mittsu-opengl 0.5.0
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- 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
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#ifdef USE_SHADOWMAP
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#ifdef SHADOWMAP_DEBUG
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vec3 frustumColors[3];
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frustumColors[0] = vec3( 1.0, 0.5, 0.0 );
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frustumColors[1] = vec3( 0.0, 1.0, 0.8 );
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frustumColors[2] = vec3( 0.0, 0.5, 1.0 );
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#endif
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#ifdef SHADOWMAP_CASCADE
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int inFrustumCount = 0;
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#endif
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float fDepth;
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vec3 shadowColor = vec3( 1.0 );
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<% parameters[:max_shadows].times do |i| %>
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vec3 shadowCoord = vShadowCoord[ <%= i %> ].xyz / vShadowCoord[ <%= i %> ].w;
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// if ( something && something ) breaks ATI OpenGL shader compiler
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// if ( all( something, something ) ) using this instead
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bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
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bool inFrustum = all( inFrustumVec );
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// don't shadow pixels outside of light frustum
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// use just first frustum (for cascades)
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// don't shadow pixels behind far plane of light frustum
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#ifdef SHADOWMAP_CASCADE
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inFrustumCount += int( inFrustum );
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bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );
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#else
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bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
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#endif
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bool frustumTest = all( frustumTestVec );
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if ( frustumTest ) {
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shadowCoord.z += shadowBias[ <%= i %> ];
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#if defined( SHADOWMAP_TYPE_PCF )
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// Percentage-close filtering
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// (9 pixel kernel)
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// http://fabiensanglard.net/shadowmappingPCF/
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float shadow = 0.0;
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/*
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// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
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// must enroll loop manually
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for ( float y = -1.25; y <= 1.25; y += 1.25 )
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for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
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vec4 rgbaDepth = texture( shadowMap[ <%= i %> ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
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// doesn't seem to produce any noticeable visual difference compared to simple texture lookup
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//vec4 rgbaDepth = textureProj( shadowMap[ <%= i %> ], vec4( vShadowCoord[ <%= i %> ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ <%= i %> ].w ) );
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float fDepth = unpackDepth( rgbaDepth );
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if ( fDepth < shadowCoord.z )
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shadow += 1.0;
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}
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shadow /= 9.0;
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*/
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const float shadowDelta = 1.0 / 9.0;
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float xPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].x;
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float yPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].y;
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float dx0 = -1.25 * xPixelOffset;
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float dy0 = -1.25 * yPixelOffset;
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float dx1 = 1.25 * xPixelOffset;
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float dy1 = 1.25 * yPixelOffset;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ <%= i %> ] * shadow ) );
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#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
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// Percentage-close filtering
