mirror of
https://github.com/overte-org/overte.git
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Merging with upstream and compiling on windows
This commit is contained in:
commit
ca4dbdb996
49 changed files with 562 additions and 474 deletions
libraries
gpu/src/gpu
model
render-utils/src
DeferredBufferWrite.slhDeferredGlobalLight.slhShadow.slhdeferred_light.slvdeferred_light_limited.slvdirectional_ambient_light.slfdirectional_ambient_light_cascaded_shadow_map.slfdirectional_ambient_light_shadow_map.slfdirectional_light.slfdirectional_light_cascaded_shadow_map.slfdirectional_light_shadow_map.slfdirectional_skybox_light.slfdirectional_skybox_light_cascaded_shadow_map.slfdirectional_skybox_light_shadow_map.slfmodel.slfmodel.slvmodel_lightmap.slfmodel_lightmap.slvmodel_lightmap_normal_map.slfmodel_lightmap_normal_map.slvmodel_lightmap_normal_specular_map.slfmodel_lightmap_specular_map.slfmodel_normal_map.slfmodel_normal_map.slvmodel_normal_specular_map.slfmodel_shadow.slfmodel_shadow.slvmodel_specular_map.slfmodel_translucent.slfpoint_light.slfsimple.slfsimple.slvsimple_textured.slfskin_model.slvskin_model_normal_map.slvspot_light.slfstandardDrawTexture.slfstandardTransformPNTC.slv
tests/render-utils
tools/scribe/src
|
@ -14,16 +14,13 @@
|
|||
<@if GLPROFILE == PC_GL @>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 430 compatibility@>
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
<@elif GLPROFILE == MAC_GL @>
|
||||
<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
|
||||
<@def VERSION_HEADER #version 120
|
||||
#extension GL_EXT_gpu_shader4 : enable@>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
<@else@>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 430 compatibility@>
|
||||
<@endif@>
|
||||
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
<@endif@>
|
||||
|
|
|
@ -191,8 +191,8 @@ GLBackend::GLShader* compileShader(const Shader& shader) {
|
|||
char* temp = new char[infoLength] ;
|
||||
glGetShaderInfoLog(glshader, infoLength, NULL, temp);
|
||||
|
||||
qCDebug(gpulogging) << "GLShader::compileShader - failed to compile the gl shader object:";
|
||||
qCDebug(gpulogging) << temp;
|
||||
qWarning() << "GLShader::compileShader - failed to compile the gl shader object:";
|
||||
qWarning() << temp;
|
||||
|
||||
/*
|
||||
filestream.open("debugshader.glsl.info.txt");
|
||||
|
|
23
libraries/gpu/src/gpu/Inputs.slh
Normal file
23
libraries/gpu/src/gpu/Inputs.slh
Normal file
|
@ -0,0 +1,23 @@
|
|||
<!
|
||||
// Input.slh
|
||||
// interface/src
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2015/06/19.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
!>
|
||||
<@if not GPU_INPUTS_SLH@>
|
||||
<@def GPU_INPUTS_SLH@>
|
||||
layout(location = 0) in vec4 inPosition;
|
||||
layout(location = 1) in vec4 inNormal;
|
||||
layout(location = 2) in vec4 inColor;
|
||||
layout(location = 3) in vec4 inTexCoord0;
|
||||
layout(location = 4) in vec4 inTangent;
|
||||
layout(location = 5) in ivec4 inSkinClusterIndex;
|
||||
layout(location = 6) in vec4 inSkinClusterWeight;
|
||||
layout(location = 7) in vec4 inTexCoord1;
|
||||
layout(location = 9) in vec4 inInstanceScaleTranslate;
|
||||
layout(location = 8) in mat4 inInstanceXfm;
|
||||
<@endif@>
|
|
@ -27,13 +27,17 @@ public:
|
|||
// Possible input slots identifiers
|
||||
enum InputSlot {
|
||||
POSITION = 0,
|
||||
NORMAL,
|
||||
COLOR,
|
||||
TEXCOORD,
|
||||
TANGENT,
|
||||
SKIN_CLUSTER_INDEX,
|
||||
SKIN_CLUSTER_WEIGHT,
|
||||
TEXCOORD1,
|
||||
NORMAL = 1,
|
||||
COLOR = 2,
|
||||
TEXCOORD0 = 3,
|
||||
TEXCOORD = TEXCOORD0,
|
||||
TANGENT = 4,
|
||||
SKIN_CLUSTER_INDEX = 5,
|
||||
SKIN_CLUSTER_WEIGHT = 6,
|
||||
TEXCOORD1 = 7,
|
||||
INSTANCE_XFM = 8,
|
||||
INSTANCE_SCALE = 9,
|
||||
INSTANCE_TRANSLATE = 10,
|
||||
|
||||
NUM_INPUT_SLOTS,
|
||||
};
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
set(TARGET_NAME model)
|
||||
|
||||
AUTOSCRIBE_SHADER_LIB(gpu)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu model)
|
