mittsu-opengl 0.5.0
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +7 -0
- data/.codeclimate.yml +18 -0
- data/.github/workflows/build-workflow.yml +67 -0
- data/.gitignore +12 -0
- data/.rubocop.yml +1158 -0
- data/CODE_OF_CONDUCT.md +13 -0
- data/Gemfile +9 -0
- data/LICENSE.txt +21 -0
- data/README.md +195 -0
- data/Rakefile +8 -0
- data/bin/console +14 -0
- data/bin/setup +7 -0
- data/install-glfw.ps1 +13 -0
- data/lib/mittsu/generic_lib.rb +116 -0
- data/lib/mittsu/glfw/lib.rb +58 -0
- data/lib/mittsu/glfw/window.rb +231 -0
- data/lib/mittsu/opengl/buffer.rb +13 -0
- data/lib/mittsu/opengl/default_target.rb +50 -0
- data/lib/mittsu/opengl/geometry_group.rb +758 -0
- data/lib/mittsu/opengl/geometry_like.rb +132 -0
- data/lib/mittsu/opengl/gl_debug.rb +85 -0
- data/lib/mittsu/opengl/gl_extensions.rb +42 -0
- data/lib/mittsu/opengl/gl_mittsu_params.rb +53 -0
- data/lib/mittsu/opengl/helper.rb +120 -0
- data/lib/mittsu/opengl/implementation.rb +31 -0
- data/lib/mittsu/opengl/lib.rb +19 -0
- data/lib/mittsu/opengl/light_renderer.rb +43 -0
- data/lib/mittsu/opengl/material_basics.rb +57 -0
- data/lib/mittsu/opengl/plugins/shadow_map_plugin.rb +416 -0
- data/lib/mittsu/opengl/plugins/sprite_fragment.glsl +38 -0
- data/lib/mittsu/opengl/plugins/sprite_plugin.rb +250 -0
- data/lib/mittsu/opengl/plugins/sprite_vertex.glsl +31 -0
- data/lib/mittsu/opengl/program.rb +250 -0
- data/lib/mittsu/opengl/renderer.rb +1028 -0
- data/lib/mittsu/opengl/shader/chunk.rb +11 -0
- data/lib/mittsu/opengl/shader/chunks/alphamap_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/alphamap_pars_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/alphatest_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/bumpmap_pars_fragment.glsl +40 -0
- data/lib/mittsu/opengl/shader/chunks/color_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/color_pars_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/color_pars_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/color_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/common.glsl +60 -0
- data/lib/mittsu/opengl/shader/chunks/default_vertex.glsl +15 -0
- data/lib/mittsu/opengl/shader/chunks/defaultnormal_vertex.glsl +21 -0
- data/lib/mittsu/opengl/shader/chunks/envmap_fragment.glsl +62 -0
- data/lib/mittsu/opengl/shader/chunks/envmap_pars_fragment.glsl +21 -0
- data/lib/mittsu/opengl/shader/chunks/envmap_pars_vertex.glsl +7 -0
- data/lib/mittsu/opengl/shader/chunks/envmap_vertex.glsl +17 -0
- data/lib/mittsu/opengl/shader/chunks/fog_fragment.glsl +26 -0
- data/lib/mittsu/opengl/shader/chunks/fog_pars_fragment.glsl +15 -0
- data/lib/mittsu/opengl/shader/chunks/lightmap_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/lightmap_pars_fragment.glsl +6 -0
- data/lib/mittsu/opengl/shader/chunks/lightmap_pars_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/lightmap_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/lights_lambert_pars_vertex.glsl +43 -0
- data/lib/mittsu/opengl/shader/chunks/lights_lambert_vertex.glsl +196 -0
- data/lib/mittsu/opengl/shader/chunks/lights_phong_fragment.glsl +243 -0
- data/lib/mittsu/opengl/shader/chunks/lights_phong_pars_fragment.glsl +58 -0
- data/lib/mittsu/opengl/shader/chunks/lights_phong_pars_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/lights_phong_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/linear_to_gamma_fragment.glsl +2 -0
