diff options
author | Eric Anholt <eric@anholt.net> | 2011-09-08 23:02:27 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2011-09-08 23:03:26 -0700 |
commit | d46e939d8f28ed1c4162a33e99378d5797e4e3a1 (patch) | |
tree | f8b4f027e364551548ae84d2a45e4e232bf6d964 /shaders | |
parent | 701c7392029e2364d3de14d31f22e99ae421e389 (diff) |
Add some Humus demos I had around.
Diffstat (limited to 'shaders')
72 files changed, 2093 insertions, 0 deletions
diff --git a/shaders/humus-celshading/1.frag b/shaders/humus-celshading/1.frag new file mode 100644 index 0000000..1b58efc --- /dev/null +++ b/shaders/humus-celshading/1.frag @@ -0,0 +1,17 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 14 +
+
+uniform sampler1D CelShade;
+
+varying vec3 lVec;
+varying vec3 norm;
+
+void main(){
+ vec3 lightVec = normalize(lVec);
+ float diffuse = dot(lightVec, norm);
+
+ gl_FragColor = texture1D(CelShade, diffuse);
+}
+ diff --git a/shaders/humus-celshading/1.vert b/shaders/humus-celshading/1.vert new file mode 100644 index 0000000..fb28d3b --- /dev/null +++ b/shaders/humus-celshading/1.vert @@ -0,0 +1,18 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+uniform vec3 lightPos;
+
+varying vec3 lVec;
+varying vec3 norm;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ lVec = lightPos - gl_Vertex.xyz;
+ norm = gl_Normal;
+}
+
+ diff --git a/shaders/humus-celshading/2.frag b/shaders/humus-celshading/2.frag new file mode 100644 index 0000000..97bf6df --- /dev/null +++ b/shaders/humus-celshading/2.frag @@ -0,0 +1,11 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 19 +
+
+varying vec3 norm;
+
+void main(){
+ gl_FragColor = vec4(0.0);
+}
+ diff --git a/shaders/humus-celshading/2.vert b/shaders/humus-celshading/2.vert new file mode 100644 index 0000000..63c2205 --- /dev/null +++ b/shaders/humus-celshading/2.vert @@ -0,0 +1,23 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+uniform vec3 camPos;
+uniform float outlineThreshold;
+uniform float edgeThreshold;
+
+varying vec3 norm;
+
+void main(){
+ vec4 pos = gl_Vertex;
+ vec3 dir = camPos - gl_Vertex.xyz;
+
+ pos.w = float(
+ dot(dir, gl_MultiTexCoord0.xyz) * dot(dir, gl_MultiTexCoord1.xyz) < outlineThreshold ||
+ dot(gl_MultiTexCoord0.xyz, gl_MultiTexCoord1.xyz) < edgeThreshold);
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+}
+
+ diff --git a/shaders/humus-celshading/3.frag b/shaders/humus-celshading/3.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-celshading/3.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-celshading/3.vert b/shaders/humus-celshading/3.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-celshading/3.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/humus-domino/1.frag b/shaders/humus-domino/1.frag new file mode 100644 index 0000000..af0fff3 --- /dev/null +++ b/shaders/humus-domino/1.frag @@ -0,0 +1,28 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 18 +uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform float fade;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+
+void main(){
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = lightVec;
+
+ float atten = saturate(1.0 / (1.0 + dot(lVec, lVec)) - 0.1);
+
+ vec4 base = texture2D(Base, texCoord);
+ vec3 bump = texture2D(Bump, texCoord).xyz;
+ vec3 normal = normalize(bump * 2.0 - 1.0);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(diffuse, 16.0);
+
+ gl_FragColor = fade * atten * ((diffuse * 0.7 + 0.3) * base + 0.5 * specular);
+}
+ diff --git a/shaders/humus-domino/1.vert b/shaders/humus-domino/1.vert new file mode 100644 index 0000000..4114202 --- /dev/null +++ b/shaders/humus-domino/1.vert @@ -0,0 +1,19 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 2 +uniform vec3 camPos;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ texCoord = gl_Vertex.xz * 0.0625;
+
+ lVec = 0.005 * (camPos - gl_Vertex.xyz).xzy;
+}
+
+
+ diff --git a/shaders/humus-domino/2.frag b/shaders/humus-domino/2.frag new file mode 100644 index 0000000..61ffb92 --- /dev/null +++ b/shaders/humus-domino/2.frag @@ -0,0 +1,36 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define BATCH_INSTANCES 64 +#line 45 +uniform sampler3D Noise;
+
+uniform float fade;
+
+varying vec3 texCoord;
+varying vec3 normal;
+varying vec3 lVec;
+
+void main(){
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = lightVec;
+
+ float atten = saturate(1.0 / (1.0 + dot(lVec, lVec)) - 0.1);
+
+ vec4 darkWood = vec4(0.09, 0.04, 0.01, 1.0);
+ vec4 liteWood = vec4(0.92, 0.51, 0.13, 1.0);
+
+ float rings = fract(texture3D(Noise, texCoord * 0.15, 1.0).x * 4.0);
+ rings *= 4.0 * (1.0 - rings);
+ rings *= rings;
+
+ float n = texture3D(Noise, texCoord).x;