||||
|
||||
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
|
||||
setup_hifi_library()
|
||||
|
|
|
@ -18,32 +18,17 @@ struct Material {
|
|||
vec4 _spare;
|
||||
};
|
||||
|
||||
uniform materialBuffer {
|
||||
Material _mat;
|
||||
};
|
||||
|
||||
Material getMaterial() {
|
||||
return _mat;
|
||||
}
|
||||
|
||||
float getMaterialOpacity(Material m) { return m._diffuse.a; }
|
||||
vec3 getMaterialDiffuse(Material m) { return m._diffuse.rgb; }
|
||||
vec3 getMaterialSpecular(Material m) { return m._specular.rgb; }
|
||||
float getMaterialShininess(Material m) { return m._specular.a; }
|
||||
|
||||
|
||||
|
||||
<@if GPU_FEATURE_PROFILE == GPU_CORE@>
|
||||
uniform materialBuffer {
|
||||
Material _mat;
|
||||
};
|
||||
Material getMaterial() {
|
||||
return _mat;
|
||||
}
|
||||
<@else@>
|
||||
uniform vec4 materialBuffer[4];
|
||||
Material getMaterial() {
|
||||
Material mat;
|
||||
mat._diffuse = materialBuffer[0];
|
||||
mat._specular = materialBuffer[1];
|
||||
mat._emissive = materialBuffer[2];
|
||||
mat._spare = materialBuffer[3];
|
||||
return mat;
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
|
||||
|
||||
<@endif@>
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
|
@ -12,14 +13,22 @@
|
|||
|
||||
uniform samplerCube cubeMap;
|
||||
|
||||
varying vec3 normal;
|
||||
varying vec2 texcoord;
|
||||
varying vec3 color;
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec3 coord = normalize(normal);
|
||||
vec4 texel = textureCube(cubeMap, coord);
|
||||
vec3 pixel = pow(texel.xyz * color, vec3(1.0/2.2)); // manual Gamma correction
|
||||
gl_FragData[0] = vec4(pixel, 0.0);
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
vec3 color = texel * _skybox._color.rgb;
|
||||
vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
|
||||
_fragColor = vec4(pixel, 0.0);
|
||||
}
|
||||
|
|
|
@ -11,48 +11,24 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
};
|
||||
|
||||
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
};
|
||||
Skybox getSkybox() {
|
||||
return _skybox;
|
||||
}
|
||||
<@else@>
|
||||
uniform vec4 skyboxBuffer[1];
|
||||
Skybox getSkybox() {
|
||||
Skybox _skybox;
|
||||
_skybox._color = skyboxBuffer[0];
|
||||
return _skybox;
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
varying vec3 normal;
|
||||
varying vec2 texcoord;
|
||||
varying vec3 color;
|
||||
|
||||
void main(void) {
|
||||
texcoord = gl_Vertex.xy;
|
||||
|
||||
Skybox skybox = getSkybox();
|
||||
color = skybox._color.xyz;
|
||||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 clipDir = vec3(texcoord.xy, 0.0);
|
||||
vec3 clipDir = vec3(inPosition.xy, 0.0);
|
||||
vec3 eyeDir;
|
||||
|
||||
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>;
|
||||
<$transformEyeToWorldDir(cam, eyeDir, normal)$>;
|
||||
|
||||
// Position is supposed to cmoe in clip space
|
||||
gl_Position = vec4(texcoord.xy, 0.0, 1.0);
|
||||
}
|
||||
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
|
||||
<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
|
||||
|
||||
// Position is supposed to come in clip space
|
||||
gl_Position = vec4(inPosition.xy, 0.0, 1.0);
|
||||
}
|
|
@ -11,6 +11,10 @@
|
|||
<@if not DEFERRED_BUFFER_WRITE_SLH@>
|
||||
<@def DEFERRED_BUFFER_WRITE_SLH@>
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
layout(location = 1) out vec4 _fragColor1;
|
||||
layout(location = 2) out vec4 _fragColor2;
|
||||
|
||||
// the glow intensity
|
||||
uniform float glowIntensity;
|
||||
|
||||
|
@ -28,9 +32,9 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular,
|
|||
if (alpha != glowIntensity) {
|
||||
discard;
|
||||
}
|
||||
gl_FragData[0] = vec4(diffuse.rgb, alpha);
|
||||
gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(specular, shininess / 128.0);
|
||||
_fragColor0 = vec4(diffuse.rgb, alpha);
|
||||
_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
_fragColor2 = vec4(specular, shininess / 128.0);
|
||||
}
|
||||
|
||||
void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