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// (9 pixel kernel)
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// http://fabiensanglard.net/shadowmappingPCF/
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float shadow = 0.0;
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float xPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].x;
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float yPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].y;
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float dx0 = -1.0 * xPixelOffset;
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float dy0 = -1.0 * yPixelOffset;
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float dx1 = 1.0 * xPixelOffset;
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float dy1 = 1.0 * yPixelOffset;
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mat3 shadowKernel;
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mat3 depthKernel;
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depthKernel[0][0] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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depthKernel[0][1] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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depthKernel[0][2] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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depthKernel[1][0] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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depthKernel[1][1] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy ) );
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depthKernel[1][2] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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depthKernel[2][0] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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depthKernel[2][1] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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depthKernel[2][2] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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vec3 shadowZ = vec3( shadowCoord.z );
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shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));
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shadowKernel[0] *= vec3(0.25);
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shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));
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shadowKernel[1] *= vec3(0.25);
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shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));
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shadowKernel[2] *= vec3(0.25);
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vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[<%= i %>].xy );
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shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );
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shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );
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vec4 shadowValues;
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|
+
shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );
|
167
|
+
shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );
|
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|
+
shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );
|
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|
+
shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );
|
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+
|
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|
+
shadow = dot( shadowValues, vec4( 1.0 ) );
|
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+
|
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+
shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ <%= i %> ] * shadow ) );
|
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+
|
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|
+
#else
|
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+
|
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+
vec4 rgbaDepth = texture( shadowMap[ <%= i %> ], shadowCoord.xy );
|
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+
float fDepth = unpackDepth( rgbaDepth );
|
179
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+
|
180
|
+
if ( fDepth < shadowCoord.z )
|
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+
|
182
|
+
// spot with multiple shadows is darker
|
183
|
+
|
184
|
+
shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ <%= i %> ] );
|
185
|
+
|
186
|
+
// spot with multiple shadows has the same color as single shadow spot
|
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+
|
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|
+
// shadowColor = min( shadowColor, vec3( shadowDarkness[ <%= i %> ] ) );
|
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+
|
190
|
+
#endif
|
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+
|
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+
}
|
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|
+
|
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+
|
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|
+
#ifdef SHADOWMAP_DEBUG
|
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+
|
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|
+
#ifdef SHADOWMAP_CASCADE
|
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+
