diff options
Diffstat (limited to 'assets/shaders/ub_fshader.glsl')
-rwxr-xr-x | assets/shaders/ub_fshader.glsl | 432 |
1 files changed, 216 insertions, 216 deletions
diff --git a/assets/shaders/ub_fshader.glsl b/assets/shaders/ub_fshader.glsl index e4e0e2d3..9b37899d 100755 --- a/assets/shaders/ub_fshader.glsl +++ b/assets/shaders/ub_fshader.glsl | |||
@@ -30,257 +30,257 @@ POSSIBILITY OF SUCH DAMAGE. | |||
30 | 30 | ||
31 | // defines | 31 | // defines |
32 | #if defined( GL_ES ) | 32 | #if defined( GL_ES ) |
33 | precision highp float; | 33 | precision highp float; |
34 | #endif | 34 | #endif |
35 | 35 | ||
36 | uniform mat4 u_viewMatrix; | 36 | uniform mat4 u_viewMatrix; |
37 | 37 | ||
38 | #if defined( MATERIAL ) | 38 | #if defined( MATERIAL ) |
39 | uniform vec4 u_ambientColor; | 39 | uniform vec4 u_ambientColor; |
40 | uniform vec4 u_diffuseColor; | 40 | uniform vec4 u_diffuseColor; |
41 | uniform vec4 u_specularColor; | 41 | uniform vec4 u_specularColor; |
42 | uniform float u_specularPower; | 42 | uniform float u_specularPower; |
43 | #endif | 43 | #endif |
44 | 44 | ||
45 | #if defined( LIGHTING ) | 45 | #if defined( LIGHTING ) |
46 | varying vec3 v_normal; | 46 | varying vec3 v_normal; |
47 | #if defined( LIGHT_0 ) | 47 | #if defined( LIGHT_0 ) |
48 | // uniform int u_light0Type; | 48 | // uniform int u_light0Type; |
49 | uniform vec3 u_light0Pos; | 49 | uniform vec3 u_light0Pos; |
50 | uniform vec3 u_light0Dir; | 50 | uniform vec3 u_light0Dir; |
51 | uniform vec3 u_light0Atten; | 51 | uniform vec3 u_light0Atten; |
52 | uniform vec2 u_light0Spot; | 52 | uniform vec2 u_light0Spot; |
53 | uniform vec4 u_light0Color; | 53 | uniform vec4 u_light0Color; |
54 | uniform vec4 u_light0Specular; | 54 | uniform vec4 u_light0Specular; |
55 | varying vec3 v_light0Dir; | 55 | varying vec3 v_light0Dir; |
56 | varying vec3 v_light0SpotDir; | 56 | varying vec3 v_light0SpotDir; |
57 | #endif | 57 | #endif |
58 | 58 | ||
59 | #if defined( LIGHT_1 ) | 59 | #if defined( LIGHT_1 ) |
60 | // uniform int u_light1Type; | 60 | // uniform int u_light1Type; |
61 | uniform vec3 u_light1Pos; | 61 | uniform vec3 u_light1Pos; |
62 | uniform vec3 u_light1Dir; | 62 | uniform vec3 u_light1Dir; |
63 | uniform vec3 u_light1Atten; | 63 | uniform vec3 u_light1Atten; |
64 | uniform vec2 u_light1Spot; | 64 | uniform vec2 u_light1Spot; |
65 | uniform vec4 u_light1Color; | 65 | uniform vec4 u_light1Color; |
66 | uniform vec4 u_light1Specular; | 66 | uniform vec4 u_light1Specular; |
67 | varying vec3 v_light1Dir; | 67 | varying vec3 v_light1Dir; |
68 | varying vec3 v_light1SpotDir; | 68 | varying vec3 v_light1SpotDir; |
69 | #endif | 69 | #endif |
70 | 70 | ||
71 | #if defined( LIGHT_2 ) | 71 | #if defined( LIGHT_2 ) |
72 | // uniform int u_light2Type; | 72 | // uniform int u_light2Type; |
73 | uniform vec3 u_light2Pos; | 73 | uniform vec3 u_light2Pos; |
74 | uniform vec3 u_light2Dir; | 74 | uniform vec3 u_light2Dir; |
75 | uniform vec3 u_light2Atten; | 75 | uniform vec3 u_light2Atten; |
76 | uniform vec2 u_light2Spot; | 76 | uniform vec2 u_light2Spot; |
77 | uniform vec4 u_light2Color; | 77 | uniform vec4 u_light2Color; |