+
+ vec4 base = lerp(darkWood, liteWood, rings + n);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(diffuse, 64.0);
+
+ gl_FragColor = fade * atten * ((diffuse * 0.8 + 0.2) * base + 0.4 * specular);
+}
+ diff --git a/shaders/humus-domino/2.vert b/shaders/humus-domino/2.vert new file mode 100644 index 0000000..df4b21d --- /dev/null +++ b/shaders/humus-domino/2.vert @@ -0,0 +1,47 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define BATCH_INSTANCES 64 +#line 2 +uniform vec3 camPos;
+
+void rotate(const vec2 sc, inout vec2 pos){
+ pos.xy = vec2(dot(pos, sc), dot(pos, vec2(-sc.y, sc.x)));
+}
+
+varying vec3 texCoord;
+varying vec3 normal;
+varying vec3 lVec;
+
+uniform vec4 attribs[BATCH_INSTANCES];
+uniform float time;
+
+uniform float fallAngle;
+
+void main(){
+ vec4 attrib = attribs[int(gl_MultiTexCoord0.x)];
+
+ float a = saturate(time - attrib.w);
+ a = fallAngle * pow(a, 0.8);
+
+ vec2 scA = vec2(cos(a), sin(a));
+ vec2 scB = vec2(cos(-attrib.z), sin(-attrib.z));
+
+ vec4 position = gl_Vertex;
+ normal = gl_Normal;
+ rotate(scA, position.xy);
+ rotate(scA, normal.xy);
+ rotate(scB, position.xz);
+ rotate(scB, normal.xz);
+
+ position.xz += attrib.xy;
+
+ gl_Position = gl_ModelViewProjectionMatrix * position;
+
+ texCoord = gl_Vertex.xyz * 0.283 + attrib.w * vec3(7.243, 2.6783, 9.4921);
+
+ lVec = 0.005 * (camPos - position.xyz);
+}
+
+
+ diff --git a/shaders/humus-domino/3.frag b/shaders/humus-domino/3.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-domino/3.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-domino/3.vert b/shaders/humus-domino/3.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-domino/3.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/humus-dynamicbranching/1.frag b/shaders/humus-dynamicbranching/1.frag new file mode 100644 index 0000000..e911164 --- /dev/null +++ b/shaders/humus-dynamicbranching/1.frag @@ -0,0 +1,32 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 28 +uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform vec2 plxCoeffs;
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+
+#ifdef MULTIPASS
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec4 base = texture2D(Base, plxTexCoord);
+
+ gl_FragColor = 0.1 * base;
+#endif
+
+}
+ diff --git a/shaders/humus-dynamicbranching/1.vert b/shaders/humus-dynamicbranching/1.vert new file mode 100644 index 0000000..df41037 --- /dev/null +++ b/shaders/humus-dynamicbranching/1.vert @@ -0,0 +1,29 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 2 +attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+uniform vec3 camPos;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+ gl_Position = ftransform();
+
+#ifdef MULTIPASS
+ texCoord = textureCoord;
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+#endif
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/10.frag b/shaders/humus-dynamicbranching/10.frag new file mode 100644 index 0000000..889bbe7 --- /dev/null +++ b/shaders/humus-dynamicbranching/10.frag @@ -0,0 +1,63 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#line 36 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/10.vert b/shaders/humus-dynamicbranching/10.vert new file mode 100644 index 0000000..8e1914b --- /dev/null +++ b/shaders/humus-dynamicbranching/10.vert @@ -0,0 +1,38 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#line 2 +uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/11.frag b/shaders/humus-dynamicbranching/11.frag new file mode 100644 index 0000000..c9ea43d --- /dev/null +++ b/shaders/humus-dynamicbranching/11.frag @@ -0,0 +1,64 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#define BRANCHING +#line 36 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/11.vert b/shaders/humus-dynamicbranching/11.vert new file mode 100644 index 0000000..2e20300 --- /dev/null +++ b/shaders/humus-dynamicbranching/11.vert @@ -0,0 +1,39 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#define BRANCHING +#line 2 +uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/12.frag b/shaders/humus-dynamicbranching/12.frag new file mode 100644 index 0000000..c230815 --- /dev/null +++ b/shaders/humus-dynamicbranching/12.frag @@ -0,0 +1,10 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 18 +varying vec3 lightVec;
+
+void main(){
+ gl_FragColor = vec4(length(lightVec) + 0.005);
+}
+ diff --git a/shaders/humus-dynamicbranching/12.vert b/shaders/humus-dynamicbranching/12.vert new file mode 100644 index 0000000..0cffa84 --- /dev/null +++ b/shaders/humus-dynamicbranching/12.vert @@ -0,0 +1,19 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 2 +uniform mat4 mvp;
+
+uniform vec3 lightPos;