|
199
|
+
if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ <%= i %> ];
|
200
|
+
|
201
|
+
#else
|
202
|
+
|
203
|
+
if ( inFrustum ) outgoingLight *= frustumColors[ <%= i %> ];
|
204
|
+
|
205
|
+
#endif
|
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+
|
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|
+
#endif
|
208
|
+
|
209
|
+
<% end %>
|
210
|
+
|
211
|
+
// NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014
|
212
|
+
shadowColor = inputToLinear( shadowColor );
|
213
|
+
|
214
|
+
outgoingLight = outgoingLight * shadowColor;
|
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|
+
|
216
|
+
#endif
|
@@ -0,0 +1,19 @@
|
|
1
|
+
#ifdef USE_SHADOWMAP
|
2
|
+
|
3
|
+
uniform sampler2D shadowMap[ MAX_SHADOWS ];
|
4
|
+
uniform vec2 shadowMapSize[ MAX_SHADOWS ];
|
5
|
+
|
6
|
+
uniform float shadowDarkness[ MAX_SHADOWS ];
|
7
|
+
uniform float shadowBias[ MAX_SHADOWS ];
|
8
|
+
|
9
|
+
in vec4 vShadowCoord[ MAX_SHADOWS ];
|
10
|
+
|
11
|
+
float unpackDepth( const in vec4 rgba_depth ) {
|
12
|
+
|
13
|
+
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
|
14
|
+
float depth = dot( rgba_depth, bit_shift );
|
15
|
+
return depth;
|
16
|
+
|
17
|
+
}
|
18
|
+
|
19
|
+
#endif
|
@@ -0,0 +1,47 @@
|
|
1
|
+
#ifdef USE_SKINNING
|
2
|
+
|
3
|
+
uniform mat4 bindMatrix;
|
4
|
+
uniform mat4 bindMatrixInverse;
|
5
|
+
|
6
|
+
#ifdef BONE_TEXTURE
|
7
|
+
|
8
|
+
uniform sampler2D boneTexture;
|
9
|
+
uniform int boneTextureWidth;
|
10
|
+
uniform int boneTextureHeight;
|
11
|
+
|
12
|
+
mat4 getBoneMatrix( const in float i ) {
|
13
|
+
|
14
|
+
float j = i * 4.0;
|
15
|
+
float x = mod( j, float( boneTextureWidth ) );
|
16
|
+
float y = floor( j / float( boneTextureWidth ) );
|
17
|
+
|
18
|
+
float dx = 1.0 / float( boneTextureWidth );
|
19
|
+
float dy = 1.0 / float( boneTextureHeight );
|
20
|
+
|
21
|
+
y = dy * ( y + 0.5 );
|
22
|
+
|
23
|
+
vec4 v1 = texture( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
|
24
|
+
vec4 v2 = texture( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
|
25
|
+
vec4 v3 = texture( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
|
26
|
+
vec4 v4 = texture( boneTexture, vec2( dx * ( x + 3.5 ), y ) );
|
27
|
+
|
28
|
+
mat4 bone = mat4( v1, v2, v3, v4 );
|
29
|
+
|
30
|
+
return bone;
|
31
|
+
|
32
|
+
}
|
33
|
+
|
34
|
+
#else
|
35
|
+
|
36
|
+
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
|
37
|
+
|
38
|
+
mat4 getBoneMatrix( const in float i ) {
|
39
|
+
|
40
|
+
mat4 bone = boneGlobalMatrices[ int(i) ];
|
41
|
+
return bone;
|
42
|
+
|
43
|
+
}
|
44
|
+
|
45
|
+
#endif
|
46
|
+
|
47
|
+
#endif
|
@@ -0,0 +1,20 @@
|
|
1
|
+
#ifdef USE_SKINNING
|
2
|
+
|
3
|
+
#ifdef USE_MORPHTARGETS
|
4
|
+
|
5
|
+
vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );
|
6
|
+
|
7
|
+
#else
|
8
|
+
|
9
|
+
vec4 skinVertex = bindMatrix * vec4( position, 1.0 );
|
10
|
+
|
11
|
+
#endif
|
12
|
+
|
13
|
+
vec4 skinned = vec4( 0.0 );
|
14
|
+
skinned += boneMatX * skinVertex * skinWeight.x;
|
15
|
+
skinned += boneMatY * skinVertex * skinWeight.y;
|
16
|
+
skinned += boneMatZ * skinVertex * skinWeight.z;
|
17
|
+
skinned += boneMatW * skinVertex * skinWeight.w;
|
18
|
+
skinned = bindMatrixInverse * skinned;
|
19
|
+
|
20
|
+
#endif
|
@@ -0,0 +1,20 @@
|
|
1
|
+
#ifdef USE_SKINNING
|
2
|
+
|
3
|
+
mat4 skinMatrix = mat4( 0.0 );
|
4
|
+
skinMatrix += skinWeight.x * boneMatX;
|
5
|
+
skinMatrix += skinWeight.y * boneMatY;
|
6
|
+
skinMatrix += skinWeight.z * boneMatZ;
|
7
|
+
skinMatrix += skinWeight.w * boneMatW;
|
8
|
+
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
|
9
|
+
|
10
|
+
#ifdef USE_MORPHNORMALS
|
11
|
+
|
12
|
+
vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );
|
13
|
+
|
14
|
+
#else
|
15
|
+
|
16
|
+
vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );
|
17
|
+
|
18
|
+
#endif
|
19
|
+
|
20
|
+
#endif
|
@@ -0,0 +1,17 @@
|
|
1
|
+
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
|
2
|
+
|
3
|
+
#ifdef USE_SKINNING
|
4
|
+
|
5
|
+
vec4 worldPosition = modelMatrix * skinned;
|
6
|
+
|
7
|
+
#elif defined( USE_MORPHTARGETS )
|
8
|
+
|
9
|
+
vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );
|
10
|
+
|
11
|
+
#else
|
12
|
+
|
13
|
+
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
|
14
|
+
|
15
|
+
#endif
|
16
|
+
|
17
|
+
#endif
|
@@ -0,0 +1,37 @@
|
|
1
|
+
uniform vec3 diffuse;
|
2
|
+
uniform float opacity;
|
3
|
+
|
4
|
+
#include common
|
5
|
+
#include color_pars_fragment
|
6
|
+
#include map_pars_fragment
|
7
|
+
#include alphamap_pars_fragment
|
8
|
+
#include lightmap_pars_fragment
|
9
|
+
#include envmap_pars_fragment
|
10
|
+
#include fog_pars_fragment
|
11
|
+
#include shadowmap_pars_fragment
|
12
|
+
#include specularmap_pars_fragment
|
13
|
+
#include logdepthbuf_pars_fragment
|
14
|
+
|
15
|
+
void main() {
|
16
|
+
vec3 outgoingLight = vec3( 0.0 ); // outgoing light does not have an alpha, the surface does
|
17
|
+
vec4 diffuseColor = vec4( diffuse, opacity );
|
18
|
+
|
19
|
+
#include logdepthbuf_fragment
|
20
|
+
#include map_fragment
|
21
|
+
#include color_fragment
|
22
|
+
#include alphamap_fragment
|
23
|
+
#include alphatest_fragment
|
24
|
+
#include specularmap_fragment
|
25
|
+
|
26
|
+
outgoingLight = diffuseColor.rgb; // simple shader
|
27
|
+
|
28
|
+
#include lightmap_fragment // TODO: Light map on an otherwise unlit surface doesn't make sense.
|
29
|
+
#include envmap_fragment
|
30
|
+
#include shadowmap_fragment // TODO: Shadows on an otherwise unlit surface doesn't make sense.
