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https://github.com/HifiExperiments/overte.git
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361 lines
10 KiB
C
361 lines
10 KiB
C
//
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// Created by Bradley Austin Davis on 2015/09/05
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// Copyright 2013-2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Shader includes portions of webgl-noise:
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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const QString SHADER_COMMON = R"SHADER(#version 410 core
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layout(location = 0) out vec4 _fragColor0;
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layout(location = 1) out vec4 _fragColor1;
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layout(location = 2) out vec4 _fragColor2;
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// the alpha threshold
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uniform float alphaThreshold;
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uniform sampler2D normalFittingMap;
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vec3 bestFitNormal(vec3 normal) {
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vec3 absNorm = abs(normal);
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float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
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vec2 texcoord = (absNorm.z < maxNAbs ?
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(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
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absNorm.xy);
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texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
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texcoord.y /= texcoord.x;
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vec3 cN = normal / maxNAbs;
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float fittingScale = texture(normalFittingMap, texcoord).a;
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cN *= fittingScale;
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return (cN * 0.5 + 0.5);
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}
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float permute(float x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float taylorInvSqrt(float r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 taylorInvSqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 grad4(float j, vec4 ip) {
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p, s;
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p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
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return p;
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}
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// (sqrt(5) - 1)/4 = F4, used once below
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#define F4 0.309016994374947451
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float snoise(vec4 v) {
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const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
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0.276393202250021, // 2 * G4
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0.414589803375032, // 3 * G4
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-0.447213595499958); // -1 + 4 * G4
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// First corner
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vec4 i = floor(v + dot(v, vec4(F4)));
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec3 isX = step(x0.yzw, x0.xxx);
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vec3 isYZ = step(x0.zww, x0.yyz);
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp(i0, 0.0, 1.0);
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vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
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vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
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vec4 x1 = x0 - i1 + C.xxxx;
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vec4 x2 = x0 - i2 + C.yyyy;
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vec4 x3 = x0 - i3 + C.zzzz;
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vec4 x4 = x0 + C.wwww;
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// Permutations
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i = mod289(i);
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float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute(
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permute(
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permute(
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permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
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+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
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+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
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+ vec4(i1.x, i2.x, i3.x, 1.0));
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// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(
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vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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p4 *= taylorInvSqrt(dot(p4, p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0
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* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
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+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
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}
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float snoise(vec3 v) {
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const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute(
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permute(
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permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
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+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
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+ vec4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
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vec4 x = x_ * ns.x + ns.yyyy;
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vec4 y = y_ * ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0) * 2.0 + 1.0;
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vec4 s1 = floor(b1) * 2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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vec3 p0 = vec3(a0.xy, h.x);
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vec3 p1 = vec3(a0.zw, h.y);
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vec3 p2 = vec3(a1.xy, h.z);
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vec3 p3 = vec3(a1.zw, h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(
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vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
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0.0);
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m = m * m;
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return 42.0
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* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
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}
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float snoise(vec2 v) {
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy));
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute(
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permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
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vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
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0.0);
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m = m * m;
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m = m * m;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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// the interpolated normal
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in vec3 _normal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec4 _position;
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// TODO add more uniforms
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uniform float iGlobalTime; // shader playback time (in seconds)
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uniform vec3 iWorldScale; // the dimensions of the object being rendered
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// TODO add support for textures
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// TODO document available inputs other than the uniforms
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// TODO provide world scale in addition to the untransformed position
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const float DEFAULT_SHININESS = 10;
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)SHADER";
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// V1 shaders, only support emissive
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// vec4 getProceduralColor()
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const QString SHADER_TEMPLATE_V1 = SHADER_COMMON + R"SCRIBE(
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#line 1001
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%1
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#line 317
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void main(void) {
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vec4 emissive = getProceduralColor();
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float alpha = emissive.a;
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if (alpha != 1.0) {
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discard;
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}
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vec4 diffuse = vec4(_color.rgb, alpha);
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vec4 normal = vec4(normalize(bestFitNormal(_normal)), 0.5);
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_fragColor0 = diffuse;
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_fragColor1 = normal;
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_fragColor2 = vec4(emissive.rgb, DEFAULT_SHININESS / 128.0);
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}
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)SCRIBE";
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// void getProceduralDiffuseAndEmissive(out vec4 diffuse, out vec4 emissive)
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const QString SHADER_TEMPLATE_V2 = SHADER_COMMON + R"SCRIBE(
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// FIXME should we be doing the swizzle here?
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vec3 iResolution = iWorldScale.xzy;
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// FIXME Mouse X,Y coordinates, and Z,W are for the click position if clicked (not supported in High Fidelity at the moment)
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vec4 iMouse = vec4(0);
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// FIXME We set the seconds (iDate.w) of iDate to iGlobalTime, which contains the current date in seconds
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vec4 iDate = vec4(0, 0, 0, iGlobalTime);
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#line 1001
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%1
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#line 351
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void main(void) {
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vec3 diffuse = _color.rgb;
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vec3 specular = DEFAULT_SPECULAR;
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float shininess = DEFAULT_SHININESS;
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float emissiveAmount = getProceduralColors(diffuse, specular, shininess);
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_fragColor0 = vec4(diffuse.rgb, 1.0);
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_fragColor1 = vec4(bestFitNormal(normalize(_normal.xyz)), 1.0 - (emissiveAmount / 2.0));
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_fragColor2 = vec4(specular, shininess / 128.0);
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}
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)SCRIBE";
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