+uniform float invRadius;
+
+varying vec3 lightVec;
+
+void main(){
+ gl_Position = mvp * gl_Vertex;
+
+ lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/13.frag b/shaders/humus-dynamicbranching/13.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-dynamicbranching/13.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-dynamicbranching/13.vert b/shaders/humus-dynamicbranching/13.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-dynamicbranching/13.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/humus-dynamicbranching/2.frag b/shaders/humus-dynamicbranching/2.frag new file mode 100644 index 0000000..9032629 --- /dev/null +++ b/shaders/humus-dynamicbranching/2.frag @@ -0,0 +1,33 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define MULTIPASS +#line 28 +uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform vec2 plxCoeffs;
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+
+#ifdef MULTIPASS
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec4 base = texture2D(Base, plxTexCoord);
+
+ gl_FragColor = 0.1 * base;
+#endif
+
+}
+ diff --git a/shaders/humus-dynamicbranching/2.vert b/shaders/humus-dynamicbranching/2.vert new file mode 100644 index 0000000..2202e78 --- /dev/null +++ b/shaders/humus-dynamicbranching/2.vert @@ -0,0 +1,30 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define MULTIPASS +#line 2 +attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+uniform vec3 camPos;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+ gl_Position = ftransform();
+
+#ifdef MULTIPASS
+ texCoord = textureCoord;
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+#endif
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/3.frag b/shaders/humus-dynamicbranching/3.frag new file mode 100644 index 0000000..ad2e73c --- /dev/null +++ b/shaders/humus-dynamicbranching/3.frag @@ -0,0 +1,12 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 13 +uniform sampler2D Base;
+
+varying vec2 texCoord;
+
+void main(){
+ gl_FragColor = texture2D(Base, texCoord) * gl_Color;
+}
+ diff --git a/shaders/humus-dynamicbranching/3.vert b/shaders/humus-dynamicbranching/3.vert new file mode 100644 index 0000000..7b0a5d5 --- /dev/null +++ b/shaders/humus-dynamicbranching/3.vert @@ -0,0 +1,14 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 2 +varying vec2 texCoord;
+
+void main(){
+ gl_Position = ftransform();
+ texCoord = gl_MultiTexCoord0.xy;
+ gl_FrontColor = gl_Color;
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/4.frag b/shaders/humus-dynamicbranching/4.frag new file mode 100644 index 0000000..3244b1f --- /dev/null +++ b/shaders/humus-dynamicbranching/4.frag @@ -0,0 +1,82 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define LIGHT_COUNT 3 +#line 43 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/4.vert b/shaders/humus-dynamicbranching/4.vert new file mode 100644 index 0000000..9dd0d12 --- /dev/null +++ b/shaders/humus-dynamicbranching/4.vert @@ -0,0 +1,45 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define LIGHT_COUNT 3 +#line 2 +uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/5.frag b/shaders/humus-dynamicbranching/5.frag new file mode 100644 index 0000000..c3027fc --- /dev/null +++ b/shaders/humus-dynamicbranching/5.frag @@ -0,0 +1,83 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define BRANCHING +#define LIGHT_COUNT 3 +#line 43 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/5.vert b/shaders/humus-dynamicbranching/5.vert new file mode 100644 index 0000000..35161d5 --- /dev/null +++ b/shaders/humus-dynamicbranching/5.vert @@ -0,0 +1,46 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define BRANCHING +#define LIGHT_COUNT 3 +#line 2 +uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/6.frag b/shaders/humus-dynamicbranching/6.frag new file mode 100644 index 0000000..7059fc0 --- /dev/null +++ b/shaders/humus-dynamicbranching/6.frag @@ -0,0 +1,83 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#define LIGHT_COUNT 3 +#line 43 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/6.vert b/shaders/humus-dynamicbranching/6.vert new file mode 100644 index 0000000..e0867e3 --- /dev/null +++ b/shaders/humus-dynamicbranching/6.vert @@ -0,0 +1,46 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#define LIGHT_COUNT 3 +#line 2 +uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/7.frag b/shaders/humus-dynamicbranching/7.frag new file mode 100644 index 0000000..f855983 --- /dev/null +++ b/shaders/humus-dynamicbranching/7.frag @@ -0,0 +1,84 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#define BRANCHING +#define LIGHT_COUNT 3 +#line 43 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/7.vert