|
31
|
+
|
32
|
+
#include linear_to_gamma_fragment
|
33
|
+
|
34
|
+
#include fog_fragment
|
35
|
+
|
36
|
+
fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
|
37
|
+
}
|
@@ -0,0 +1,33 @@
|
|
1
|
+
#include common
|
2
|
+
#include map_pars_vertex
|
3
|
+
#include lightmap_pars_vertex
|
4
|
+
#include envmap_pars_vertex
|
5
|
+
#include color_pars_vertex
|
6
|
+
#include morphtarget_pars_vertex
|
7
|
+
#include skinning_pars_vertex
|
8
|
+
#include shadowmap_pars_vertex
|
9
|
+
#include logdepthbuf_pars_vertex
|
10
|
+
|
11
|
+
void main() {
|
12
|
+
#include map_vertex
|
13
|
+
#include lightmap_vertex
|
14
|
+
#include color_vertex
|
15
|
+
#include skinbase_vertex
|
16
|
+
|
17
|
+
#ifdef USE_ENVMAP
|
18
|
+
|
19
|
+
#include morphnormal_vertex
|
20
|
+
#include skinnormal_vertex
|
21
|
+
#include defaultnormal_vertex
|
22
|
+
|
23
|
+
#endif
|
24
|
+
|
25
|
+
#include morphtarget_vertex
|
26
|
+
#include skinning_vertex
|
27
|
+
#include default_vertex
|
28
|
+
#include logdepthbuf_vertex
|
29
|
+
|
30
|
+
#include worldpos_vertex
|
31
|
+
#include envmap_vertex
|
32
|
+
#include shadowmap_vertex
|
33
|
+
}
|
@@ -0,0 +1,12 @@
|
|
1
|
+
uniform samplerCube tCube;
|
2
|
+
uniform float tFlip;
|
3
|
+
|
4
|
+
in vec3 vWorldPosition;
|
5
|
+
|
6
|
+
#include common
|
7
|
+
#include logdepthbuf_pars_fragment
|
8
|
+
|
9
|
+
void main() {
|
10
|
+
fragColor = texture( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
|
11
|
+
#include logdepthbuf_fragment
|
12
|
+
}
|
@@ -0,0 +1,12 @@
|
|
1
|
+
out vec3 vWorldPosition;
|
2
|
+
|
3
|
+
#include common
|
4
|
+
|
5
|
+
#include logdepthbuf_pars_vertex
|
6
|
+
|
7
|
+
void main() {
|
8
|
+
vWorldPosition = transformDirection( position, modelMatrix );
|
9
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
10
|
+
|
11
|
+
#include logdepthbuf_vertex
|
12
|
+
}
|
@@ -0,0 +1,26 @@
|
|
1
|
+
#include common
|
2
|
+
#include logdepthbuf_pars_fragment
|
3
|
+
|
4
|
+
vec4 pack_depth( const in float depth ) {
|
5
|
+
const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
|
6
|
+
const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
|
7
|
+
vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );
|
8
|
+
// vec4 res = fract( depth * bit_shift );
|
9
|
+
res -= res.xxyz * bit_mask;
|
10
|
+
return res;
|
11
|
+
}
|
12
|
+
|
13
|
+
void main() {
|
14
|
+
#include logdepthbuf_fragment
|
15
|
+
|
16
|
+
#ifdef USE_LOGDEPTHBUF_EXT
|
17
|
+
fragColor = pack_depth( gl_FragDepthEXT );
|
18
|
+
#else
|
19
|
+
fragColor = pack_depth( gl_FragCoord.z );
|
20
|
+
#endif
|
21
|
+
|
22
|
+
// fragColor = pack_depth( gl_FragCoord.z / gl_FragCoord.w );
|
23
|
+
// float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );
|
24
|
+
// fragColor = pack_depth( z );
|
25
|
+
// fragColor = vec4( z, z, z, 1.0 );
|
26
|
+
}
|
File without changes
|
@@ -0,0 +1,12 @@
|
|
1
|
+
#include common
|
2
|
+
#include morphtarget_pars_vertex
|
3
|
+
#include skinning_pars_vertex
|
4
|
+
#include logdepthbuf_pars_vertex
|
5
|
+
|
6
|
+
void main() {
|
7
|
+
#include skinbase_vertex
|
8
|
+
#include morphtarget_vertex
|
9
|
+
#include skinning_vertex
|
10
|
+
#include default_vertex
|
11
|
+
#include logdepthbuf_vertex
|
12
|
+
}
|
@@ -0,0 +1,56 @@
|
|
1
|
+
uniform vec3 diffuse;
|
2
|
+
uniform vec3 emissive;
|
3
|
+
uniform float opacity;
|
4
|
+
|
5
|
+
in vec3 vLightFront;
|
6
|
+
|
7
|
+
#ifdef DOUBLE_SIDED
|
8
|
+
in vec3 vLightBack;
|
9
|
+
#endif
|
10
|
+
|
11
|
+
#include common
|
12
|
+
#include color_pars_fragment
|
13
|
+
#include map_pars_fragment
