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655 lines
21 KiB
655 lines
21 KiB
#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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uniform float m_Shininess;
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uniform vec4 g_LightDirection;
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varying vec4 AmbientSum;
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varying vec4 DiffuseSum;
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varying vec4 SpecularSum;
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varying vec3 vNormal;
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varying vec2 texCoord;
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varying vec3 vPosition;
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varying vec3 vnPosition;
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varying vec3 vViewDir;
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varying vec4 vLightDir;
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varying vec4 vnLightDir;
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varying vec3 lightVec;
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#ifdef DIFFUSEMAP
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uniform sampler2D m_DiffuseMap;
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#endif
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#ifdef DIFFUSEMAP_1
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uniform sampler2D m_DiffuseMap_1;
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#endif
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#ifdef DIFFUSEMAP_2
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uniform sampler2D m_DiffuseMap_2;
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#endif
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#ifdef DIFFUSEMAP_3
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uniform sampler2D m_DiffuseMap_3;
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#endif
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#ifdef DIFFUSEMAP_4
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uniform sampler2D m_DiffuseMap_4;
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#endif
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#ifdef DIFFUSEMAP_5
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uniform sampler2D m_DiffuseMap_5;
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#endif
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#ifdef DIFFUSEMAP_6
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uniform sampler2D m_DiffuseMap_6;
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#endif
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#ifdef DIFFUSEMAP_7
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uniform sampler2D m_DiffuseMap_7;
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#endif
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#ifdef DIFFUSEMAP_8
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uniform sampler2D m_DiffuseMap_8;
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#endif
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#ifdef DIFFUSEMAP_9
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uniform sampler2D m_DiffuseMap_9;
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#endif
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#ifdef DIFFUSEMAP_10
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uniform sampler2D m_DiffuseMap_10;
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#endif
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#ifdef DIFFUSEMAP_11
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uniform sampler2D m_DiffuseMap_11;
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#endif
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#ifdef DIFFUSEMAP_0_SCALE
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uniform float m_DiffuseMap_0_scale;
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#endif
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#ifdef DIFFUSEMAP_1_SCALE
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uniform float m_DiffuseMap_1_scale;
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#endif
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#ifdef DIFFUSEMAP_2_SCALE
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uniform float m_DiffuseMap_2_scale;
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#endif
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#ifdef DIFFUSEMAP_3_SCALE
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uniform float m_DiffuseMap_3_scale;
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#endif
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#ifdef DIFFUSEMAP_4_SCALE
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uniform float m_DiffuseMap_4_scale;
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#endif
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#ifdef DIFFUSEMAP_5_SCALE
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uniform float m_DiffuseMap_5_scale;
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#endif
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#ifdef DIFFUSEMAP_6_SCALE
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uniform float m_DiffuseMap_6_scale;
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#endif
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#ifdef DIFFUSEMAP_7_SCALE
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uniform float m_DiffuseMap_7_scale;
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#endif
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#ifdef DIFFUSEMAP_8_SCALE
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uniform float m_DiffuseMap_8_scale;
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#endif
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#ifdef DIFFUSEMAP_9_SCALE
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uniform float m_DiffuseMap_9_scale;
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#endif
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#ifdef DIFFUSEMAP_10_SCALE
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uniform float m_DiffuseMap_10_scale;
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#endif
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#ifdef DIFFUSEMAP_11_SCALE
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uniform float m_DiffuseMap_11_scale;
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#endif
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#ifdef ALPHAMAP
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uniform sampler2D m_AlphaMap;
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#endif
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#ifdef ALPHAMAP_1
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uniform sampler2D m_AlphaMap_1;
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#endif
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#ifdef ALPHAMAP_2
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uniform sampler2D m_AlphaMap_2;
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#endif
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#ifdef NORMALMAP
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uniform sampler2D m_NormalMap;
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#endif
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#ifdef NORMALMAP_1
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uniform sampler2D m_NormalMap_1;
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#endif
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#ifdef NORMALMAP_2
