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#ifdef GL_ES
precision highp float;
#endif
uniform vec3 mDiff;
uniform vec3 mColor;
uniform vec3 mAmb;
varying vec3 vNormal;
varying vec2 vTextureCoord;
#if alphaDepth
uniform vec3 depthInfo;
float ConvertDepth3(float d) { return (depthInfo.x*depthInfo.y)/(depthInfo.y-d*(depthInfo.y-depthInfo.x)); }
// transform range in world-z to 0-1 for near-far
float DepthRange( float d ) { return ( d - depthInfo.x ) / ( depthInfo.y - depthInfo.x ); }
#endif
#if hasColorMap
uniform sampler2D colorMap;
#endif
#if hasBumpMap
varying vec3 eyeVec;
uniform sampler2D bumpMap;
#endif
#if hasEnvSphereMap
uniform sampler2D envSphereMap;
uniform float envAmount;
#if hasNormalMap
varying vec3 u;
#else
varying vec2 vEnvTextureCoord;
#endif
#endif
#if hasReflectMap
uniform sampler2D reflectMap;
#endif
#if hasNormalMap
uniform sampler2D normalMap;
#endif
uniform float mAlpha;
#if hasAmbientMap
uniform sampler2D ambientMap;
#endif
#if hasSpecularMap
uniform sampler2D specularMap;
#endif
#if hasAlphaMap
uniform sampler2D alphaMap;
#endif
#if lightPoint||lightDirectional||lightSpot||lightArea
struct Light {
vec3 lDir;
vec3 lPos;
vec3 lSpec;
vec3 lDiff;
float lInt;
float lDist;
};
uniform Light lights[loopCount];
varying vec3 lightDir[loopCount];
#endif
uniform vec3 mSpec;
uniform float mShine;
uniform vec3 lAmb;
#if lightPoint||lightSpot
varying vec3 lightPos[loopCount];
#endif
varying vec3 camPos;
varying vec4 vPosition;
uniform mat4 uPMatrix;
void main(void)
{
vec3 n;
vec4 color = vec4(0.0,0.0,0.0,0.0);
#if hasBumpMap
float height = texture2D(bumpMap, vTextureCoord.xy).r;
float v = (height) * 0.05 - 0.04; // * scale and - bias
vec3 eye = normalize(eyeVec);
vec2 texCoord = vTextureCoord.xy + (eye.xy * v);
#else
#if hasColorMap||hasBumpMap||hasNormalMap||hasAmbientMap||hasSpecularMap||hasAlphaMap
vec2 texCoord = vTextureCoord;
#endif
#endif
#if hasNormalMap
vec3 bumpNorm = vec3(texture2D(normalMap, texCoord));
n = (vec4(normalize(vNormal),1.0)).xyz;
bumpNorm = (bumpNorm-0.5)*2.0;
bumpNorm.y = -bumpNorm.y;
n = normalize((n+bumpNorm)/2.0);
#else
n = normalize(vNormal);
#endif
#if hasColorMap
#if !(lightPoint||lightDirectional||lightSpot||lightArea)
color = texture2D(colorMap, vec2(texCoord.s, texCoord.t)).rgba;
//vec4(lAmb,1.0)*
#else
color = texture2D(colorMap, vec2(texCoord.s, texCoord.t)).rgba;
color.rgb *= mColor;
#endif
if (color.a<=0.9) discard;
#else
color = vec4(mColor,1.0);
#endif
#if hasAlphaMap
color.a = texture2D(alphaMap, texCoord).r;
if (color.a==0.0) discard;
#else
#if hasAlpha
color.a = mAlpha;
#endif
#endif
//float envAmount = 1.0;
vec3 accum = lAmb;
#if lightPoint
float dist;
float NdotL;
float NdotHV = 0.0;
float att = 0.0;
vec3 halfVector;
vec3 specTotal = vec3(0.0,0.0,0.0);
for (int i = 0; i < loopCount; i++) {
halfVector = normalize(vec3(0.0,0.0,1.0)+lightDir[i]);
dist = length(lightPos[i]-vPosition.xyz);
NdotL = max(dot(normalize(lightDir[i]),n),0.0);
if (NdotL > 0.0) {
// basic diffuse
att = clamp(((lights[i].lDist-dist)/lights[i].lDist), 0.0, 1.0)*lights[i].lInt;
accum += att * NdotL * lights[i].lDiff * mDiff;
NdotHV = max(dot(n, halfVector),0.0);
#if hasSpecularMap
vec3 spec2 = lights[i].lSpec * texture2D(specularMap, vec2(texCoord.s, texCoord.t)).rgb * pow(NdotHV,mShine);
#else
vec3 spec2 = lights[i].lSpec * mSpec * pow(NdotHV,mShine);
#endif
specTotal += spec2;
}
}
color.rgb *= accum;
color.rgb += specTotal;
#endif
#if lightDirectional
float NdotL;
float NdotHV = 0.0;
vec3 specTotal = vec3(0.0,0.0,0.0);
vec3 spec2 = vec3(0.0,0.0,0.0);
vec3 halfVector;
for (int i = 0; i < loopCount; i++) {
halfVector = normalize(vec3(0.0,0.0,1.0)-lightDir[i]);
NdotL = max(dot(normalize(-lightDir[i]),n),0.0);
if (NdotL > 0.0) {
accum += lights[i].lInt * mDiff * lights[i].lDiff * NdotL;
NdotHV = max(dot(n, halfVector),0.0);
#if hasSpecularMap
spec2 = lights[i].lSpec * texture2D(specularMap, vec2(texCoord.s, texCoord.t)).rgb * pow(NdotHV,mShine);
#else
spec2 = lights[i].lSpec * mSpec * pow(NdotHV,mShine);
#endif
specTotal += spec2;
}
}
color.rgb *= accum;
color.rgb += specTotal;
#endif
#if hasReflectMap
float environmentAmount = texture2D( reflectMap, texCoord).r;
#endif
#if hasEnvSphereMap
#if hasNormalMap
vec3 r = reflect( u, n );
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
vec3 coord;
coord.s = r.x/m + 0.5;
coord.t = r.y/m + 0.5;
#if hasReflectMap
color.rgb += mColor*accum*texture2D( envSphereMap, coord.st).rgb * environmentAmount;
#else
color.rgb += mColor*accum*texture2D( envSphereMap, coord.st).rgb * envAmount;
#endif
#else
#if hasReflectMap
color.rgb += mColor*accum*texture2D( envSphereMap, vEnvTextureCoord).rgb * environmentAmount;
#else
color.rgb += mColor*accum*texture2D( envSphereMap, vEnvTextureCoord).rgb*envAmount;
#endif
#endif
#endif
#if hasAmbientMap
#if lightPoint||lightDirectional||lightSpot||lightArea
color.rgb += texture2D(ambientMap, texCoord).rgb*(vec3(1.0,1.0,1.0)+mColor*mAmb);
#else
color.rgb = color.rgb*texture2D(ambientMap, texCoord).rgb;
#endif
#else
#if !hasColorMap
color.rgb += mColor*mAmb;
#else
color.rgb += mAmb*texture2D(colorMap, texCoord).rgb;
#endif
#endif
#if alphaDepth
#if !hasAlpha
float linear_depth = DepthRange( ConvertDepth3( gl_FragCoord.z ));
color.a = linear_depth;
#endif
#endif
gl_FragColor = clamp(color,0.0,1.0);
}
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