scale);
diffuseColor = mix( diffuseColor, diffuseColor10, alphaBlend2.b );
#ifdef DIFFUSEMAP_11
vec4 diffuseColor11 = texture2D(m_DiffuseMap_11, texCoord * m_DiffuseMap_11_scale);
diffuseColor = mix( diffuseColor, diffuseColor11, alphaBlend2.a );
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
return diffuseColor;
}
vec3 calculateNormal(in vec2 texCoord) {
vec3 normal = vec3(0,0,1);
vec3 n = vec3(0,0,0);
vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
#ifdef ALPHAMAP_1
vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
#endif
#ifdef ALPHAMAP_2
vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
#endif
#ifdef NORMALMAP
n = texture2D(m_NormalMap, texCoord * m_DiffuseMap_0_scale).xyz;
normal += n * alphaBlend.r;
#endif
#ifdef NORMALMAP_1
n = texture2D(m_NormalMap_1, texCoord * m_DiffuseMap_1_scale).xyz;
normal += n * alphaBlend.g;
#endif
#ifdef NORMALMAP_2
n = texture2D(m_NormalMap_2, texCoord * m_DiffuseMap_2_scale).xyz;
normal += n * alphaBlend.b;
#endif
#ifdef NORMALMAP_3
n = texture2D(m_NormalMap_3, texCoord * m_DiffuseMap_3_scale).xyz;
normal += n * alphaBlend.a;
#endif
#ifdef ALPHAMAP_1
#ifdef NORMALMAP_4
n = texture2D(m_NormalMap_4, texCoord * m_DiffuseMap_4_scale).xyz;
normal += n * alphaBlend1.r;
#endif
#ifdef NORMALMAP_5
n = texture2D(m_NormalMap_5, texCoord * m_DiffuseMap_5_scale).xyz;
normal += n * alphaBlend1.g;
#endif
#ifdef NORMALMAP_6
n = texture2D(m_NormalMap_6, texCoord * m_DiffuseMap_6_scale).xyz;
normal += n * alphaBlend1.b;
#endif
#ifdef NORMALMAP_7
n = texture2D(m_NormalMap_7, texCoord * m_DiffuseMap_7_scale).xyz;
normal += n * alphaBlend1.a;
#endif
#endif
#ifdef ALPHAMAP_2
#ifdef NORMALMAP_8
n = texture2D(m_NormalMap_8, texCoord * m_DiffuseMap_8_scale).xyz;
normal += n * alphaBlend2.r;
#endif
#ifdef NORMALMAP_9
n = texture2D(m_NormalMap_9, texCoord * m_DiffuseMap_9_scale);
normal += n * alphaBlend2.g;
#endif
#ifdef NORMALMAP_10
n = texture2D(m_NormalMap_10, texCoord * m_DiffuseMap_10_scale);
normal += n * alphaBlend2.b;
#endif
#ifdef NORMALMAP_11
n = texture2D(m_NormalMap_11, texCoord * m_DiffuseMap_11_scale);
normal += n * alphaBlend2.a;
#endif
#endif
normal = (normal.xyz * vec3(2.0) - vec3(1.0));
return normalize(normal);
}
#ifdef TRI_PLANAR_MAPPING
vec4 getTriPlanarBlend(in vec4 coords, in vec3 blending, in sampler2D map, in float scale) {
vec4 col1 = texture2D( map, coords.yz * scale);
vec4 col2 = texture2D( map, coords.xz * scale);
vec4 col3 = texture2D( map, coords.xy * scale);
// blend the results of the 3 planar projections.
vec4 tex = col1 * blending.x + col2 * blending.y + col3 * blending.z;
return tex;
}
vec4 calculateTriPlanarDiffuseBlend(in vec3 wNorm, in vec4 wVert, in vec2 texCoord) {
// tri-planar texture bending factor for this fragment's normal
vec3 blending = abs( wNorm );
blending = (blending -0.2) * 0.7;
blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
float b = (blending.x + blending.y + blending.z);
blending /= vec3(b, b, b);
// texture coords
vec4 coords = wVert;
// blend the results of the 3 planar projections.
vec4 tex0 = getTriPlanarBlend(coords, blending, m_DiffuseMap, m_DiffuseMap_0_scale);
#ifdef DIFFUSEMAP_1
// blend the results of the 3 planar projections.
vec4 tex1 = getTriPlanarBlend(coords, blending, m_DiffuseMap_1, m_DiffuseMap_1_scale);
#endif
#ifdef DIFFUSEMAP_2
// blend the results of the 3 planar projections.
vec4 tex2 = getTriPlanarBlend(coords, blending, m_DiffuseMap_2, m_DiffuseMap_2_scale);
#endif
#ifdef DIFFUSEMAP_3
// blend the results of the 3 planar projections.