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uniform sampler2D m_NormalMap_2;
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#endif
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#ifdef NORMALMAP_3
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uniform sampler2D m_NormalMap_3;
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#endif
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#ifdef NORMALMAP_4
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uniform sampler2D m_NormalMap_4;
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#endif
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#ifdef NORMALMAP_5
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uniform sampler2D m_NormalMap_5;
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#endif
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#ifdef NORMALMAP_6
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uniform sampler2D m_NormalMap_6;
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#endif
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#ifdef NORMALMAP_7
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uniform sampler2D m_NormalMap_7;
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#endif
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#ifdef NORMALMAP_8
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uniform sampler2D m_NormalMap_8;
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#endif
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#ifdef NORMALMAP_9
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uniform sampler2D m_NormalMap_9;
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#endif
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#ifdef NORMALMAP_10
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uniform sampler2D m_NormalMap_10;
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#endif
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#ifdef NORMALMAP_11
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uniform sampler2D m_NormalMap_11;
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#endif
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#ifdef TRI_PLANAR_MAPPING
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varying vec4 wVertex;
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varying vec3 wNormal;
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#endif
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#ifdef ALPHAMAP
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vec4 calculateDiffuseBlend(in vec2 texCoord) {
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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vec4 diffuseColor = vec4(1.0);
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#ifdef ALPHAMAP_1
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vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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#endif
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#ifdef ALPHAMAP_2
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vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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#endif
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#ifdef DIFFUSEMAP
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diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
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#ifdef USE_ALPHA
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alphaBlend.r *= diffuseColor.a;
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#endif
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diffuseColor *= alphaBlend.r;
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#endif
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#ifdef DIFFUSEMAP_1
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vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale);
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#ifdef USE_ALPHA
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alphaBlend.g *= diffuseColor1.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );
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#endif
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#ifdef DIFFUSEMAP_2
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vec4 diffuseColor2 = texture2D(m_DiffuseMap_2, texCoord * m_DiffuseMap_2_scale);
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#ifdef USE_ALPHA
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alphaBlend.b *= diffuseColor2.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor2, alphaBlend.b );
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#endif
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#ifdef DIFFUSEMAP_3
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vec4 diffuseColor3 = texture2D(m_DiffuseMap_3, texCoord * m_DiffuseMap_3_scale);
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#ifdef USE_ALPHA
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alphaBlend.a *= diffuseColor3.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor3, alphaBlend.a );
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#endif
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#ifdef ALPHAMAP_1
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#ifdef DIFFUSEMAP_4
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vec4 diffuseColor4 = texture2D(m_DiffuseMap_4, texCoord * m_DiffuseMap_4_scale);
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#ifdef USE_ALPHA
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alphaBlend1.r *= diffuseColor4.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor4, alphaBlend1.r );
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#endif
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#ifdef DIFFUSEMAP_5
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vec4 diffuseColor5 = texture2D(m_DiffuseMap_5, texCoord * m_DiffuseMap_5_scale);
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#ifdef USE_ALPHA
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alphaBlend1.g *= diffuseColor5.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor5, alphaBlend1.g );
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#endif
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#ifdef DIFFUSEMAP_6
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vec4 diffuseColor6 = texture2D(m_DiffuseMap_6, texCoord * m_DiffuseMap_6_scale);
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#ifdef USE_ALPHA
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alphaBlend1.b *= diffuseColor6.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor6, alphaBlend1.b );
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#endif
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#ifdef DIFFUSEMAP_7
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vec4 diffuseColor7 = texture2D(m_DiffuseMap_7, texCoord * m_DiffuseMap_7_scale);
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#ifdef USE_ALPHA
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alphaBlend1.a *= diffuseColor7.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor7, alphaBlend1.a );
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#endif
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#endif
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#ifdef ALPHAMAP_2
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#ifdef DIFFUSEMAP_8
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vec4 diffuseColor8 = texture2D(m_DiffuseMap_8, texCoord * m_DiffuseMap_8_scale);
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#ifdef USE_ALPHA