|
||||
|
@ -38,10 +42,10 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s
|
|||
discard;
|
||||
}
|
||||
|
||||
gl_FragData[0] = vec4(diffuse.rgb, alpha);
|
||||
//gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
|
||||
gl_FragData[2] = vec4(emissive, shininess / 128.0);
|
||||
_fragColor0 = vec4(diffuse.rgb, alpha);
|
||||
//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
|
||||
_fragColor2 = vec4(emissive, shininess / 128.0);
|
||||
}
|
||||
|
||||
void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
|
||||
|
@ -49,9 +53,9 @@ void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec
|
|||
discard;
|
||||
}
|
||||
|
||||
gl_FragData[0] = vec4(diffuse.rgb, alpha);
|
||||
// gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
// gl_FragData[2] = vec4(specular, shininess / 128.0);
|
||||
_fragColor0 = vec4(diffuse.rgb, alpha);
|
||||
// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
// _fragColor2 = vec4(specular, shininess / 128.0);
|
||||
}
|
||||
|
||||
<@endif@>
|
||||
|
|
|
@ -16,12 +16,7 @@
|
|||
uniform samplerCube skyboxMap;
|
||||
|
||||
vec4 evalSkyboxLight(vec3 direction, float lod) {
|
||||
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
vec4 skytexel = textureCubeLod(skyboxMap, direction, lod * textureQueryLevels(skyboxMap));
|
||||
<@else@>
|
||||
vec4 skytexel = textureCube(skyboxMap, direction);
|
||||
<@endif@>
|
||||
vec4 skytexel = textureLod(skyboxMap, direction, lod * textureQueryLevels(skyboxMap));
|
||||
return skytexel;
|
||||
}
|
||||
|
||||
|
|
|
@ -14,13 +14,25 @@
|
|||
// the shadow texture
|
||||
uniform sampler2DShadow shadowMap;
|
||||
|
||||
struct EyePlanes {
|
||||
vec4 _S[1];
|
||||
vec4 _T[1];
|
||||
vec4 _R[1];
|
||||
vec4 _Q[1];
|
||||
};
|
||||
|
||||
uniform eyePlanes {
|
||||
EyePlanes _eyePlanes;
|
||||
};
|
||||
|
||||
EyePlanes getEyePlanes() {
|
||||
return _eyePlanes;
|
||||
}
|
||||
|
||||
|
||||
// Fetching it
|
||||
float fetchShadow(vec3 texcoord) {
|
||||
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
|
||||
return texture(shadowMap, texcoord);
|
||||
<@else@>
|
||||
return shadow2D(shadowMap, texcoord).r;
|
||||
<@endif@>
|
||||
}
|
||||
|
||||
// the distances to the cascade sections
|
||||
|
@ -44,17 +56,22 @@ vec2 samples[8] = vec2[8](
|
|||
|
||||
vec4 evalShadowTexcoord(vec4 position) {
|
||||
// compute the corresponding texture coordinates
|
||||
vec3 shadowTexcoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
|
||||
EyePlanes eyePlanes = getEyePlanes();
|
||||
vec3 shadowTexcoord = vec3(dot(eyePlanes._S[0], position), dot(eyePlanes._T[0], position), dot(eyePlanes._R[0], position));
|
||||
return vec4(shadowTexcoord, 0.0);
|
||||
}
|
||||
|
||||
vec4 evalCascadedShadowTexcoord(vec4 position) {
|
||||
EyePlanes eyePlanes = getEyePlanes();
|
||||
|
||||
// compute the index of the cascade to use and the corresponding texture coordinates
|
||||
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
|
||||
vec3 shadowTexcoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
|
||||
dot(gl_EyePlaneR[shadowIndex], position));
|
||||
vec3 shadowTexcoord = vec3(
|
||||
dot(eyePlanes._S[shadowIndex], position),
|
||||
dot(eyePlanes._T[shadowIndex], position),
|
||||
dot(eyePlanes._R[shadowIndex], position));
|
||||
|
||||
return vec4(shadowTexcoord, shadowIndex);
|
||||
return vec4(shadowTexcoord, shadowIndex);
|
||||
}
|
||||
|
||||
float evalShadowAttenuationPCF(vec4 shadowTexcoord) {
|
||||
|
|
|
@ -12,7 +12,11 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
out vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_Position = gl_Vertex;
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
gl_Position = inPosition;
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
|
@ -22,7 +24,7 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>;
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
|
|
|
@ -17,8 +17,11 @@
|
|||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
|
||||
// Light mapped or not ?