- data/lib/mittsu/opengl/shader/chunks/logdepthbuf_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/logdepthbuf_pars_fragment.glsl +12 -0
- data/lib/mittsu/opengl/shader/chunks/logdepthbuf_pars_vertex.glsl +11 -0
- data/lib/mittsu/opengl/shader/chunks/logdepthbuf_vertex.glsl +15 -0
- data/lib/mittsu/opengl/shader/chunks/map_fragment.glsl +9 -0
- data/lib/mittsu/opengl/shader/chunks/map_pars_fragment.glsl +11 -0
- data/lib/mittsu/opengl/shader/chunks/map_pars_vertex.glsl +6 -0
- data/lib/mittsu/opengl/shader/chunks/map_particle_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/map_particle_pars_fragment.glsl +6 -0
- data/lib/mittsu/opengl/shader/chunks/map_vertex.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/morphnormal_vertex.glsl +12 -0
- data/lib/mittsu/opengl/shader/chunks/morphtarget_pars_vertex.glsl +13 -0
- data/lib/mittsu/opengl/shader/chunks/morphtarget_vertex.glsl +20 -0
- data/lib/mittsu/opengl/shader/chunks/normalmap_pars_fragment.glsl +27 -0
- data/lib/mittsu/opengl/shader/chunks/shadowmap_fragment.glsl +216 -0
- data/lib/mittsu/opengl/shader/chunks/shadowmap_pars_fragment.glsl +19 -0
- data/lib/mittsu/opengl/shader/chunks/shadowmap_pars_vertex.glsl +6 -0
- data/lib/mittsu/opengl/shader/chunks/shadowmap_vertex.glsl +9 -0
- data/lib/mittsu/opengl/shader/chunks/skinbase_vertex.glsl +8 -0
- data/lib/mittsu/opengl/shader/chunks/skinning_pars_vertex.glsl +47 -0
- data/lib/mittsu/opengl/shader/chunks/skinning_vertex.glsl +20 -0
- data/lib/mittsu/opengl/shader/chunks/skinnormal_vertex.glsl +20 -0
- data/lib/mittsu/opengl/shader/chunks/specularmap_fragment.glsl +12 -0
- data/lib/mittsu/opengl/shader/chunks/specularmap_pars_fragment.glsl +5 -0
- data/lib/mittsu/opengl/shader/chunks/worldpos_vertex.glsl +17 -0
- data/lib/mittsu/opengl/shader/lib/basic/basic_fragment.rbsl +37 -0
- data/lib/mittsu/opengl/shader/lib/basic/basic_uniforms.rbslu +3 -0
- data/lib/mittsu/opengl/shader/lib/basic/basic_vertex.rbsl +33 -0
- data/lib/mittsu/opengl/shader/lib/cube/cube_fragment.rbsl +12 -0
- data/lib/mittsu/opengl/shader/lib/cube/cube_uniforms.rbslu +2 -0
- data/lib/mittsu/opengl/shader/lib/cube/cube_vertex.rbsl +12 -0
- data/lib/mittsu/opengl/shader/lib/depth_rgba/depth_rgba_fragment.rbsl +26 -0
- data/lib/mittsu/opengl/shader/lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
- data/lib/mittsu/opengl/shader/lib/depth_rgba/depth_rgba_vertex.rbsl +12 -0
- data/lib/mittsu/opengl/shader/lib/lambert/lambert_fragment.rbsl +56 -0
- data/lib/mittsu/opengl/shader/lib/lambert/lambert_uniforms.rbslu +7 -0
- data/lib/mittsu/opengl/shader/lib/lambert/lambert_vertex.rbsl +37 -0
- data/lib/mittsu/opengl/shader/lib/particle_basic/particle_basic_fragment.rbsl +27 -0
- data/lib/mittsu/opengl/shader/lib/particle_basic/particle_basic_uniforms.rbslu +2 -0
- data/lib/mittsu/opengl/shader/lib/particle_basic/particle_basic_vertex.rbsl +25 -0
- data/lib/mittsu/opengl/shader/lib/phong/phong_fragment.rbsl +45 -0
- data/lib/mittsu/opengl/shader/lib/phong/phong_uniforms.rbslu +11 -0
- data/lib/mittsu/opengl/shader/lib/phong/phong_vertex.rbsl +43 -0
- data/lib/mittsu/opengl/shader/lib.rb +45 -0
- data/lib/mittsu/opengl/shader/rbsl_loader.rb +168 -0
- data/lib/mittsu/opengl/shader/templates/fragment.glsl.erb +105 -0
- data/lib/mittsu/opengl/shader/templates/vertex.glsl.erb +143 -0
- data/lib/mittsu/opengl/shader/uniforms_lib.rb +86 -0
- data/lib/mittsu/opengl/shader/uniforms_utils.rb +31 -0
- data/lib/mittsu/opengl/shader.rb +56 -0
- data/lib/mittsu/opengl/state.rb +205 -0