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alphaBlend2.r *= diffuseColor8.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor8, alphaBlend2.r );
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#endif
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#ifdef DIFFUSEMAP_9
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vec4 diffuseColor9 = texture2D(m_DiffuseMap_9, texCoord * m_DiffuseMap_9_scale);
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#ifdef USE_ALPHA
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alphaBlend2.g *= diffuseColor9.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor9, alphaBlend2.g );
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#endif
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#ifdef DIFFUSEMAP_10
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vec4 diffuseColor10 = texture2D(m_DiffuseMap_10, texCoord * m_DiffuseMap_10_scale);
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#ifdef USE_ALPHA
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alphaBlend2.b *= diffuseColor10.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor10, alphaBlend2.b );
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#endif
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#ifdef DIFFUSEMAP_11
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vec4 diffuseColor11 = texture2D(m_DiffuseMap_11, texCoord * m_DiffuseMap_11_scale);
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#ifdef USE_ALPHA
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alphaBlend2.a *= diffuseColor11.a;
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#endif
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diffuseColor = mix( diffuseColor, diffuseColor11, alphaBlend2.a );
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#endif
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#endif
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return diffuseColor;
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}
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vec3 calculateNormal(in vec2 texCoord) {
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vec3 normal = vec3(0,0,1);
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vec3 n = vec3(0,0,0);
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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#ifdef ALPHAMAP_1
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vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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#endif
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#ifdef ALPHAMAP_2
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vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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#endif
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#ifdef NORMALMAP
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n = texture2D(m_NormalMap, texCoord * m_DiffuseMap_0_scale).xyz;
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normal += n * alphaBlend.r;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_1
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n = texture2D(m_NormalMap_1, texCoord * m_DiffuseMap_1_scale).xyz;
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normal += n * alphaBlend.g;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_2
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n = texture2D(m_NormalMap_2, texCoord * m_DiffuseMap_2_scale).xyz;
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normal += n * alphaBlend.b;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_3
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n = texture2D(m_NormalMap_3, texCoord * m_DiffuseMap_3_scale).xyz;
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normal += n * alphaBlend.a;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.a;
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#endif
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#ifdef ALPHAMAP_1
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#ifdef NORMALMAP_4
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n = texture2D(m_NormalMap_4, texCoord * m_DiffuseMap_4_scale).xyz;
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normal += n * alphaBlend1.r;
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#endif
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#ifdef NORMALMAP_5
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n = texture2D(m_NormalMap_5, texCoord * m_DiffuseMap_5_scale).xyz;
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normal += n * alphaBlend1.g;
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#endif
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#ifdef NORMALMAP_6
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n = texture2D(m_NormalMap_6, texCoord * m_DiffuseMap_6_scale).xyz;
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normal += n * alphaBlend1.b;
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#endif
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#ifdef NORMALMAP_7
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n = texture2D(m_NormalMap_7, texCoord * m_DiffuseMap_7_scale).xyz;
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normal += n * alphaBlend1.a;
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#endif
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#endif
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#ifdef ALPHAMAP_2
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#ifdef NORMALMAP_8
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n = texture2D(m_NormalMap_8, texCoord * m_DiffuseMap_8_scale).xyz;
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normal += n * alphaBlend2.r;
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#endif
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#ifdef NORMALMAP_9
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n = texture2D(m_NormalMap_9, texCoord * m_DiffuseMap_9_scale);
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normal += n * alphaBlend2.g;
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#endif
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#ifdef NORMALMAP_10
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n = texture2D(m_NormalMap_10, texCoord * m_DiffuseMap_10_scale);
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normal += n * alphaBlend2.b;
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#endif
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#ifdef NORMALMAP_11
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n = texture2D(m_NormalMap_11, texCoord * m_DiffuseMap_11_scale);
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normal += n * alphaBlend2.a;
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#endif
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#endif
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normal = (normal.xyz * vec3(2.0) - vec3(1.0));
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return normalize(normal);
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}
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#ifdef TRI_PLANAR_MAPPING
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vec4 getTriPlanarBlend(in vec4 coords, in vec3 blending, in sampler2D map, in float scale) {
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vec4 col1 = texture2D( map, coords.yz * scale);
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vec4 col2 = texture2D( map, coords.xz * scale);
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vec4 col3 = texture2D( map, coords.xy * scale);
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// blend the results of the 3 planar projections.