78 | uniform vec4 u_light2Specular; | 78 | uniform vec4 u_light2Specular; |
79 | varying vec3 v_light2Dir; | 79 | varying vec3 v_light2Dir; |
80 | varying vec3 v_light2SpotDir; | 80 | varying vec3 v_light2SpotDir; |
81 | #endif | 81 | #endif |
82 | 82 | ||
83 | #if defined( LIGHT_3 ) | 83 | #if defined( LIGHT_3 ) |
84 | // uniform int u_light3Type; | 84 | // uniform int u_light3Type; |
85 | uniform vec3 u_light3Pos; | 85 | uniform vec3 u_light3Pos; |
86 | uniform vec3 u_light3Dir; | 86 | uniform vec3 u_light3Dir; |
87 | uniform vec3 u_light3Atten; | 87 | uniform vec3 u_light3Atten; |
88 | uniform vec2 u_light3Spot; | 88 | uniform vec2 u_light3Spot; |
89 | uniform vec4 u_light3Color; | 89 | uniform vec4 u_light3Color; |
90 | uniform vec4 u_light3Specular; | 90 | uniform vec4 u_light3Specular; |
91 | varying vec3 v_light3Dir; | 91 | varying vec3 v_light3Dir; |
92 | varying vec3 v_light3SpotDir; | 92 | varying vec3 v_light3SpotDir; |
93 | #endif | 93 | #endif |
94 | #endif | 94 | #endif |
95 | 95 | ||
96 | #if defined( ENVIRONMENT_MAP ) | 96 | #if defined( ENVIRONMENT_MAP ) |
97 | uniform float u_envReflection; | 97 | uniform float u_envReflection; |
98 | #endif | 98 | #endif |
99 | 99 | ||
100 | uniform vec3 u_eye; | 100 | uniform vec3 u_eye; |
101 | 101 | ||
102 | uniform sampler2D s_diffuseMap; | 102 | uniform sampler2D s_diffuseMap; |
103 | uniform sampler2D s_normalMap; | 103 | uniform sampler2D s_normalMap; |
104 | uniform sampler2D s_envMap; | 104 | uniform sampler2D s_envMap; |
105 | uniform sampler2D s_specMap; | 105 | uniform sampler2D s_specMap; |
106 | 106 | ||
107 | varying vec3 v_mvPos; | 107 | varying vec3 v_mvPos; |
108 | varying vec3 v_eyeDir; | 108 | varying vec3 v_eyeDir; |
109 | varying vec2 v_texcoord; | 109 | varying vec2 v_texcoord; |
110 | 110 | ||
111 | void main() { | 111 | void main() { |
112 | // these are the four principle color elements making up the final fragment equation. | 112 | // these are the four principle color elements making up the final fragment equation. |
113 | vec4 a = vec4(0.0,0.0,0.0,0.0); // ambient contribution | 113 | vec4 a = vec4(0.0,0.0,0.0,0.0); // ambient contribution |
114 | vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution | 114 | vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution |
115 | vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution | 115 | vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution |
116 | vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution | 116 | vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution |
117 | 117 | ||
118 | #if defined( MATERIAL ) | 118 | #if defined( MATERIAL ) |
119 | a += u_ambientColor; | 119 | a += u_ambientColor; |
120 | d += u_diffuseColor; | 120 | d += u_diffuseColor; |
121 | #endif | 121 | #endif |
122 | 122 | ||
123 | #if defined( DIFFUSE_MAP ) | 123 | #if defined( DIFFUSE_MAP ) |
124 | d *= texture2D(s_diffuseMap, v_texcoord); | 124 | d *= texture2D(s_diffuseMap, v_texcoord); |
125 | #endif | 125 | #endif |
126 | 126 | ||
127 | #if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) | 127 | #if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) |