- data/lib/mittsu/opengl/version.rb +5 -0
- data/lib/mittsu/opengl.rb +2 -0
- data/lib/mittsu/opengl_implementation/core/buffer_geometry.rb +11 -0
- data/lib/mittsu/opengl_implementation/core/geometry.rb +346 -0
- data/lib/mittsu/opengl_implementation/core/object_3d.rb +134 -0
- data/lib/mittsu/opengl_implementation/lights/ambient_light.rb +26 -0
- data/lib/mittsu/opengl_implementation/lights/directional_light.rb +35 -0
- data/lib/mittsu/opengl_implementation/lights/hemisphere_light.rb +39 -0
- data/lib/mittsu/opengl_implementation/lights/light.rb +55 -0
- data/lib/mittsu/opengl_implementation/lights/point_light.rb +36 -0
- data/lib/mittsu/opengl_implementation/lights/spot_light.rb +47 -0
- data/lib/mittsu/opengl_implementation/materials/line_basic_material.rb +16 -0
- data/lib/mittsu/opengl_implementation/materials/material.rb +274 -0
- data/lib/mittsu/opengl_implementation/materials/mesh_basic_material.rb +21 -0
- data/lib/mittsu/opengl_implementation/materials/mesh_lambert_material.rb +33 -0
- data/lib/mittsu/opengl_implementation/materials/mesh_phong_material.rb +44 -0
- data/lib/mittsu/opengl_implementation/materials/point_cloud_material.rb +27 -0
- data/lib/mittsu/opengl_implementation/materials/shader_material.rb +11 -0
- data/lib/mittsu/opengl_implementation/objects/group.rb +9 -0
- data/lib/mittsu/opengl_implementation/objects/line.rb +45 -0
- data/lib/mittsu/opengl_implementation/objects/mesh.rb +70 -0
- data/lib/mittsu/opengl_implementation/objects/point_cloud.rb +39 -0
- data/lib/mittsu/opengl_implementation/objects/sprite.rb +12 -0
- data/lib/mittsu/opengl_implementation/scenes/scene.rb +9 -0
- data/lib/mittsu/opengl_implementation/textures/compressed_texture.rb +20 -0
- data/lib/mittsu/opengl_implementation/textures/cube_texture.rb +77 -0
- data/lib/mittsu/opengl_implementation/textures/data_texture.rb +21 -0
- data/lib/mittsu/opengl_implementation/textures/render_target.rb +124 -0
- data/lib/mittsu/opengl_implementation/textures/texture.rb +107 -0
- data/mittsu-opengl.gemspec +36 -0
- metadata +314 -0
@@ -0,0 +1,243 @@
|
|
1
|
+
#ifndef FLAT_SHADED
|
2
|
+
|
3
|
+
vec3 normal = normalize( vNormal );
|
4
|
+
|
5
|
+
#ifdef DOUBLE_SIDED
|
6
|
+
|
7
|
+
normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
|
8
|
+
|
9
|
+
#endif
|
10
|
+
|
11
|
+
#else
|
12
|
+
|
13
|
+
vec3 fdx = dFdx( vViewPosition );
|
14
|
+
vec3 fdy = dFdy( vViewPosition );
|
15
|
+
vec3 normal = normalize( cross( fdx, fdy ) );
|
16
|
+
|
17
|
+
#endif
|
18
|
+
|
19
|
+
vec3 viewPosition = normalize( vViewPosition );
|
20
|
+
|
21
|
+
#ifdef USE_NORMALMAP
|
22
|
+
|
23
|
+
normal = perturbNormal2Arb( -vViewPosition, normal );
|
24
|
+
|
25
|
+
#elif defined( USE_BUMPMAP )
|
26
|
+
|
27
|
+
normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
|
28
|
+
|
29
|
+
#endif
|
30
|
+
|
31
|
+
vec3 totalDiffuseLight = vec3( 0.0 );
|
32
|
+
vec3 totalSpecularLight = vec3( 0.0 );
|
33
|
+
|
34
|
+
#if MAX_POINT_LIGHTS > 0
|
35
|
+
|
36
|
+
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
|
37
|
+
|
38
|
+
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
|
39
|
+
vec3 lVector = lPosition.xyz + vViewPosition.xyz;
|
40
|
+
|
41
|
+
float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
|
42
|
+
|
43
|
+
lVector = normalize( lVector );
|
44
|
+
|
45
|
+
// diffuse
|
46
|
+
|
47
|
+
float dotProduct = dot( normal, lVector );
|
48
|
+
|
49
|
+
#ifdef WRAP_AROUND
|
50
|
+
|
51
|
+
float pointDiffuseWeightFull = max( dotProduct, 0.0 );