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vec4 tex = col1 * blending.x + col2 * blending.y + col3 * blending.z;
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return tex;
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}
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vec4 calculateTriPlanarDiffuseBlend(in vec3 wNorm, in vec4 wVert, in vec2 texCoord) {
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// tri-planar texture bending factor for this fragment's normal
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vec3 blending = abs( wNorm );
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blending = (blending -0.2) * 0.7;
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blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
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float b = (blending.x + blending.y + blending.z);
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blending /= vec3(b, b, b);
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// texture coords
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vec4 coords = wVert;
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// blend the results of the 3 planar projections.
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vec4 tex0 = getTriPlanarBlend(coords, blending, m_DiffuseMap, m_DiffuseMap_0_scale);
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#ifdef DIFFUSEMAP_1
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// blend the results of the 3 planar projections.
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vec4 tex1 = getTriPlanarBlend(coords, blending, m_DiffuseMap_1, m_DiffuseMap_1_scale);
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#endif
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#ifdef DIFFUSEMAP_2
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// blend the results of the 3 planar projections.
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vec4 tex2 = getTriPlanarBlend(coords, blending, m_DiffuseMap_2, m_DiffuseMap_2_scale);
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#endif
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#ifdef DIFFUSEMAP_3
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// blend the results of the 3 planar projections.
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vec4 tex3 = getTriPlanarBlend(coords, blending, m_DiffuseMap_3, m_DiffuseMap_3_scale);
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#endif
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#ifdef DIFFUSEMAP_4
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// blend the results of the 3 planar projections.
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vec4 tex4 = getTriPlanarBlend(coords, blending, m_DiffuseMap_4, m_DiffuseMap_4_scale);
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#endif
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#ifdef DIFFUSEMAP_5
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// blend the results of the 3 planar projections.
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vec4 tex5 = getTriPlanarBlend(coords, blending, m_DiffuseMap_5, m_DiffuseMap_5_scale);
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#endif
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#ifdef DIFFUSEMAP_6
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// blend the results of the 3 planar projections.
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vec4 tex6 = getTriPlanarBlend(coords, blending, m_DiffuseMap_6, m_DiffuseMap_6_scale);
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#endif
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#ifdef DIFFUSEMAP_7
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// blend the results of the 3 planar projections.
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vec4 tex7 = getTriPlanarBlend(coords, blending, m_DiffuseMap_7, m_DiffuseMap_7_scale);
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#endif
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#ifdef DIFFUSEMAP_8
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// blend the results of the 3 planar projections.
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vec4 tex8 = getTriPlanarBlend(coords, blending, m_DiffuseMap_8, m_DiffuseMap_8_scale);
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#endif
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#ifdef DIFFUSEMAP_9
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// blend the results of the 3 planar projections.
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vec4 tex9 = getTriPlanarBlend(coords, blending, m_DiffuseMap_9, m_DiffuseMap_9_scale);
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#endif
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#ifdef DIFFUSEMAP_10
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// blend the results of the 3 planar projections.
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vec4 tex10 = getTriPlanarBlend(coords, blending, m_DiffuseMap_10, m_DiffuseMap_10_scale);
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#endif
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#ifdef DIFFUSEMAP_11
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// blend the results of the 3 planar projections.