|
||||
|
@ -29,7 +32,7 @@ void main(void) {
|
|||
frag.diffuse,
|
||||
frag.specularVal.xyz);
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
_fragColor = vec4(color, 1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbienSphereGlobalColor(1.0,
|
||||
frag.position.xyz,
|
||||
|
@ -38,6 +41,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,8 +20,11 @@
|
|||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Eval shadow Texcoord and then Attenuation
|
||||
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
|
||||
|
@ -29,7 +32,7 @@ void main(void) {
|
|||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4(evalLightmappedColor(
|
||||
_fragColor = vec4(evalLightmappedColor(
|
||||
shadowAttenuation,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -43,6 +46,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,9 +20,11 @@
|
|||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Eval shadow Texcoord and then Attenuation
|
||||
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
|
||||
|
@ -30,7 +32,7 @@ void main(void) {
|
|||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4(evalLightmappedColor(
|
||||
_fragColor = vec4(evalLightmappedColor(
|
||||
shadowAttenuation,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -44,6 +46,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,12 +17,15 @@
|
|||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4( evalLightmappedColor(
|
||||
_fragColor = vec4( evalLightmappedColor(
|
||||
1.0,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -36,6 +39,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,8 +20,11 @@
|
|||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Eval shadow Texcoord and then Attenuation
|
||||
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
|
||||
|
@ -29,7 +32,7 @@ void main(void) {
|
|||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4(evalLightmappedColor(
|
||||
_fragColor = vec4(evalLightmappedColor(
|
||||
shadowAttenuation,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -43,6 +46,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,9 +20,11 @@
|
|||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Eval shadow Texcoord and then Attenuation
|
||||
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
|
||||
|
@ -30,7 +32,7 @@ void main(void) {
|
|||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4(evalLightmappedColor(
|
||||
_fragColor = vec4(evalLightmappedColor(
|
||||
shadowAttenuation,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -44,6 +46,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,8 +17,11 @@
|
|||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
|
||||
// Light mapped or not ?
|
||||
|
@ -29,7 +32,7 @@ void main(void) {
|
|||
frag.diffuse,
|
||||
frag.specularVal.xyz);
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
_fragColor = vec4(color, 1.0);
|
||||
} else {
|
||||
vec3 color = evalSkyboxGlobalColor(1.0,
|
||||
frag.position.xyz,
|
||||
|
@ -38,6 +41,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,8 +20,11 @@
|
|||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Eval shadow Texcoord and then Attenuation
|
||||
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
|
||||
|
@ -29,7 +32,7 @@ void main(void) {
|
|||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4(evalLightmappedColor(
|
||||
_fragColor = vec4(evalLightmappedColor(
|
||||
shadowAttenuation,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -43,6 +46,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,9 +20,11 @@
|
|||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
DeferredFragment frag = unpackDeferredFragment(_texCoord0);
|
||||
|
||||
// Eval shadow Texcoord and then Attenuation
|
||||
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
|
||||
|
@ -30,7 +32,7 @@ void main(void) {
|
|||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4(evalLightmappedColor(
|
||||
_fragColor = vec4(evalLightmappedColor(
|
||||
shadowAttenuation,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
@ -44,6 +46,6 @@ void main(void) {
|
|||
frag.specular,
|
||||
frag.gloss);
|
||||
|
||||
gl_FragColor = vec4(color, frag.normalVal.a);
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,22 +18,22 @@
|
|||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
in vec4 _position;
|
||||
in vec4 _normal;
|
||||
in vec3 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
|
||||
void main(void) {
|
||||
// Fetch diffuse map
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
normalize(_normal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
@ -19,27 +21,22 @@ const int MAX_TEXCOORDS = 2;
|
|||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// interpolated eye position
|
||||
varying vec4 interpolatedPosition;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
out vec4 _position;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
out vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
|
||||
// pass along the diffuse color
|
||||
color = gl_Color.xyz;
|
||||
_color = inColor.xyz;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
||||
|
|
|
@ -23,25 +23,22 @@ uniform sampler2D diffuseMap;
|
|||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
vec4 emissive = texture(emissiveMap, _texCoord1);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
normalize(_normal),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
@ -20,32 +22,23 @@ const int MAX_TEXCOORDS = 2;
|
|||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
attribute vec2 texcoord1;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// pass along the diffuse color
|
||||
color = gl_Color.xyz;
|
||||
|
||||
_color = inColor.xyz;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
// interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0)).xy;
|
||||
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
_texCoord1 = (texcoordMatrices[1] * vec4(inTexCoord1.st, 0.0, 1.0)).st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
||||
|
||||
|
|
|
@ -26,35 +26,32 @@ uniform sampler2D normalMap;
|
|||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
varying vec3 color;
|
||||
in vec4 _position;
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// compute the view normal from the various bits
|
||||
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
|
||||
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
|
||||
vec3 normalizedNormal = normalize(_normal);
|
||||
vec3 normalizedTangent = normalize(_tangent);
|
||||
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
|
||||
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
|
||||
vec3 localNormal = vec3(texture(normalMap, _texCoord0)) - vec3(0.5, 0.5, 0.5);
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
vec4 emissive = texture(emissiveMap, _texCoord1);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
@ -20,41 +22,24 @@ const int MAX_TEXCOORDS = 2;
|
|||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
attribute vec2 texcoord1;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
varying vec3 color;
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal and tangent for interpolation
|
||||
//interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
|
||||
//interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
|
||||
|
||||
// pass along the diffuse color
|
||||
color = gl_Color.xyz;
|
||||
|
||||
_color = inColor.xyz;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
|