b/shaders/humus-dynamicbranching/7.vert new file mode 100644 index 0000000..13116ad --- /dev/null +++ b/shaders/humus-dynamicbranching/7.vert @@ -0,0 +1,47 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOWS +#define BRANCHING +#define LIGHT_COUNT 3 +#line 2 +uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/8.frag b/shaders/humus-dynamicbranching/8.frag new file mode 100644 index 0000000..d993cbb --- /dev/null +++ b/shaders/humus-dynamicbranching/8.frag @@ -0,0 +1,62 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 36 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/8.vert b/shaders/humus-dynamicbranching/8.vert new file mode 100644 index 0000000..c85acdd --- /dev/null +++ b/shaders/humus-dynamicbranching/8.vert @@ -0,0 +1,37 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 2 +uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-dynamicbranching/9.frag b/shaders/humus-dynamicbranching/9.frag new file mode 100644 index 0000000..6ebce5a --- /dev/null +++ b/shaders/humus-dynamicbranching/9.frag @@ -0,0 +1,63 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define BRANCHING +#line 36 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+ diff --git a/shaders/humus-dynamicbranching/9.vert b/shaders/humus-dynamicbranching/9.vert new file mode 100644 index 0000000..e9b8a9b --- /dev/null +++ b/shaders/humus-dynamicbranching/9.vert @@ -0,0 +1,38 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define BRANCHING +#line 2 +uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-hdr/1.frag b/shaders/humus-hdr/1.frag new file mode 100644 index 0000000..d46a8cb --- /dev/null +++ b/shaders/humus-hdr/1.frag @@ -0,0 +1,39 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord, lmCoord;
+varying vec3 lightVec;
+varying vec3 vVec;
+
+
+#line 36 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform sampler2D LightMap;
+
+uniform vec2 plx;
+uniform float gloss;
+
+const vec3 lightColor = vec3(0.12, 0.14, 0.2);
+
+void main(){
+ vec3 viewVec = normalize(vVec);
+
+ float height = texture2D(Bump, texCoord).a;
+ vec2 plxCoord = texCoord + (height * plx.x + plx.y) * viewVec.xy;
+
+
+ vec3 base = texture2D(Base, plxCoord).rgb;
+ vec3 bump = texture2D(Bump, plxCoord).xyz;
+ vec3 normal = normalize(bump * 2.0 - 1.0);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 16.0);
+
+
+ vec4 shadow = texture2D(LightMap, lmCoord);
+
+ gl_FragColor.rgb = lightColor * (shadow.x * (diffuse * base + gloss * specular) + 0.7 * shadow.w * base);
+}
+ diff --git a/shaders/humus-hdr/1.vert b/shaders/humus-hdr/1.vert new file mode 100644 index 0000000..7916aba --- /dev/null +++ b/shaders/humus-hdr/1.vert @@ -0,0 +1,37 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord, lmCoord;
+varying vec3 lightVec;
+varying vec3 vVec;
+
+
+#line 8 +attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+attribute vec2 lightMapCoord;
+
+uniform vec3 lightDir;
+uniform vec3 camPos;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ texCoord = textureCoord;
+ lmCoord = lightMapCoord;
+
+ lightVec.x = dot(lightDir, tangent);
+ lightVec.y = dot(lightDir, binormal);
+ lightVec.z = dot(lightDir, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
+ diff --git a/shaders/humus-hdr/2.frag b/shaders/humus-hdr/2.frag new file mode 100644 index 0000000..646d789 --- /dev/null +++ b/shaders/humus-hdr/2.frag @@ -0,0 +1,23 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec3 cubeCoord;
+
+
+#line 14 +uniform samplerCube RGB;
+uniform samplerCube Exp;
+
+uniform vec2 scaleBias;
+
+void main(){
+ vec3 sky = textureCube(RGB, cubeCoord).rgb;
+ float ex = textureCube(Exp, cubeCoord).x;
+
+ // Expand RGBE
+ sky *= exp2(ex * scaleBias.x + scaleBias.y);
+
+ gl_FragColor.rgb = sky.rgb;
+}
+ diff --git a/shaders/humus-hdr/2.vert b/shaders/humus-hdr/2.vert new file mode 100644 index 0000000..b888dcc --- /dev/null +++ b/shaders/humus-hdr/2.vert @@ -0,0 +1,15 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec3 cubeCoord;
+
+
+#line 6 +void main(){
+ gl_Position = gl_Vertex;
+ cubeCoord = gl_MultiTexCoord0.xyz;
+}
+
+
+ diff --git a/shaders/humus-hdr/3.frag b/shaders/humus-hdr/3.frag new file mode 100644 index 0000000..ccd7b36 --- /dev/null +++ b/shaders/humus-hdr/3.frag @@ -0,0 +1,26 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 25 +uniform sampler2D Image;
+
+uniform float invRange;
+
+void main(){
+ // Downscale and convert to fixed point
+ vec3 base = texture2D(Image, texCoord0).rgb;
+ base += texture2D(Image, texCoord1).rgb;
+ base += texture2D(Image, texCoord2).rgb;
+ base += texture2D(Image, texCoord3).rgb;
+
+ // Clamp for nvidia ...