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vec4 tex11 = getTriPlanarBlend(coords, blending, m_DiffuseMap_11, m_DiffuseMap_11_scale);
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#endif
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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#ifdef ALPHAMAP_1
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vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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#endif
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#ifdef ALPHAMAP_2
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vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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#endif
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vec4 diffuseColor = tex0 * alphaBlend.r;
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#ifdef DIFFUSEMAP_1
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diffuseColor = mix( diffuseColor, tex1, alphaBlend.g );
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#endif
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#ifdef DIFFUSEMAP_2
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diffuseColor = mix( diffuseColor, tex2, alphaBlend.b );
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#endif
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#ifdef DIFFUSEMAP_3
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diffuseColor = mix( diffuseColor, tex3, alphaBlend.a );
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#endif
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#ifdef ALPHAMAP_1
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#ifdef DIFFUSEMAP_4
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diffuseColor = mix( diffuseColor, tex4, alphaBlend1.r );
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#endif
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#ifdef DIFFUSEMAP_5
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diffuseColor = mix( diffuseColor, tex5, alphaBlend1.g );
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#endif
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#ifdef DIFFUSEMAP_6
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diffuseColor = mix( diffuseColor, tex6, alphaBlend1.b );
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#endif
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#ifdef DIFFUSEMAP_7
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diffuseColor = mix( diffuseColor, tex7, alphaBlend1.a );
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#endif
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#endif
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#ifdef ALPHAMAP_2
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#ifdef DIFFUSEMAP_8
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diffuseColor = mix( diffuseColor, tex8, alphaBlend2.r );
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#endif
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#ifdef DIFFUSEMAP_9
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diffuseColor = mix( diffuseColor, tex9, alphaBlend2.g );
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#endif
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#ifdef DIFFUSEMAP_10
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diffuseColor = mix( diffuseColor, tex10, alphaBlend2.b );
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#endif
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#ifdef DIFFUSEMAP_11
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diffuseColor = mix( diffuseColor, tex11, alphaBlend2.a );
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#endif
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#endif
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return diffuseColor;
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}
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vec3 calculateNormalTriPlanar(in vec3 wNorm, in vec4 wVert,in vec2 texCoord) {
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// tri-planar texture bending factor for this fragment's world-space normal
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vec3 blending = abs( wNorm );
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blending = (blending -0.2) * 0.7;
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blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
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float b = (blending.x + blending.y + blending.z);
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blending /= vec3(b, b, b);
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// texture coords
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vec4 coords = wVert;
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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#ifdef ALPHAMAP_1
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vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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#endif
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#ifdef ALPHAMAP_2
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vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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#endif
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vec3 normal = vec3(0,0,1);
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vec3 n = vec3(0,0,0);
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#ifdef NORMALMAP
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n = getTriPlanarBlend(coords, blending, m_NormalMap, m_DiffuseMap_0_scale).xyz;
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normal += n * alphaBlend.r;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_1