||||
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
_texCoord1 = (texcoordMatrices[1] * vec4(inTexCoord1.st, 0.0, 1.0)).st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
}
|
||||
|
|
|
@ -29,37 +29,33 @@ uniform sampler2D normalMap;
|
|||
// the specular map texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
in vec4 _position;
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// compute the view normal from the various bits
|
||||
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
|
||||
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
|
||||
vec3 normalizedNormal = normalize(_normal);
|
||||
vec3 normalizedTangent = normalize(_tangent);
|
||||
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
|
||||
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
|
||||
vec3 localNormal = vec3(texture(normalMap, _texCoord0)) - vec3(0.5, 0.5, 0.5);
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
vec3 specular = texture(specularMap, _texCoord0).rgb;
|
||||
vec4 emissive = texture(emissiveMap, _texCoord1);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
specular, // no use of getMaterialSpecular(mat)
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
|
|
|
@ -26,25 +26,24 @@ uniform vec2 emissiveParams;
|
|||
// the specular texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
varying vec3 color;
|
||||
in vec4 _position;
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
vec3 specular = texture(specularMap, _texCoord0).rgb;
|
||||
vec4 emissive = texture(emissiveMap, _texCoord1);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
normalize(_normal),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
specular, // no use of getMaterialSpecular(mat)
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
|
|
|
@ -22,31 +22,29 @@ uniform sampler2D diffuseMap;
|
|||
// the normal map texture
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec3 color;
|
||||
in vec4 _position;
|
||||
in vec4 _texCoord0;
|
||||
in vec4 _normal;
|
||||
in vec4 _tangent;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// compute the view normal from the various bits
|
||||
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
|
||||
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
|
||||
vec3 normalizedNormal = normalize(_normal.xyz);
|
||||
vec3 normalizedTangent = normalize(_tangent.xyz);
|
||||
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
|
||||
vec3 localNormal = normalize(vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5));
|
||||
vec3 localNormal = normalize(vec3(texture(normalMap, _texCoord0.st)) - vec3(0.5, 0.5, 0.5));
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0.st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model.vert
|
||||
// model_normal_map.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/14/13.
|
||||
|
@ -12,6 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
@ -20,38 +22,23 @@ const int MAX_TEXCOORDS = 2;
|
|||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
// interpolated eye position
|
||||
varying vec4 interpolatedPosition;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec3 color;
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal and tangent for interpolation
|
||||
//interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
|
||||
//interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
|
||||
|
||||
// pass along the diffuse color
|
||||
color = gl_Color.xyz;
|
||||
|
||||
_color = inColor.rgb;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.xy, 0.0, 1.0)).st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
}
|
||||
|
|
|
@ -25,33 +25,31 @@ uniform sampler2D normalMap;
|
|||
// the specular map texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec3 color;
|
||||
in vec4 _position;
|
||||
in vec2 _texCoord0;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// compute the view normal from the various bits
|
||||
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
|
||||
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
|
||||
vec3 normalizedNormal = normalize(_normal);
|
||||
vec3 normalizedTangent = normalize(_tangent);
|
||||
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
|
||||
vec3 localNormal = normalize(vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5));
|
||||
vec3 localNormal = normalize(vec3(texture2D(normalMap, _texCoord0)) - vec3(0.5, 0.5, 0.5));
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
vec4 diffuse = texture2D(diffuseMap, _texCoord0);
|
||||
vec3 specular = texture2D(specularMap, _texCoord0).rgb;
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
specular, //getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -12,7 +12,9 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
// fixed color for now (we may eventually want to use texture alpha)
|
||||
gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_shadow.vert
|
||||
|
@ -11,12 +11,16 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
void main(void) {
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
}
|
||||
|
|
|
@ -22,22 +22,23 @@ uniform sampler2D diffuseMap;
|
|||
// the specular texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
void main(void) {
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
vec3 specular = texture(specularMap, _texCoord0).rgb;
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
normalize(_normal),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * _color,
|
||||
specular, //getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -11,34 +11,6 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
<!/*<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include model/Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
void main(void) {
|
||||
|
||||
// Fetch diffuse map
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
getMaterialOpacity(mat) * diffuse.a,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
|
||||
// set the diffuse data
|
||||
// gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
}*/!>
|
||||
<@include model/Material.slh@>
|
||||
|
||||
// Everything about global lighting
|
||||
|
@ -99,34 +71,31 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 d
|
|||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the interpolated view position
|
||||
varying vec4 interpolatedPosition;
|
||||
in vec4 _position;
|
||||
in vec2 _texCoord0;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec3 fragPosition = interpolatedPosition.xyz;
|
||||
vec3 fragPosition = _position.xyz;
|
||||
|
||||
// Fetch diffuse map
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
|
||||
Material mat = getMaterial();
|
||||
vec3 fragNormal = normalize(interpolatedNormal.xyz);
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
float fragOpacity = getMaterialOpacity(mat) * diffuse.a;
|
||||
vec3 fragDiffuse = getMaterialDiffuse(mat) * diffuse.rgb * color;
|
||||
vec3 fragDiffuse = getMaterialDiffuse(mat) * diffuse.rgb * _color;
|
||||
vec3 fragSpecular = getMaterialSpecular(mat);
|
||||
float fragGloss = getMaterialShininess(mat);
|
||||
|
||||
vec4 fragColor = evalGlobalColor(1.0,
|
||||
_fragColor = evalGlobalColor(1.0,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
fragDiffuse,
|
||||
fragSpecular,
|
||||
fragGloss,
|
||||
fragOpacity);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// spot_light.frag
|
||||
// point_light.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/18/14.