|
52
|
+
float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
|
53
|
+
|
54
|
+
vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );
|
55
|
+
|
56
|
+
#else
|
57
|
+
|
58
|
+
float pointDiffuseWeight = max( dotProduct, 0.0 );
|
59
|
+
|
60
|
+
#endif
|
61
|
+
|
62
|
+
totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;
|
63
|
+
|
64
|
+
// specular
|
65
|
+
|
66
|
+
vec3 pointHalfVector = normalize( lVector + viewPosition );
|
67
|
+
float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
|
68
|
+
float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );
|
69
|
+
|
70
|
+
float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
71
|
+
|
72
|
+
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );
|
73
|
+
totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;
|
74
|
+
|
75
|
+
}
|
76
|
+
|
77
|
+
#endif
|
78
|
+
|
79
|
+
#if MAX_SPOT_LIGHTS > 0
|
80
|
+
|
81
|
+
for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
|
82
|
+
|
83
|
+
vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
|
84
|
+
vec3 lVector = lPosition.xyz + vViewPosition.xyz;
|
85
|
+
|
86
|
+
float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
|
87
|
+
|
88
|
+
lVector = normalize( lVector );
|
89
|
+
|
90
|
+
float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );
|
91
|
+
|
92
|
+
if ( spotEffect > spotLightAngleCos[ i ] ) {
|
93
|
+
|
94
|
+
spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
|
95
|
+
|
96
|
+
// diffuse
|
97
|
+
|
98
|
+
float dotProduct = dot( normal, lVector );
|
99
|
+
|
100
|
+
#ifdef WRAP_AROUND
|
101
|
+
|
102
|
+
float spotDiffuseWeightFull = max( dotProduct, 0.0 );
|
103
|
+
float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
|
104
|
+
|
105
|
+
vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );
|
106
|
+
|
107
|
+
#else
|
108
|
+
|
109
|
+
float spotDiffuseWeight = max( dotProduct, 0.0 );
|
110
|
+
|
111
|
+
#endif
|
112
|
+
|
113
|
+
totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;
|
114
|
+
|
115
|
+
// specular
|
116
|
+
|
117
|
+
vec3 spotHalfVector = normalize( lVector + viewPosition );
|
118
|
+
float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
|
119
|
+
float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );
|
120
|
+
|
121
|
+
float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
122
|
+
|
123
|
+
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );
|
124
|
+
totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;
|
125
|
+
|
126
|
+
}
|
127
|
+
|
128
|
+
}
|
129
|
+
|
130
|
+
#endif
|
131
|
+
|
132
|
+
#if MAX_DIR_LIGHTS > 0
|
133
|
+
|
134
|
+
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
|
135
|
+
|
136
|
+
vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
|
137
|
+
|
138
|
+
// diffuse
|
139
|
+
|
140
|
+
float dotProduct = dot( normal, dirVector );
|
141
|
+
|
142
|
+
#ifdef WRAP_AROUND
|
143
|
+
|
144
|
+
float dirDiffuseWeightFull = max( dotProduct, 0.0 );
|
145
|
+
float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
|
146
|
+
|
147
|
+
vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );
|
148
|
+
|
149
|
+
#else
|
150
|
+
|
151
|
+
float dirDiffuseWeight = max( dotProduct, 0.0 );
|
152
|
+
|
153
|
+
#endif
|
154
|
+
|
155
|
+
totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;
|
156
|
+
|
157
|
+
// specular
|
158
|
+
|
159
|
+
vec3 dirHalfVector = normalize( dirVector + viewPosition );
|
160
|
+
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
|
161
|
+