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n = getTriPlanarBlend(coords, blending, m_NormalMap_1, m_DiffuseMap_1_scale).xyz;
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normal += n * alphaBlend.g;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.g;
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#endif
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|
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#ifdef NORMALMAP_2
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n = getTriPlanarBlend(coords, blending, m_NormalMap_2, m_DiffuseMap_2_scale).xyz;
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normal += n * alphaBlend.b;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.b;
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#endif
|
|
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#ifdef NORMALMAP_3
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n = getTriPlanarBlend(coords, blending, m_NormalMap_3, m_DiffuseMap_3_scale).xyz;
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normal += n * alphaBlend.a;
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.a;
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#endif
|
|
|
|
#ifdef ALPHAMAP_1
|
|
#ifdef NORMALMAP_4
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|
n = getTriPlanarBlend(coords, blending, m_NormalMap_4, m_DiffuseMap_4_scale).xyz;
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normal += n * alphaBlend1.r;
|
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#else
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normal += vec3(0.5,0.5,1) * alphaBlend.r;
|
|
#endif
|
|
|
|
#ifdef NORMALMAP_5
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|
n = getTriPlanarBlend(coords, blending, m_NormalMap_5, m_DiffuseMap_5_scale).xyz;
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normal += n * alphaBlend1.g;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.g;
|
|
#endif
|
|
|
|
#ifdef NORMALMAP_6
|
|
n = getTriPlanarBlend(coords, blending, m_NormalMap_6, m_DiffuseMap_6_scale).xyz;
|
|
normal += n * alphaBlend1.b;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.b;
|
|
#endif
|
|
|
|
#ifdef NORMALMAP_7
|
|
n = getTriPlanarBlend(coords, blending, m_NormalMap_7, m_DiffuseMap_7_scale).xyz;
|
|
normal += n * alphaBlend1.a;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.a;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ALPHAMAP_2
|
|
#ifdef NORMALMAP_8
|
|
n = getTriPlanarBlend(coords, blending, m_NormalMap_8, m_DiffuseMap_8_scale).xyz;
|
|
normal += n * alphaBlend2.r;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.r;
|
|
#endif
|
|
|
|
#ifdef NORMALMAP_9
|
|
n = getTriPlanarBlend(coords, blending, m_NormalMap_9, m_DiffuseMap_9_scale).xyz;
|
|
normal += n * alphaBlend2.g;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.g;
|
|
#endif
|
|
|
|
#ifdef NORMALMAP_10
|
|
n = getTriPlanarBlend(coords, blending, m_NormalMap_10, m_DiffuseMap_10_scale).xyz;
|
|
normal += n * alphaBlend2.b;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.b;
|
|
#endif
|
|
|
|
#ifdef NORMALMAP_11
|
|
n = getTriPlanarBlend(coords, blending, m_NormalMap_11, m_DiffuseMap_11_scale).xyz;
|
|
normal += n * alphaBlend2.a;
|
|
#else
|
|
normal += vec3(0.5,0.5,1) * alphaBlend.a;
|
|
#endif
|
|
#endif
|
|
|
|
normal = (normal.xyz * vec3(2.0) - vec3(1.0));
|
|
return normalize(normal);
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void main(){
|
|
|
|
//----------------------
|
|
// diffuse calculations
|
|
//----------------------
|
|
#ifdef DIFFUSEMAP
|
|
#ifdef ALPHAMAP
|
|
#ifdef TRI_PLANAR_MAPPING
|
|
vec4 diffuseColor = calculateTriPlanarDiffuseBlend(wNormal, wVertex, texCoord);
|
|
#else
|
|
vec4 diffuseColor = calculateDiffuseBlend(texCoord);
|
|
#endif
|
|
#else
|
|
vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord);
|
|
#endif
|
|
#else
|
|
vec4 diffuseColor = vec4(1.0);
|
|
#endif
|
|
|
|
float spotFallOff = 1.0;
|
|
if(g_LightDirection.w!=0.0){
|
|
vec3 L=normalize(lightVec.xyz);
|
|
vec3 spotdir = normalize(g_LightDirection.xyz);
|
|
float curAngleCos = dot(-L, spotdir);
|
|
float innerAngleCos = floor(g_LightDirection.w) * 0.001;
|
|
float outerAngleCos = fract(g_LightDirection.w);
|
|
float innerMinusOuter = innerAngleCos - outerAngleCos;
|
|
|
|
spotFallOff = (curAngleCos - outerAngleCos) / innerMinusOuter;
|
|
|
|
if(spotFallOff <= 0.0){
|
|
gl_FragColor = AmbientSum * diffuseColor;
|
|
return;
|
|
}else{
|
|
spotFallOff = clamp(spotFallOff, 0.0, 1.0);
|
|
}
|
|
}
|
|
|
|
//---------------------
|
|
// normal calculations
|
|
//---------------------
|
|
#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3) || defined(NORMALMAP_4) || defined(NORMALMAP_5) || defined(NORMALMAP_6) || defined(NORMALMAP_7) || defined(NORMALMAP_8) || defined(NORMALMAP_9) || defined(NORMALMAP_10) || defined(NORMALMAP_11)
|
|
#ifdef TRI_PLANAR_MAPPING
|
|
vec3 normal = calculateNormalTriPlanar(wNormal, wVertex, texCoord);
|
|
#else
|
|
vec3 normal = calculateNormal(texCoord);
|
|
#endif
|
|
#else
|
|
vec3 normal = vNormal;
|
|
#endif
|
|
|
|
|
|
//-----------------------
|
|
// lighting calculations
|
|
//-----------------------
|
|
vec4 lightDir = vLightDir;
|
|
lightDir.xyz = normalize(lightDir.xyz);
|
|
|
|
vec2 light = computeLighting(normal, vViewDir.xyz, lightDir.xyz,lightDir.w*spotFallOff,m_Shininess);
|
|
|
|
vec4 specularColor = vec4(1.0);
|
|
|
|
//--------------------------
|
|
// final color calculations
|
|
//--------------------------
|
|
gl_FragColor = AmbientSum * diffuseColor +
|
|
DiffuseSum * diffuseColor * light.x +
|
|
SpecularSum * specularColor * light.y;
|
|
|
|
//gl_FragColor.a = alpha;
|
|
}
|
|
|