* Fixed issue with spot light shader not taking into account alpha
* Reduced number of varyings by 2 in lighting shader git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7909 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -7,14 +7,16 @@ varying vec2 texCoord;
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varying vec2 texCoord2;
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#endif
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varying vec4 AmbientSum;
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varying vec3 AmbientSum;
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varying vec4 DiffuseSum;
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varying vec4 SpecularSum;
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varying vec3 SpecularSum;
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#ifndef VERTEX_LIGHTING
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varying vec3 vPosition;
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varying vec3 vViewDir;
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varying vec4 vLightDir;
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#else
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varying vec2 vertexLightValues;
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#endif
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#ifdef DIFFUSEMAP
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@ -128,7 +130,7 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
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void main(){
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vec2 newTexCoord;
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#if defined(PARALLAXMAP) || defined(NORMALMAP_PARALLAX)
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#if (defined(PARALLAXMAP) || defined(NORMALMAP_PARALLAX)) && !defined(VERTEX_LIGHTING)
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float h;
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#ifdef PARALLAXMAP
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h = texture2D(m_ParallaxMap, texCoord).r;
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@ -149,23 +151,7 @@ void main(){
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#else
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vec4 diffuseColor = vec4(1.0);
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#endif
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#ifndef VERTEX_LIGHTING
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float spotFallOff = 1.0;
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if(spotVec.w!=0.0){
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vec3 L=normalize(lightVec.xyz);
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vec3 spotdir = normalize(spotVec.xyz);
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float curAngleCos = dot(-L, spotdir);
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float innerAngleCos = spotVec.w;
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float outerAngleCos = lightVec.w;
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float innerMinusOuter = innerAngleCos - outerAngleCos;
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spotFallOff = clamp((curAngleCos - outerAngleCos) / innerMinusOuter, 0.0, 1.0);
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if(spotFallOff<=0.0){
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gl_FragColor = AmbientSum * diffuseColor;
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return;
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}
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}
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#endif
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float alpha = DiffuseSum.a * diffuseColor.a;
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#ifdef ALPHAMAP
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alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
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@ -174,6 +160,24 @@ void main(){
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discard;
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}
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#ifndef VERTEX_LIGHTING
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float spotFallOff = 1.0;
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if(spotVec.w != 0.0){
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vec3 L = normalize(lightVec.xyz);
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vec3 spotdir = normalize(spotVec.xyz);
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float curAngleCos = dot(-L, spotdir);
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float innerAngleCos = spotVec.w;
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float outerAngleCos = lightVec.w;
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float innerMinusOuter = innerAngleCos - outerAngleCos;
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spotFallOff = clamp((curAngleCos - outerAngleCos) / innerMinusOuter, 0.0, 1.0);
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if(spotFallOff <= 0.0){
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gl_FragColor.rgb = AmbientSum * diffuseColor.rgb;
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gl_FragColor.a = alpha;
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return;
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}
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}
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#endif
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// ***********************
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// Read from textures
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// ***********************
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@ -209,15 +213,14 @@ void main(){
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#endif
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#ifdef VERTEX_LIGHTING
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vec2 light = vec2(AmbientSum.a, SpecularSum.a);
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#ifdef COLORRAMP
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light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
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light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
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light.x = texture2D(m_ColorRamp, vec2(vertexLightValues.x, 0.0)).r;
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light.y = texture2D(m_ColorRamp, vec2(vertexLightValues.y, 0.0)).r;
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#endif
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gl_FragColor = AmbientSum * diffuseColor +
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DiffuseSum * diffuseColor * light.x +
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SpecularSum * specularColor * light.y;
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gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
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DiffuseSum.rgb * diffuseColor.rgb * vec3(vertexLightValues.x) +
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SpecularSum * specularColor.rgb * vec3(vertexLightValues.y);
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#else
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vec4 lightDir = vLightDir;
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lightDir.xyz = normalize(lightDir.xyz);
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@ -229,7 +232,7 @@ void main(){
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#endif
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// Workaround, since it is not possible to modify varying variables
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vec4 SpecularSum2 = SpecularSum;
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vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
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#ifdef USE_REFLECTION
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vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
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@ -241,9 +244,9 @@ void main(){
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light.y = 1.0;
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#endif
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gl_FragColor = AmbientSum * diffuseColor +
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DiffuseSum * diffuseColor * light.x +
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SpecularSum2 * specularColor * light.y;
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gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
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DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
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SpecularSum2.rgb * specularColor.rgb * vec3(light.y);
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#endif
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gl_FragColor.a = alpha;
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}
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@ -22,9 +22,9 @@ varying vec2 texCoord;
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attribute vec2 inTexCoord2;
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#endif
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varying vec4 AmbientSum;
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varying vec3 AmbientSum;
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varying vec4 DiffuseSum;
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varying vec4 SpecularSum;
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varying vec3 SpecularSum;
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attribute vec3 inPosition;
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attribute vec2 inTexCoord;
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@ -45,7 +45,9 @@ varying vec4 spotVec;
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#endif
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varying vec3 vPosition;
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varying vec3 vViewDir;
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varying vec4 vLightDir;
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varying vec4 vLightDir;
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#else
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varying vec2 vertexLightValues;
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#endif
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#ifdef USE_REFLECTION
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@ -112,7 +114,7 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 w
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vec4 lightDir;
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lightComputeDir(wvPos, g_LightColor, wvLightPos, lightDir);
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float spotFallOff = 1.0;
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if(spotVec.w!=0.0){
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if(spotVec.w != 0.0){
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vec3 L=normalize(lightVec.xyz);
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vec3 spotdir = normalize(spotVec.xyz);
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float curAngleCos = dot(-L, spotdir);
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@ -174,31 +176,28 @@ void main(){
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#endif
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//computing spot direction in view space and unpacking spotlight cos
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spotVec=(g_ViewMatrix *vec4(g_LightDirection.xyz,0.0) );
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spotVec.w=floor(g_LightDirection.w)*0.001;
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spotVec = (g_ViewMatrix * vec4(g_LightDirection.xyz, 0.0) );
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spotVec.w = floor(g_LightDirection.w) * 0.001;
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lightVec.w = fract(g_LightDirection.w);
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lightColor.w = 1.0;
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#ifdef MATERIAL_COLORS
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AmbientSum = m_Ambient * g_AmbientLightColor;
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DiffuseSum = m_Diffuse * lightColor;
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SpecularSum = m_Specular * lightColor;
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AmbientSum = (m_Ambient * g_AmbientLightColor).rgb;
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DiffuseSum = m_Diffuse * lightColor;
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SpecularSum = (m_Specular * lightColor).rgb;
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#else
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AmbientSum = vec4(0.2, 0.2, 0.2, 1.0) * g_AmbientLightColor; // Default: ambient color is dark gray
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AmbientSum = vec3(0.2, 0.2, 0.2) * g_AmbientLightColor.rgb; // Default: ambient color is dark gray
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DiffuseSum = lightColor;
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SpecularSum = lightColor;
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SpecularSum = lightColor.rgb;
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#endif
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#ifdef VERTEX_COLOR
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AmbientSum *= inColor;
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AmbientSum *= inColor.rgb;
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DiffuseSum *= inColor;
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#endif
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#ifdef VERTEX_LIGHTING
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vec2 light = computeLighting(wvPosition, wvNormal, viewDir, wvLightPos);
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AmbientSum.a = light.x;
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SpecularSum.a = light.y;
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vertexLightValues = computeLighting(wvPosition, wvNormal, viewDir, wvLightPos);
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#endif
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#ifdef USE_REFLECTION
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