float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );
|
162
|
+
|
163
|
+
/*
|
164
|
+
// fresnel term from skin shader
|
165
|
+
const float F0 = 0.128;
|
166
|
+
|
167
|
+
float base = 1.0 - dot( viewPosition, dirHalfVector );
|
168
|
+
float exponential = pow( base, 5.0 );
|
169
|
+
|
170
|
+
float fresnel = exponential + F0 * ( 1.0 - exponential );
|
171
|
+
*/
|
172
|
+
|
173
|
+
/*
|
174
|
+
// fresnel term from fresnel shader
|
175
|
+
const float mFresnelBias = 0.08;
|
176
|
+
const float mFresnelScale = 0.3;
|
177
|
+
const float mFresnelPower = 5.0;
|
178
|
+
|
179
|
+
float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );
|
180
|
+
*/
|
181
|
+
|
182
|
+
float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
183
|
+
|
184
|
+
// dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;
|
185
|
+
|
186
|
+
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );
|
187
|
+
totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;
|
188
|
+
|
189
|
+
|
190
|
+
}
|
191
|
+
|
192
|
+
#endif
|
193
|
+
|
194
|
+
#if MAX_HEMI_LIGHTS > 0
|
195
|
+
|
196
|
+
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
|
197
|
+
|
198
|
+
vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );
|
199
|
+
|
200
|
+
// diffuse
|
201
|
+
|
202
|
+
float dotProduct = dot( normal, lVector );
|
203
|
+
float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
|
204
|
+
|
205
|
+
vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
|
206
|
+
|
207
|
+
totalDiffuseLight += hemiColor;
|
208
|
+
|
209
|
+
// specular (sky light)
|
210
|
+
|
211
|
+
vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );
|
212
|
+
float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;
|
213
|
+
float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );
|
214
|
+
|
215
|
+
// specular (ground light)
|
216
|
+
|
217
|
+
vec3 lVectorGround = -lVector;
|
218
|
+
|
219
|
+
vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );
|
220
|
+
float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;
|
221
|
+
float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );
|
222
|
+
|
223
|
+
float dotProductGround = dot( normal, lVectorGround );
|
224
|
+
|
225
|
+
float specularNormalization = ( shininess + 2.0 ) / 8.0;
|
226
|
+
|
227
|
+
vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );
|
228
|
+
vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );
|
229
|
+
totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );
|
230
|
+
|
231
|
+
}
|
232
|
+
|
233
|
+
#endif
|
234
|
+
|
235
|
+
#ifdef METAL
|
236
|
+
|
237
|
+
outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;
|
238
|
+
|
239
|
+
#else
|
240
|
+
|
241
|
+
outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;
|
242
|
+
|
243
|
+
#endif
|
@@ -0,0 +1,58 @@
|
|
1
|
+
uniform vec3 ambientLightColor;
|
2
|
+
|
3
|
+
#if MAX_DIR_LIGHTS > 0
|
4
|
+
|
5
|
+
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
|
6
|
+
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
|
7
|
+
|
8
|
+
#endif
|
9
|
+
|
10
|
+
#if MAX_HEMI_LIGHTS > 0
|
11
|
+
|
12
|
+
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
|
13
|
+
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
|
14
|
+
uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];
|
15
|
+
|
16
|
+
#endif
|
17
|
+
|
18
|
+
#if MAX_POINT_LIGHTS > 0
|
19
|
+
|
20
|
+
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
|
21
|
+
|
22
|
+
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
|
23
|
+