128 | vec3 normal = normalize( v_normal ); | 128 | vec3 normal = normalize( v_normal ); |
129 | #endif | 129 | #endif |
130 | 130 | ||
131 | #if defined( LIGHTING ) | 131 | #if defined( LIGHTING ) |
132 | #if defined( NORMAL_MAP ) | 132 | #if defined( NORMAL_MAP ) |
133 | vec4 normalMap = texture2D(s_normalMap, v_texcoord); | 133 | vec4 normalMap = texture2D(s_normalMap, v_texcoord); |
134 | normalMap = vec4( (normalMap.xyz * 2.0 - 1.0), 0.0 ); | 134 | normalMap = vec4( (normalMap.xyz * 2.0 - 1.0), 0.0 ); |
135 | normal = normalize(normalMap.x*vec3(normal.z, 0.0, normal.x) + vec3(0.0, normalMap.y, 0.0) + normalMap.z*normal); | 135 | normal = normalize(normalMap.x*vec3(normal.z, 0.0, normal.x) + vec3(0.0, normalMap.y, 0.0) + normalMap.z*normal); |
136 | #endif // NORMAL_MAP | 136 | #endif // NORMAL_MAP |
137 | 137 | ||
138 | #if defined( LIGHT_0 ) | 138 | #if defined( LIGHT_0 ) |
139 | { | 139 | { |
140 | // diffuse lighting | 140 | // diffuse lighting |
141 | float ldist = length( v_light0Dir.xyz ); | 141 | float ldist = length( v_light0Dir.xyz ); |
142 | vec3 ldir = v_light0Dir.xyz / ldist; | 142 | vec3 ldir = v_light0Dir.xyz / ldist; |
143 | 143 | ||
144 | float atten = 1.0; | 144 | float atten = 1.0; |
145 | 145 | ||
146 | #if ( LIGHT_0 > 0 ) | 146 | #if ( LIGHT_0 > 0 ) |
147 | atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); | 147 | atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); |
148 | #if (LIGHT_0 == 2) | 148 | #if (LIGHT_0 == 2) |
149 | float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); | 149 | float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); |
150 | float spotAtten = 0.0; | 150 | float spotAtten = 0.0; |
151 | if ( spotAngle > u_light0Spot.y ) { | 151 | if ( spotAngle > u_light0Spot.y ) { |
152 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); | 152 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); |
153 | } | 153 | } |
154 | atten *= spotAtten; | 154 | atten *= spotAtten; |
155 | #endif | 155 | #endif |
156 | #endif | 156 | #endif |
157 | 157 | ||
158 | float ndotl = max( 0.0, dot( normal, ldir ) ); | 158 | float ndotl = max( 0.0, dot( normal, ldir ) ); |
159 | l += ndotl * atten * u_light0Color; | 159 | l += ndotl * atten * u_light0Color; |
160 | 160 | ||
161 | #if defined( LIGHT_0_SPECULAR ) | 161 | #if defined( LIGHT_0_SPECULAR ) |
162 | // specular contribution | 162 | // specular contribution |
163 | vec3 halfAngleVec = normalize( normalize( v_light0Dir.xyz ) + vec3(0.0,0.0,1.0) ); | 163 | vec3 halfAngleVec = normalize( normalize( v_light0Dir.xyz ) + vec3(0.0,0.0,1.0) ); |
164 | float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); | 164 | float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); |
165 | s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light0Specular); | 165 | s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light0Specular); |
166 | #endif | 166 | #endif |
167 | } | 167 | } |
168 | #endif // LIGHT_0 | 168 | #endif // LIGHT_0 |
169 | 169 | ||
170 | #if defined( LIGHT_1 ) | 170 | #if defined( LIGHT_1 ) |
171 | { | 171 | { |
172 |