|
14
|
+
#include alphamap_pars_fragment
|
15
|
+
#include lightmap_pars_fragment
|
16
|
+
#include envmap_pars_fragment
|
17
|
+
#include fog_pars_fragment
|
18
|
+
#include shadowmap_pars_fragment
|
19
|
+
#include specularmap_pars_fragment
|
20
|
+
#include logdepthbuf_pars_fragment
|
21
|
+
|
22
|
+
void main() {
|
23
|
+
vec3 outgoingLight = vec3( 0.0 ); // outgoing light does not have an alpha, the surface does
|
24
|
+
vec4 diffuseColor = vec4( diffuse, opacity );
|
25
|
+
|
26
|
+
#include logdepthbuf_fragment
|
27
|
+
#include map_fragment
|
28
|
+
#include color_fragment
|
29
|
+
#include alphamap_fragment
|
30
|
+
#include alphatest_fragment
|
31
|
+
#include specularmap_fragment
|
32
|
+
|
33
|
+
#ifdef DOUBLE_SIDED
|
34
|
+
float isFront = float( gl_FrontFacing );
|
35
|
+
fragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;
|
36
|
+
|
37
|
+
if ( gl_FrontFacing )
|
38
|
+
outgoingLight += diffuseColor.rgb * vLightFront + emissive;
|
39
|
+
else
|
40
|
+
outgoingLight += diffuseColor.rgb * vLightBack + emissive;
|
41
|
+
#else
|
42
|
+
outgoingLight += diffuseColor.rgb * vLightFront + emissive;
|
43
|
+
#endif
|
44
|
+
|
45
|
+
#include lightmap_fragment
|
46
|
+
#include envmap_fragment
|
47
|
+
#include shadowmap_fragment
|
48
|
+
|
49
|
+
#include linear_to_gamma_fragment
|
50
|
+
|
51
|
+
#include fog_fragment
|
52
|
+
|
53
|
+
// fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
|
54
|
+
|
55
|
+
fragColor = vec4(outgoingLight, diffuseColor.a);
|
56
|
+
}
|
@@ -0,0 +1,37 @@
|
|
1
|
+
#define LAMBERT
|
2
|
+
out vec3 vLightFront;
|
3
|
+
#ifdef DOUBLE_SIDED
|
4
|
+
out vec3 vLightBack;
|
5
|
+
#endif
|
6
|
+
|
7
|
+
#include common
|
8
|
+
#include map_pars_vertex
|
9
|
+
#include lightmap_pars_vertex
|
10
|
+
#include envmap_pars_vertex
|
11
|
+
#include lights_lambert_pars_vertex
|
12
|
+
#include color_pars_vertex
|
13
|
+
#include morphtarget_pars_vertex
|
14
|
+
#include skinning_pars_vertex
|
15
|
+
#include shadowmap_pars_vertex
|
16
|
+
#include logdepthbuf_pars_vertex
|
17
|
+
|
18
|
+
void main() {
|
19
|
+
#include map_vertex
|
20
|
+
#include lightmap_vertex
|
21
|
+
#include color_vertex
|
22
|
+
|
23
|
+
#include morphnormal_vertex
|
24
|
+
#include skinbase_vertex
|
25
|
+
#include skinnormal_vertex
|
26
|
+
#include defaultnormal_vertex
|
27
|
+
|
28
|
+
#include morphtarget_vertex
|
29
|
+
#include skinning_vertex
|
30
|
+
#include default_vertex
|
31
|
+
#include logdepthbuf_vertex
|
32
|
+
|
33
|
+
#include worldpos_vertex
|
34
|
+
#include envmap_vertex
|
35
|
+
#include lights_lambert_vertex
|
36
|
+
#include shadowmap_vertex
|
37
|
+
}
|
@@ -0,0 +1,27 @@
|
|
1
|
+
uniform vec3 psColor;
|
2
|
+
uniform float opacity;
|
3
|
+
|
4
|
+
#include common
|
5
|
+
#include color_pars_fragment
|
6
|
+
#include map_particle_pars_fragment
|
7
|
+
#include fog_pars_fragment
|
8
|
+
#include shadowmap_pars_fragment
|
9
|
+
#include logdepthbuf_pars_fragment
|
10
|
+
|
11
|
+
void main() {
|
12
|
+
vec3 outgoingLight = vec3( 0.0 ); // outgoing light does not have an alpha, the surface does
|
13
|
+
vec4 diffuseColor = vec4( psColor, opacity );
|
14
|
+
|
15
|
+
#include logdepthbuf_fragment
|
16
|
+
#include map_particle_fragment
|
17
|
+
#include color_fragment
|
18
|
+
#include alphatest_fragment
|
19
|
+
|
20
|
+
outgoingLight = diffuseColor.rgb; // simple shader
|
21
|
+
|
22
|
+
#include shadowmap_fragment
|
23
|
+
#include fog_fragment
|
24
|
+
|
25
|
+
|
26
|
+
fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
|
27
|
+
}
|