vec4 tex3 = getTriPlanarBlend(coords, blending, m_DiffuseMap_3, m_DiffuseMap_3_scale);
#endif
#ifdef DIFFUSEMAP_4
// blend the results of the 3 planar projections.
vec4 tex4 = getTriPlanarBlend(coords, blending, m_DiffuseMap_4, m_DiffuseMap_4_scale);
#endif
#ifdef DIFFUSEMAP_5
// blend the results of the 3 planar projections.
vec4 tex5 = getTriPlanarBlend(coords, blending, m_DiffuseMap_5, m_DiffuseMap_5_scale);
#endif
#ifdef DIFFUSEMAP_6
// blend the results of the 3 planar projections.
vec4 tex6 = getTriPlanarBlend(coords, blending, m_DiffuseMap_6, m_DiffuseMap_6_scale);
#endif
#ifdef DIFFUSEMAP_7
// blend the results of the 3 planar projections.
vec4 tex7 = getTriPlanarBlend(coords, blending, m_DiffuseMap_7, m_DiffuseMap_7_scale);
#endif
#ifdef DIFFUSEMAP_8
// blend the results of the 3 planar projections.
vec4 tex8 = getTriPlanarBlend(coords, blending, m_DiffuseMap_8, m_DiffuseMap_8_scale);
#endif
#ifdef DIFFUSEMAP_9
// blend the results of the 3 planar projections.
vec4 tex9 = getTriPlanarBlend(coords, blending, m_DiffuseMap_9, m_DiffuseMap_9_scale);
#endif
#ifdef DIFFUSEMAP_10
// blend the results of the 3 planar projections.
vec4 tex10 = getTriPlanarBlend(coords, blending, m_DiffuseMap_10, m_DiffuseMap_10_scale);
#endif
#ifdef DIFFUSEMAP_11
// blend the results of the 3 planar projections.
vec4 tex11 = getTriPlanarBlend(coords, blending, m_DiffuseMap_11, m_DiffuseMap_11_scale);
#endif
vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
#ifdef ALPHAMAP_1
vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
#endif
#ifdef ALPHAMAP_2
vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
#endif
vec4 diffuseColor = tex0 * alphaBlend.r;
#ifdef DIFFUSEMAP_1
diffuseColor = mix( diffuseColor, tex1, alphaBlend.g );
#ifdef DIFFUSEMAP_2
diffuseColor = mix( diffuseColor, tex2, alphaBlend.b );
#ifdef DIFFUSEMAP_3
diffuseColor = mix( diffuseColor, tex3, alphaBlend.a );
#ifdef ALPHAMAP_1
#ifdef DIFFUSEMAP_4
diffuseColor = mix( diffuseColor, tex4, alphaBlend1.r );
#ifdef DIFFUSEMAP_5
diffuseColor = mix( diffuseColor, tex5, alphaBlend1.g );
#ifdef DIFFUSEMAP_6
diffuseColor = mix( diffuseColor, tex6, alphaBlend1.b );
#ifdef DIFFUSEMAP_7
diffuseColor = mix( diffuseColor, tex7, alphaBlend1.a );
#ifdef ALPHAMAP_2
#ifdef DIFFUSEMAP_8
diffuseColor = mix( diffuseColor, tex8, alphaBlend2.r );
#ifdef DIFFUSEMAP_9
diffuseColor = mix( diffuseColor, tex9, alphaBlend2.g );
#ifdef DIFFUSEMAP_10
diffuseColor = mix( diffuseColor, tex10, alphaBlend2.b );
#ifdef DIFFUSEMAP_11
diffuseColor = mix( diffuseColor, tex11, alphaBlend2.a );
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
#endif
return diffuseColor;
}
vec3 calculateNormalTriPlanar(in vec3 wNorm, in vec4 wVert,in vec2 texCoord) {
// tri-planar texture bending factor for this fragment's world-space normal
vec3 blending = abs( wNorm );
blending = (blending -0.2) * 0.7;
blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
float b = (blending.x + blending.y + blending.z);
blending /= vec3(b, b, b);
// texture coords
vec4 coords = wVert;
vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
#ifdef ALPHAMAP_1
vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
#endif
#ifdef ALPHAMAP_2
vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
#endif
vec3 normal = vec3(0,0,1);
vec3 n = vec3(0,0,0);
#ifdef NORMALMAP
n = getTriPlanarBlend(coords, blending, m_NormalMap, m_DiffuseMap_0_scale).xyz;
normal += n * alphaBlend.r;
#endif
#ifdef NORMALMAP_1
n = getTriPlanarBlend(coords, blending, m_NormalMap_1, m_DiffuseMap_1_scale).xyz;