|
||||
|
@ -24,9 +24,12 @@
|
|||
// The view Matrix
|
||||
uniform mat4 invViewMat;
|
||||
|
||||
in vec4 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
vec2 texCoord = _texCoord0.st / _texCoord0.q;
|
||||
DeferredFragment frag = unpackDeferredFragment(texCoord);
|
||||
|
||||
// Kill if in front of the light volume
|
||||
|
@ -62,14 +65,14 @@ void main(void) {
|
|||
|
||||
// Final Lighting color
|
||||
vec3 fragColor = shading.w * (frag.diffuse + shading.xyz);
|
||||
gl_FragColor = vec4(fragColor * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
|
||||
_fragColor = vec4(fragColor * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
|
||||
|
||||
if (getLightShowContour(light) > 0.0) {
|
||||
// Show edge
|
||||
float edge = abs(2.0 * ((getLightRadius(light) - fragLightDistance) / (0.1)) - 1.0);
|
||||
if (edge < 1) {
|
||||
float edgeCoord = exp2(-8.0*edge*edge);
|
||||
gl_FragColor = vec4(edgeCoord * edgeCoord * getLightShowContour(light) * getLightColor(light), 0.0);
|
||||
_fragColor = vec4(edgeCoord * edgeCoord * getLightShowContour(light) * getLightColor(light), 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,14 +13,17 @@
|
|||
//
|
||||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include model/Material.slh@>
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
Material material = getMaterial();
|
||||
packDeferredFragment(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
normalize(_normal.xyz),
|
||||
glowIntensity,
|
||||
gl_Color.rgb,
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
_color.rgb,
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
}
|
||||
|
|
|
@ -12,24 +12,25 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
out vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_Color;
|
||||
|
||||
_color = inColor.rgb;
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
|
@ -13,19 +13,23 @@
|
|||
//
|
||||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include model/Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
vec4 texel = texture2D(originalTexture, gl_TexCoord[0].st);
|
||||
Material material = getMaterial();
|
||||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(interpolatedNormal.xyz),
|
||||
glowIntensity * texel.a,
|
||||
gl_Color.rgb * texel.rgb,
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
normalize(_normal.xyz),
|
||||
glowIntensity * texel.a,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
}
|
|
@ -12,7 +12,10 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
@ -22,38 +25,31 @@ const int INDICES_PER_VERTEX = 4;
|
|||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
// interpolated eye position
|
||||
varying vec4 interpolatedPosition;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
mat4 clusterMatrix = clusterMatrices[inSkinClusterIndex[i]];
|
||||
float clusterWeight = inSkinClusterWeight[i].x;
|
||||
position += clusterMatrix * inPosition * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
// pass along the diffuse color
|
||||
color = gl_Color.xyz;
|
||||
_color = inColor.rgb;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, interpolatedPosition, gl_Position)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
_normal = interpolatedNormal.xyz;
|
||||
}
|
||||
|
|
|
@ -12,7 +12,10 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
@ -22,40 +25,29 @@ const int INDICES_PER_VERTEX = 4;
|
|||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
// interpolated eye position
|
||||
varying vec4 interpolatedPosition;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec3 color;
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
|
||||
mat4 clusterMatrix = clusterMatrices[inSkinClusterIndex[i]];
|
||||
float clusterWeight = inSkinClusterWeight[i].x;
|
||||
position += clusterMatrix * inPosition * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
|
||||
interpolatedTangent += clusterMatrix * vec4(inTangent.xyz, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
// pass along the diffuse color
|
||||
color = gl_Color.xyz;
|
||||
_color = inColor.rgb;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
|
@ -63,10 +55,10 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, interpolatedPosition, gl_Position)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
_normal = interpolatedNormal.xyz;
|
||||
_tangent = interpolatedTangent.xyz;
|
||||
}
|
||||
|
|
|
@ -24,9 +24,12 @@
|
|||
// The view Matrix
|
||||
uniform mat4 invViewMat;
|
||||
|
||||
in vec4 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
vec2 texCoord = _texCoord0.st / _texCoord0.q;
|
||||
DeferredFragment frag = unpackDeferredFragment(texCoord);
|
||||
|
||||
// Kill if in front of the light volume
|
||||
|
@ -70,7 +73,7 @@ void main(void) {
|
|||
|
||||
// Final Lighting color
|
||||
vec3 fragColor = shading.w * (frag.diffuse + shading.xyz);
|
||||