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
|
24
|
+
uniform float pointLightDecay[ MAX_POINT_LIGHTS ];
|
25
|
+
|
26
|
+
#endif
|
27
|
+
|
28
|
+
#if MAX_SPOT_LIGHTS > 0
|
29
|
+
|
30
|
+
uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
|
31
|
+
uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
|
32
|
+
uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
|
33
|
+
uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
|
34
|
+
uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
|
35
|
+
uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
|
36
|
+
uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];
|
37
|
+
|
38
|
+
#endif
|
39
|
+
|
40
|
+
#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
|
41
|
+
|
42
|
+
in vec3 vWorldPosition;
|
43
|
+
|
44
|
+
#endif
|
45
|
+
|
46
|
+
#ifdef WRAP_AROUND
|
47
|
+
|
48
|
+
uniform vec3 wrapRGB;
|
49
|
+
|
50
|
+
#endif
|
51
|
+
|
52
|
+
in vec3 vViewPosition;
|
53
|
+
|
54
|
+
#ifndef FLAT_SHADED
|
55
|
+
|
56
|
+
in vec3 vNormal;
|
57
|
+
|
58
|
+
#endif
|
@@ -0,0 +1,15 @@
|
|
1
|
+
#ifdef USE_LOGDEPTHBUF
|
2
|
+
|
3
|
+
gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;
|
4
|
+
|
5
|
+
#ifdef USE_LOGDEPTHBUF_EXT
|
6
|
+
|
7
|
+
vFragDepth = 1.0 + gl_Position.w;
|
8
|
+
|
9
|
+
#else
|
10
|
+
|
11
|
+
gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;
|
12
|
+
|
13
|
+
#endif
|
14
|
+
|
15
|
+
#endif
|
@@ -0,0 +1,12 @@
|
|
1
|
+
#ifdef USE_MORPHNORMALS
|
2
|
+
|
3
|
+
vec3 morphedNormal = vec3( 0.0 );
|
4
|
+
|
5
|
+
morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
|
6
|
+
morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];
|
7
|
+
morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];
|
8
|
+
morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];
|
9
|
+
|
10
|
+
morphedNormal += normal;
|
11
|
+
|
12
|
+
#endif
|
@@ -0,0 +1,20 @@
|
|
1
|
+
#ifdef USE_MORPHTARGETS
|
2
|
+
|
3
|
+
vec3 morphed = vec3( 0.0 );
|
4
|
+
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
|
5
|
+
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
|
6
|
+
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
|
7
|
+
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
|
8
|
+
|
9
|
+
#ifndef USE_MORPHNORMALS
|
10
|
+
|
11
|
+
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
|
12
|
+
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
|
13
|
+
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
|
14
|
+
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
|
15
|
+
|
16
|
+
#endif
|
17
|
+
|
18
|
+
morphed += position;
|
19
|
+
|
20
|
+
#endif
|
@@ -0,0 +1,27 @@
|
|
1
|
+
#ifdef USE_NORMALMAP
|
2
|
+
|
3
|
+
uniform sampler2D normalMap;
|
4
|
+
uniform vec2 normalScale;
|
5
|
+
|
6
|
+
// Per-Pixel Tangent Space Normal Mapping
|
7
|
+
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
|
8
|
+
|
9
|
+
vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {
|
10
|
+
|
11
|
+
vec3 q0 = dFdx( eye_pos.xyz );
|
12
|
+
vec3 q1 = dFdy( eye_pos.xyz );
|
13
|
+
vec2 st0 = dFdx( vUv.st );
|
14
|
+
vec2 st1 = dFdy( vUv.st );
|
15
|
+
|
16
|
+
vec3 S = normalize( q0 * st1.t - q1 * st0.t );
|
17
|
+
vec3 T = normalize( -q0 * st1.s + q1 * st0.s );
|
18
|
+
vec3 N = normalize( surf_norm );
|
19
|
+
|
20
|
+
vec3 mapN = texture( normalMap, vUv ).xyz * 2.0 - 1.0;
|
21
|
+
mapN.xy = normalScale * mapN.xy;
|
22
|
+
mat3 tsn = mat3( S, T, N );
|
23
|
+
return normalize( tsn * mapN );
|
24
|
+
|
25
|
+
}
|
26
|
+
|
27
|
+
#endif
|