normal += n * alphaBlend.g;
#endif
#ifdef NORMALMAP_2
n = getTriPlanarBlend(coords, blending, m_NormalMap_2, m_DiffuseMap_2_scale).xyz;
normal += n * alphaBlend.b;
#endif
#ifdef NORMALMAP_3
n = getTriPlanarBlend(coords, blending, m_NormalMap_3, m_DiffuseMap_3_scale).xyz;
normal += n * alphaBlend.a;
#endif
#ifdef ALPHAMAP_1
#ifdef NORMALMAP_4
n = getTriPlanarBlend(coords, blending, m_NormalMap_4, m_DiffuseMap_4_scale).xyz;
normal += n * alphaBlend1.r;
#endif
#ifdef NORMALMAP_5
n = getTriPlanarBlend(coords, blending, m_NormalMap_5, m_DiffuseMap_5_scale).xyz;
normal += n * alphaBlend1.g;
#endif
#ifdef NORMALMAP_6
n = getTriPlanarBlend(coords, blending, m_NormalMap_6, m_DiffuseMap_6_scale).xyz;
normal += n * alphaBlend1.b;
#endif
#ifdef NORMALMAP_7
n = getTriPlanarBlend(coords, blending, m_NormalMap_7, m_DiffuseMap_7_scale).xyz;
normal += n * alphaBlend1.a;
#endif
#endif
#ifdef ALPHAMAP_2
#ifdef NORMALMAP_8
n = getTriPlanarBlend(coords, blending, m_NormalMap_8, m_DiffuseMap_8_scale).xyz;
normal += n * alphaBlend2.r;
#endif
#ifdef NORMALMAP_9
n = getTriPlanarBlend(coords, blending, m_NormalMap_9, m_DiffuseMap_9_scale).xyz;
normal += n * alphaBlend2.g;
#endif
#ifdef NORMALMAP_10
n = getTriPlanarBlend(coords, blending, m_NormalMap_10, m_DiffuseMap_10_scale).xyz;
normal += n * alphaBlend2.b;
#endif
#ifdef NORMALMAP_11
n = getTriPlanarBlend(coords, blending, m_NormalMap_11, m_DiffuseMap_11_scale).xyz;
normal += n * alphaBlend2.a;
#endif
#endif
normal = (normal.xyz * vec3(2.0) - vec3(1.0));
return normalize(normal);
}
#endif
#endif
void main(){
//----------------------
// diffuse calculations
//----------------------
#ifdef DIFFUSEMAP
#ifdef ALPHAMAP
#ifdef TRI_PLANAR_MAPPING
vec4 diffuseColor = calculateTriPlanarDiffuseBlend(wNormal, wVertex, texCoord);
#else
vec4 diffuseColor = calculateDiffuseBlend(texCoord);
#endif
#else
vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord);
#endif
#else
vec4 diffuseColor = vec4(1.0);
#endif
float spotFallOff = 1.0;
if(g_LightDirection.w!=0.0){
vec3 L=normalize(lightVec.xyz);
vec3 spotdir = normalize(g_LightDirection.xyz);
float curAngleCos = dot(-L, spotdir);
float innerAngleCos = floor(g_LightDirection.w) * 0.001;
float outerAngleCos = fract(g_LightDirection.w);
float innerMinusOuter = innerAngleCos - outerAngleCos;
spotFallOff = (curAngleCos - outerAngleCos) / innerMinusOuter;
if(spotFallOff <= 0.0){
gl_FragColor = AmbientSum * diffuseColor;
return;
}else{
spotFallOff = clamp(spotFallOff, 0.0, 1.0);
}
}
//---------------------
// normal calculations
//---------------------
#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3) || defined(NORMALMAP_4) || defined(NORMALMAP_5) || defined(NORMALMAP_6) || defined(NORMALMAP_7) || defined(NORMALMAP_8) || defined(NORMALMAP_9) || defined(NORMALMAP_10) || defined(NORMALMAP_11)
#ifdef TRI_PLANAR_MAPPING
vec3 normal = calculateNormalTriPlanar(wNormal, wVertex, texCoord);
#else
vec3 normal = calculateNormal(texCoord);
#endif
#else
vec3 normal = vNormal;
#endif
//-----------------------
// lighting calculations
//-----------------------
vec4 lightDir = vLightDir;
lightDir.xyz = normalize(lightDir.xyz);
vec2 light = computeLighting(vPosition, normal, vViewDir.xyz, lightDir.xyz)*spotFallOff;
vec4 specularColor = vec4(1.0);
//--------------------------
// final color calculations
//--------------------------
gl_FragColor = AmbientSum * diffuseColor +
DiffuseSum * diffuseColor * light.x +
SpecularSum * specularColor * light.y;
//gl_FragColor.a = alpha;
}