gl_FragColor = vec4(fragColor * angularAttenuation * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
|
||||
_fragColor = vec4(fragColor * angularAttenuation * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
|
||||
|
||||
if (getLightShowContour(light) > 0.0) {
|
||||
// Show edges
|
||||
|
@ -80,7 +83,7 @@ void main(void) {
|
|||
float edge = abs(2.0 * (edgeDist / (0.1)) - 1.0);
|
||||
if (edge < 1) {
|
||||
float edgeCoord = exp2(-8.0*edge*edge);
|
||||
gl_FragColor = vec4(edgeCoord * edgeCoord * getLightColor(light), 0.0);
|
||||
_fragColor = vec4(edgeCoord * edgeCoord * getLightColor(light), 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,11 +14,14 @@
|
|||
// the texture
|
||||
uniform sampler2D colorMap;
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
varying vec4 varColor;
|
||||
in vec3 _position;
|
||||
in vec3 _normal;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _color;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 color = texture2D(colorMap, varTexcoord);
|
||||
gl_FragColor = color * varColor;
|
||||
vec4 color = texture(colorMap, _texCoord0);
|
||||
_fragColor = color * _color;
|
||||
}
|
||||
|
|
|
@ -12,24 +12,25 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec3 varPosition;
|
||||
varying vec3 varNormal;
|
||||
varying vec2 varTexcoord;
|
||||
varying vec4 varColor;
|
||||
out vec3 _position;
|
||||
out vec3 _normal;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _color;
|
||||
|
||||
void main(void) {
|
||||
varTexcoord = gl_MultiTexCoord0.xy;
|
||||
varColor = gl_Color;
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
_color = inColor;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, varNormal)$>
|
||||
varNormal = normalize(varNormal);
|
||||
varPosition = gl_Vertex.xyz;
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
_position = inPosition.xyz;
|
||||
}
|
|
@ -10,4 +10,7 @@ set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
|
|||
# link in the shared libraries
|
||||
link_hifi_libraries(render-utils gpu shared)
|
||||
|
||||
copy_dlls_beside_windows_executable()
|
||||
|
||||
include_directories("${PROJECT_BINARY_DIR}/../../libraries/render-utils/")
|
||||
message(${PROJECT_BINARY_DIR})
|
||||
copy_dlls_beside_windows_executable()
|
||||
|
|
|
@ -11,11 +11,10 @@
|
|||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <mutex>
|
||||
|
||||
#include <QApplication>
|
||||
#include <QDir>
|
||||
#include <QElapsedTimer>
|
||||
#include <QWindow>
|
||||
#include <QtGlobal>
|
||||
#include <QFile>
|
||||
#include <QImage>
|
||||
#include <QLoggingCategory>
|
||||
|
@ -33,11 +32,64 @@
|
|||
#include <QTime>
|
||||
#include <QTimer>
|
||||
#include <QWindow>
|
||||
|
||||
|
||||
#include <QElapsedTimer>
|
||||
#include <QDir>
|
||||
#include <QGuiApplication>
|
||||
|
||||
#include <PathUtils.h>
|
||||
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
#include "gpu/Context.h"
|
||||
|
||||
#include "../model/Skybox_vert.h"
|
||||
#include "..//model/Skybox_frag.h"
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_frag.h"
|
||||
#include "simple_textured_frag.h"
|
||||
|
||||
#include "deferred_light_vert.h"
|
||||
#include "deferred_light_limited_vert.h"
|
||||
|
||||
#include "directional_light_frag.h"
|
||||
#include "directional_light_shadow_map_frag.h"
|
||||
#include "directional_light_cascaded_shadow_map_frag.h"
|
||||
|
||||
#include "directional_ambient_light_frag.h"
|
||||
#include "directional_ambient_light_shadow_map_frag.h"
|
||||
#include "directional_ambient_light_cascaded_shadow_map_frag.h"
|
||||
|
||||
#include "directional_skybox_light_frag.h"
|
||||
#include "directional_skybox_light_shadow_map_frag.h"
|
||||
#include "directional_skybox_light_cascaded_shadow_map_frag.h"
|
||||
|
||||
#include "point_light_frag.h"
|
||||
#include "spot_light_frag.h"
|
||||
|
||||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
|
||||
#include "model_vert.h"
|
||||
#include "model_shadow_vert.h"
|
||||
#include "model_normal_map_vert.h"
|
||||
#include "model_lightmap_vert.h"
|
||||
#include "model_lightmap_normal_map_vert.h"
|
||||
#include "skin_model_vert.h"
|
||||
#include "skin_model_shadow_vert.h"
|
||||
#include "skin_model_normal_map_vert.h"
|
||||
|
||||
#include "model_frag.h"
|
||||
#include "model_shadow_frag.h"
|
||||
#include "model_normal_map_frag.h"
|
||||
#include "model_normal_specular_map_frag.h"
|
||||
#include "model_specular_map_frag.h"
|
||||
#include "model_lightmap_frag.h"
|
||||
#include "model_lightmap_normal_map_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_frag.h"
|
||||
#include "model_lightmap_specular_map_frag.h"
|
||||
#include "model_translucent_frag.h"
|
||||
|
||||
class RateCounter {
|
||||
std::vector<float> times;
|
||||
QElapsedTimer timer;
|
||||
|
@ -111,8 +163,8 @@ public:
|
|||
// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