+ gl_FragColor.rgb = min(base.rgb * invRange, 1.0);
+}
+ diff --git a/shaders/humus-hdr/3.vert b/shaders/humus-hdr/3.vert new file mode 100644 index 0000000..5addf41 --- /dev/null +++ b/shaders/humus-hdr/3.vert @@ -0,0 +1,26 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 9 +uniform vec2 halfPixel;
+
+void main(){
+ gl_Position = gl_Vertex;
+
+ vec2 texCoord = gl_Vertex.xy * 0.5 + 0.5;
+
+ texCoord0 = texCoord + halfPixel * vec2( 1, 1);
+ texCoord1 = texCoord + halfPixel * vec2(-1, 1);
+ texCoord2 = texCoord + halfPixel * vec2(-1, -1);
+ texCoord3 = texCoord + halfPixel * vec2( 1, -1);
+}
+
+
+ diff --git a/shaders/humus-hdr/4.frag b/shaders/humus-hdr/4.frag new file mode 100644 index 0000000..c9f9c34 --- /dev/null +++ b/shaders/humus-hdr/4.frag @@ -0,0 +1,22 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 24 +uniform sampler2D Image;
+
+void main(){
+ vec3 base = texture2D(Image, texCoord0).rgb;
+ base += texture2D(Image, texCoord1).rgb;
+ base += texture2D(Image, texCoord2).rgb;
+ base += texture2D(Image, texCoord3).rgb;
+
+ gl_FragColor.rgb = 0.25 * base.rgb;
+}
+ diff --git a/shaders/humus-hdr/4.vert b/shaders/humus-hdr/4.vert new file mode 100644 index 0000000..6dd49b7 --- /dev/null +++ b/shaders/humus-hdr/4.vert @@ -0,0 +1,25 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 9 +uniform vec2 sample0, sample1, sample2, sample3;
+
+void main(){
+ gl_Position = gl_Vertex;
+
+ vec2 texCoord = gl_Vertex.xy * 0.5 + 0.5;
+ texCoord0 = texCoord + sample0;
+ texCoord1 = texCoord + sample1;
+ texCoord2 = texCoord + sample2;
+ texCoord3 = texCoord + sample3;
+}
+
+
+ diff --git a/shaders/humus-hdr/5.frag b/shaders/humus-hdr/5.frag new file mode 100644 index 0000000..9418882 --- /dev/null +++ b/shaders/humus-hdr/5.frag @@ -0,0 +1,28 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord;
+
+
+#line 15 +uniform sampler2D Base;
+uniform sampler2D Blur;
+
+uniform float exposure;
+uniform float range;
+uniform float blurStrength;
+
+void main(){
+ vec4 base = texture2D(Base, texCoord);
+ vec4 blur = texture2D(Blur, texCoord);
+
+ blur.rgb = pow(blur.rgb, vec3(blurStrength));
+
+ blur *= range;
+
+ vec4 color = base + blur;
+
+ gl_FragColor.rgb = 1.0 - exp(-exposure * color.rgb);
+}
+ diff --git a/shaders/humus-hdr/5.vert b/shaders/humus-hdr/5.vert new file mode 100644 index 0000000..dd00aed --- /dev/null +++ b/shaders/humus-hdr/5.vert @@ -0,0 +1,16 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +
+varying vec2 texCoord;
+
+
+#line 6 +void main(){
+ gl_Position = gl_Vertex;
+
+ texCoord = gl_Vertex.xy * 0.5 + 0.5;
+}
+
+
+ diff --git a/shaders/humus-hdr/6.frag b/shaders/humus-hdr/6.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-hdr/6.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-hdr/6.vert b/shaders/humus-hdr/6.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-hdr/6.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/humus-portals/1.frag b/shaders/humus-portals/1.frag new file mode 100644 index 0000000..9503ded --- /dev/null +++ b/shaders/humus-portals/1.frag @@ -0,0 +1,32 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 26 +
+
+uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform float invRadius;
+uniform float ambient;
+
+varying vec2 texCoord;
+varying vec3 lightVec;
+varying vec3 viewVec;
+
+void main(){
+ vec4 base = texture2D(Base, texCoord);
+ vec3 bump = texture2D(Bump, texCoord).xyz * 2.0 - 1.0;
+
+ bump = normalize(bump);
+
+ float distSqr = dot(lightVec, lightVec);
+ vec3 lVec = lightVec * inversesqrt(distSqr);
+
+ float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
+ float diffuse = clamp(dot(lVec, bump), 0.0, 1.0);
+
+ float specular = pow(clamp(dot(reflect(normalize(-viewVec), bump), lVec), 0.0, 1.0), 16.0);
+
+ gl_FragColor = ambient * base + (diffuse * base + 0.6 * specular) * atten;
+}
