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path: root/shaders/tesseract/367.shader_test
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[require]
GLSL >= 1.10

[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex;
        uniform mat4 lightmatrix;
        void main(void)
        {
            gl_Position = lightmatrix * vvertex;
        }
    
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define fragcolor gl_FragData[0]
uniform sampler2DRect tex0, tex1, tex3 , tex2;
        
        
                uniform sampler2DRectShadow tex4;
            
        
            uniform vec4 lightpos[2];
            uniform vec3 lightcolor[2];
            
            
                uniform vec4 shadowparams[2];
                uniform vec2 shadowoffset[2];
            
        
        
            uniform vec3 splitcenter[3];
            uniform vec3 splitbounds[3];
            uniform vec3 splitscale[3];
            uniform vec3 splitoffset[3];
        
        
        uniform vec3 camera;
        uniform mat4 worldmatrix;
        uniform vec4 fogdir;
        uniform vec3 fogcolor;
        uniform vec2 fogdensity;
        uniform vec4 radialfogscale;
        uniform vec2 shadowatlasscale;
        uniform vec4 lightscale;
        
        
        uniform vec3 gdepthscale;
        uniform vec3 gdepthunpackparams;
    
        fragdata(0, fragcolor, vec4)

        
                vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
                {
                    vec3 adir = abs(dir);
                    float m = max(adir.x, adir.y), mz = max(adir.z, m);
                    vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
                    vec4 proj;
                    if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
                    if(adir.z > m) proj = vec4(dir, 2.0);
                    return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
                }
            

        
                #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
                float filtershadow(vec3 shadowtc)
                {
                    vec2 offset = fract(shadowtc.xy - 0.5);
                    vec3 center = shadowtc;
                    
                    
                    
                    
                    
                    
                    
                    center.xy -= offset*0.5;
                    vec4 size = vec4(offset + 1.0, 2.0 - offset);
                    return (1.0/9.0)*dot(size.zxzx*size.wwyy,
                        vec4(shadowval(center, -0.5, -0.5),
                             shadowval(center, 1.0, -0.5),
                             shadowval(center, -0.5, 1.0),
                             shadowval(center, 1.0, 1.0)));
                }
            

        

        void main(void)
        {
            
                #define gfetch(sampler, coords) texture2DRect(sampler, coords)

                #define accumlight(light) fragcolor.rgb = light
                #define accumalpha(alpha) fragcolor.a = alpha
            

            
                vec4 normal = gfetch(tex1, gl_FragCoord.xy);

                
                    

                    normal.xyz = normal.xyz*2.0 - 1.0;
                    
                        #define alpha normal.a
                    

                    vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
                    
                
            

            
                
                    #define depthvals gfetch(tex3, gl_FragCoord.xy)
                
                
        float depth = depthvals.r;
        
                    vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
                    pos.xyz /= pos.w;
                
    
                
                    float fogcoord = length(camera - pos.xyz);
                
                
                    
                            #define distbias 0.0
                        
                    vec3 camdir = normalize(camera - pos.xyz);
                    float facing = 2.0*dot(normal.xyz, camdir);
                
                
            

            
                vec3 light = vec3(0.0);
            

            

            
                vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
                float light0dist2 = dot(light0dir, light0dir);
                if(light0dist2 < 1.0)
                {
                    
                    float light0facing = dot(light0dir, normal.xyz);
                    if(light0facing < 0.0)
                    {
                        float light0invdist = inversesqrt(light0dist2); 
                        
                        float light0atten = light0facing * (1.0 - light0invdist);
                        
                        
                        
                                vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
                                light0atten *= filtershadow(shadow0tc);
                            
                        
                        
                            
                            float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
                            light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
                            
                        
                        
                    }
                }
             
                vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
                float light1dist2 = dot(light1dir, light1dir);
                if(light1dist2 < 1.0)
                {
                    
                    float light1facing = dot(light1dir, normal.xyz);
                    if(light1facing < 0.0)
                    {
                        float light1invdist = inversesqrt(light1dist2); 
                        
                        float light1atten = light1facing * (1.0 - light1invdist);
                        
                        
                        
                                vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
                                light1atten *= filtershadow(shadow1tc);
                            
                        
                        
                            
                            float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
                            light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
                            
                        
                        
                    }
                }
            
            
                float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
                
                    accumlight(light*foglerp);
                    accumalpha(0.0);
                
            

            
        }