|
||||
format.setDepthBufferSize(16);
|
||||
format.setStencilBufferSize(8);
|
||||
format.setVersion(4, 5);
|
||||
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile);
|
||||
format.setVersion(4, 1);
|
||||
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
|
||||
format.setOption(QSurfaceFormat::DebugContext);
|
||||
|
||||
setFormat(format);
|
||||
|
@ -153,7 +205,7 @@ public:
|
|||
|
||||
makeCurrent();
|
||||
|
||||
setFramePosition(QPoint(-1000, 0));
|
||||
// setFramePosition(QPoint(-1000, 0));
|
||||
resize(QSize(800, 600));
|
||||
}
|
||||
|
||||
|
@ -184,6 +236,13 @@ static const glm::vec3 COLORS[4] = { { 1.0, 1.0, 1.0 }, { 0.5, 1.0, 0.5 }, {
|
|||
1.0, 0.5, 0.5 }, { 0.5, 0.5, 1.0 } };
|
||||
|
||||
|
||||
void testShaderBuild(const char* vs_src, const char * fs_src) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vs_src)));
|
||||
auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fs_src)));
|
||||
auto pr = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
|
||||
gpu::Shader::makeProgram(*pr);
|
||||
}
|
||||
|
||||
void QTestWindow::draw() {
|
||||
if (!isVisible()) {
|
||||
return;
|
||||
|
@ -193,6 +252,46 @@ void QTestWindow::draw() {
|
|||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glViewport(0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio());
|
||||
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]{
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
testShaderBuild(simple_vert, simple_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_light_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_light_shadow_map_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_light_cascaded_shadow_map_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_ambient_light_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_ambient_light_shadow_map_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_skybox_light_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_skybox_light_shadow_map_frag);
|
||||
testShaderBuild(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag);
|
||||
testShaderBuild(deferred_light_limited_vert, point_light_frag);
|
||||
testShaderBuild(deferred_light_limited_vert, spot_light_frag);
|
||||
testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag);
|
||||
|
||||
testShaderBuild(model_vert, model_frag);
|
||||
testShaderBuild(model_normal_map_vert, model_normal_map_frag);
|
||||
testShaderBuild(model_vert, model_specular_map_frag);
|
||||
testShaderBuild(model_normal_map_vert, model_normal_specular_map_frag);
|
||||
testShaderBuild(model_vert, model_translucent_frag);
|
||||
testShaderBuild(model_normal_map_vert, model_translucent_frag);
|
||||
testShaderBuild(model_lightmap_vert, model_lightmap_frag);
|
||||
testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_map_frag);
|
||||
testShaderBuild(model_lightmap_vert, model_lightmap_specular_map_frag);
|
||||
testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_specular_map_frag);
|
||||
|
||||
testShaderBuild(skin_model_vert, model_frag);
|
||||
testShaderBuild(skin_model_normal_map_vert, model_normal_map_frag);
|
||||
testShaderBuild(skin_model_vert, model_specular_map_frag);
|
||||
testShaderBuild(skin_model_normal_map_vert, model_normal_specular_map_frag);
|
||||
testShaderBuild(skin_model_vert, model_translucent_frag);
|
||||
testShaderBuild(skin_model_normal_map_vert, model_translucent_frag);
|
||||
|
||||
testShaderBuild(model_shadow_vert, model_shadow_frag);
|
||||
});
|
||||
// renderText();
|
||||
|
||||
_context->swapBuffers(this);
|
||||
glFinish();
|
||||
|
||||
|
@ -203,8 +302,26 @@ void QTestWindow::draw() {
|
|||
}
|
||||
}
|
||||
|
||||
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
|
||||
if (!message.isEmpty()) {
|
||||
#ifdef Q_OS_WIN
|
||||
OutputDebugStringA(message.toLocal8Bit().constData());
|
||||
OutputDebugStringA("\n");
|
||||
#else
|
||||
std::cout << message.toLocal8Bit().constData() << std::endl;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const char * LOG_FILTER_RULES = R"V0G0N(
|
||||
hifi.gpu=true
|
||||
)V0G0N";
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
QGuiApplication app(argc, argv);
|
||||
qInstallMessageHandler(messageHandler);
|
||||
QLoggingCategory::setFilterRules(LOG_FILTER_RULES);
|
||||
QTestWindow window;
|
||||
QTimer timer;
|
||||
timer.setInterval(1);
|
||||
|
|
|
@ -188,7 +188,6 @@ int main (int argc, char** argv) {
|
|||
std::ostringstream targetStringStream;
|
||||
if (makeCPlusPlus) {
|
||||
targetStringStream << "// File generated by Scribe " << vars["_SCRIBE_DATE"] << std::endl;
|
||||
|
||||
targetStringStream << "#ifndef scribe_" << targetName << "_h" << std::endl;
|
||||
targetStringStream << "#define scribe_" << targetName << "_h" << std::endl << std::endl;
|
||||
|
||||
|
|
Loading…
Reference in a new issue