+ diff --git a/shaders/humus-portals/1.vert b/shaders/humus-portals/1.vert new file mode 100644 index 0000000..7a83406 --- /dev/null +++ b/shaders/humus-portals/1.vert @@ -0,0 +1,30 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+varying vec2 texCoord;
+varying vec3 lightVec;
+varying vec3 viewVec;
+
+uniform vec3 lightPos;
+uniform vec3 camPos;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ texCoord = gl_MultiTexCoord0.xy;
+
+ vec3 lVec = lightPos - gl_Vertex.xyz;
+ lightVec.x = dot(gl_MultiTexCoord1.xyz, lVec);
+ lightVec.y = dot(gl_MultiTexCoord2.xyz, lVec);
+ lightVec.z = dot(gl_MultiTexCoord3.xyz, lVec);
+
+ vec3 vVec = camPos - gl_Vertex.xyz;
+ viewVec.x = dot(gl_MultiTexCoord1.xyz, vVec);
+ viewVec.y = dot(gl_MultiTexCoord2.xyz, vVec);
+ viewVec.z = dot(gl_MultiTexCoord3.xyz, vVec);
+}
+
+
+ diff --git a/shaders/humus-portals/2.frag b/shaders/humus-portals/2.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-portals/2.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-portals/2.vert b/shaders/humus-portals/2.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-portals/2.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/humus-raytracedshadows/1.frag b/shaders/humus-raytracedshadows/1.frag new file mode 100644 index 0000000..00a7027 --- /dev/null +++ b/shaders/humus-raytracedshadows/1.frag @@ -0,0 +1,25 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOW_SOFTNESS 0.0005 +#define SPHERE_COUNT 7 +#line 26 +
+
+varying vec3 lightVec;
+varying vec4 sphereVec[SPHERE_COUNT];
+
+void main(){
+ vec4 shadow = vec4(1.0);
+
+ vec3 lVec = lightVec / dot(lightVec, lightVec);
+ for (int i = 0; i < SPHERE_COUNT; i++){
+ float t = saturate(dot(sphereVec[i].xyz, lVec));
+ vec3 p = t * lightVec - sphereVec[i].xyz;
+ float len = dot(p, p);
+
+ shadow.w *= saturate(SHADOW_SOFTNESS * len - sphereVec[i].w);
+ }
+
+ gl_FragColor = shadow;
+}
+ diff --git a/shaders/humus-raytracedshadows/1.vert b/shaders/humus-raytracedshadows/1.vert new file mode 100644 index 0000000..b480549 --- /dev/null +++ b/shaders/humus-raytracedshadows/1.vert @@ -0,0 +1,32 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define SHADOW_SOFTNESS 0.0005 +#define SPHERE_COUNT 7 +#line 0 +
+
+uniform float scale;
+uniform vec3 offset;
+
+uniform vec3 lightPos;
+uniform vec4 spherePos[SPHERE_COUNT];
+
+varying vec3 lightVec;
+varying vec4 sphereVec[SPHERE_COUNT];
+
+void main(){
+ vec4 pos = gl_Vertex;
+ pos.xyz *= scale;
+ pos.xyz += offset;
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+
+ lightVec = lightPos - pos.xyz;
+ for (int i = 0; i < SPHERE_COUNT; i++){
+ sphereVec[i].xyz = spherePos[i].xyz - pos.xyz;
+ sphereVec[i].w = spherePos[i].w * SHADOW_SOFTNESS - 0.5;
+ }
+}
+
+
+ diff --git a/shaders/humus-raytracedshadows/2.frag b/shaders/humus-raytracedshadows/2.frag new file mode 100644 index 0000000..6307be1 --- /dev/null +++ b/shaders/humus-raytracedshadows/2.frag @@ -0,0 +1,20 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 26 +
+
+uniform sampler2D Base;
+uniform sampler2D Bump;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+
+void main(){
+ vec4 base = texture2D(Base, texCoord);
+ vec3 bump = normalize(texture2D(Bump, texCoord).xyz * 2.0 - 1.0);
+
+ float diffuse = dot(normalize(lVec), bump);
+
+ gl_FragColor = diffuse * base;
+}
+ diff --git a/shaders/humus-raytracedshadows/2.vert b/shaders/humus-raytracedshadows/2.vert new file mode 100644 index 0000000..195cb8e --- /dev/null +++ b/shaders/humus-raytracedshadows/2.vert @@ -0,0 +1,30 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+uniform vec3 lightPos;
+uniform vec3 camPos;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ texCoord = textureCoord;
+
+ vec3 lightVec = lightPos - gl_Vertex.xyz;
+ vec3 viewVec = lightPos - gl_Vertex.xyz;
+
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+}
+
+
+ diff --git a/shaders/humus-raytracedshadows/3.frag b/shaders/humus-raytracedshadows/3.frag new file mode 100644 index 0000000..649ceaf --- /dev/null +++ b/shaders/humus-raytracedshadows/3.frag @@ -0,0 +1,15 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 12 +
+
+uniform sampler2D Base;
+
+varying vec2 texCoord;
+
+void main(){
+ vec4 base = texture2D(Base, texCoord);
+
+ gl_FragColor = 0.17 * base;
+}
+ diff --git a/shaders/humus-raytracedshadows/3.vert b/shaders/humus-raytracedshadows/3.vert new file mode 100644 index 0000000..899dc72 --- /dev/null +++ b/shaders/humus-raytracedshadows/3.vert @@ -0,0 +1,16 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+attribute vec2 textureCoord;
+
+varying vec2 texCoord;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ texCoord = textureCoord;
+}
+
+
+ diff --git a/shaders/humus-raytracedshadows/4.frag b/shaders/humus-raytracedshadows/4.frag new file mode 100644 index 0000000..62bb66b --- /dev/null +++ b/shaders/humus-raytracedshadows/4.frag @@ -0,0 +1,22 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 25 +
+
+uniform vec4 color;
+
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 norm;
+
+void main(){
+ vec3 lightVec = (lVec);
+ vec3 viewVec = (vVec);
+ vec3 normal = normalize(norm);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 20.0);
+
+ gl_FragColor = diffuse * color + specular;
+}
+ diff --git a/shaders/humus-raytracedshadows/4.vert b/shaders/humus-raytracedshadows/4.vert new file mode 100644 index 0000000..9994755 --- /dev/null +++ b/shaders/humus-raytracedshadows/4.vert @@ -0,0 +1,29 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+uniform float scale;
+uniform vec3 offset;
+
+uniform vec3 lightPos;
+uniform vec3 camPos;
+
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 norm;
+
+void main(){
+ vec4 pos = gl_Vertex;
+ pos.xyz *= scale;
+ pos.xyz += offset;
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+
+ lVec = normalize(lightPos - pos.xyz);
+ vVec = normalize(camPos - pos.xyz);
+ norm = gl_Vertex.xyz;
+}
+
+
+ diff --git a/shaders/humus-raytracedshadows/5.frag b/shaders/humus-raytracedshadows/5.frag new file mode 100644 index 0000000..43cbb45 --- /dev/null +++ b/shaders/humus-raytracedshadows/5.frag @@ -0,0 +1,16 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 22 +
+
+uniform vec4 color;
+
+varying vec3 lightVec;
+varying vec3 normal;
+
+void main(){
+ float diffuse = 0.17 * (0.4 * dot(lightVec, normal) + 0.6);
+
+ gl_FragColor = diffuse * color;
+}
+ diff --git a/shaders/humus-raytracedshadows/5.vert b/shaders/humus-raytracedshadows/5.vert new file mode 100644 index 0000000..3c3c10a --- /dev/null +++ b/shaders/humus-raytracedshadows/5.vert @@ -0,0 +1,26 @@ +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 0 +
+
+uniform vec3 lightPos;
+
+uniform float scale;
+uniform vec3 offset;
+
+varying vec3 lightVec;
+varying vec3 normal;
+
+void main(){
+ vec4 pos = gl_Vertex;
+ pos.xyz *= scale;
+ pos.xyz += offset;
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+
+ lightVec = normalize(lightPos - pos.xyz);
+ normal = gl_Vertex.xyz;
+}
+
+
+ diff --git a/shaders/humus-raytracedshadows/6.frag b/shaders/humus-raytracedshadows/6.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-raytracedshadows/6.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-raytracedshadows/6.vert b/shaders/humus-raytracedshadows/6.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-raytracedshadows/6.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/humus-volumetricfogging2/1.frag b/shaders/humus-volumetricfogging2/1.frag new file mode 100644 index 0000000..d2aacd6 --- /dev/null +++ b/shaders/humus-volumetricfogging2/1.frag @@ -0,0 +1,86 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define COUNT 40 +#define FIRST_PASS +#line 52 +uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform sampler3D Fog;
+uniform sampler3D LightMap;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+
+varying vec3 dir;
+
+varying vec3 fogCrd;
+varying vec3 shadowCrd;
+
+uniform float fogStart;
+uniform vec3 shadowStart;
+
+uniform vec4 fogScaleBias;
+uniform vec3 shadowScale, shadowBias;
+
+void main(){
+ const vec3 fogColor = vec3(0.9, 1.0, 0.8);
+ const float fogDensity = 0.005;
+
+ float n = fogDensity * length(dir);
+
+ vec3 fogCoord = fogCrd;
+ vec3 shadowCoord = shadowCrd;
+
+#ifdef FIRST_PASS
+
+ // Regular per pixel lighting
+ float atten = 1.0 / (1.0 + 0.000001 * dot(lVec, lVec));
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec3 base = texture2D(Base, texCoord).rgb;
+ vec3 normal = normalize(texture2D(Bump, texCoord).xyz * 2.0 - 1.0);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 16.0);
+
+ float shadow = texture3D(LightMap, shadowCrd).x;
+
+ vec3 lighting = atten * shadow * (diffuse * base + 0.5 * specular) + 0.14 * base;
+#else
+
+ // For later passes, continue the fog computation where we stopped last pass
+ fogCoord += fogStart * dir;
+ shadowCoord += shadowStart * dir;
+
+#endif
+
+ float a = 1.0;
+ float b = 0.0;
+
+ // Volumetric fog computation
+ for (int i = 0; i < COUNT; i++){
+ fogCoord += fogScaleBias.w * dir;
+ shadowCoord += shadowScale * dir;
+
+ float fog = texture3D(Fog, fogCoord).x;
+ float shadow = texture3D(LightMap, shadowCoord).x;
+
+ // Compute weighting factors. This implements the commented out lerp more efficiently.
+ float x = 1.0 - fog * n;
+ a *= x;
+ b = lerp(shadow, b, x);
+ }
+
+#ifdef FIRST_PASS
+ gl_FragColor.rgb = lighting * a + fogColor * b;
+#else
+ // "lighting" is in the framebuffer, so we use alpha blending to multiply it with "a".
+ gl_FragColor.rgb = b * fogColor;
+ gl_FragColor.a = a;
+#endif
+
+}
+ diff --git a/shaders/humus-volumetricfogging2/1.vert b/shaders/humus-volumetricfogging2/1.vert new file mode 100644 index 0000000..6b1d7af --- /dev/null +++ b/shaders/humus-volumetricfogging2/1.vert @@ -0,0 +1,55 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#define COUNT 40 +#define FIRST_PASS +#line 2 +uniform mat4 mvp;
+
+uniform vec3 lightPos;
+uniform vec3 camPos;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+
+varying vec3 dir;
+
+varying vec3 fogCrd;
+varying vec3 shadowCrd;
+
+
+uniform vec4 fogScaleBias;
+uniform vec3 shadowScale, shadowBias;
+
+void main(){
+ gl_Position = mvp * gl_Vertex;
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+
+#ifdef FIRST_PASS
+ texCoord = textureCoord;
+
+ vec3 lightVec = lightPos - gl_Vertex.xyz;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+#endif
+
+ dir = viewVec / 40.0;
+
+ fogCrd = gl_Vertex.xyz * fogScaleBias.w + fogScaleBias.xyz;
+ shadowCrd = gl_Vertex.xyz * shadowScale + shadowBias;
+}
+
+
+ diff --git a/shaders/humus-volumetricfogging2/2.frag b/shaders/humus-volumetricfogging2/2.frag new file mode 100644 index 0000000..469786f --- /dev/null +++ b/shaders/humus-volumetricfogging2/2.frag @@ -0,0 +1,8 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 11 +void main(){
+ gl_FragColor = vec4(0.0);
+}
+ diff --git a/shaders/humus-volumetricfogging2/2.vert b/shaders/humus-volumetricfogging2/2.vert new file mode 100644 index 0000000..e42df26 --- /dev/null +++ b/shaders/humus-volumetricfogging2/2.vert @@ -0,0 +1,12 @@ +#version 120 +#define saturate(x) clamp(x,0.0,1.0) +#define lerp mix +#line 2 +uniform mat4 mvp;
+
+void main(){
+ gl_Position = mvp * gl_Vertex;
+}
+
+
+ diff --git a/shaders/humus-volumetricfogging2/3.frag b/shaders/humus-volumetricfogging2/3.frag new file mode 100644 index 0000000..4c72c26 --- /dev/null +++ b/shaders/humus-volumetricfogging2/3.frag @@ -0,0 +1,6 @@ +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + diff --git a/shaders/humus-volumetricfogging2/3.vert b/shaders/humus-volumetricfogging2/3.vert new file mode 100644 index 0000000..b081d0f --- /dev/null +++ b/shaders/humus-volumetricfogging2/3.vert @@ -0,0 +1,6 @@ +attribute vec4 position; +void main() +{ + gl_Position = position; +} + |