efl/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd

236 lines
5.2 KiB
Plaintext

varying vec3 vLightVector;
varying vec3 vLightHalfVector;
varying vec3 vNormal;
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //TEX_COORD
#ifdef FOG_ENABLED
uniform float uFogFactor;
uniform vec4 uFogColor;
#endif //FOG_ENABLED
#ifdef SHADOWED
varying vec4 vLightPosition;
uniform sampler2D uShadowMap;
float shadow;
#endif //SHADOWED
#ifdef DIFFUSE
uniform vec4 uMaterialDiffuse;
uniform vec4 uLightDiffuse;
#ifdef DIFFUSE_TEXTURE
uniform sampler2D uTextureDiffuse0;
#endif //DIFFUSE_TEXTURE
#ifdef DIFFUSE_TEXTURE_BLEND
uniform sampler2D uTextureDiffuse1;
uniform float uTextureDiffuseWeight;
#endif //DIFFUSE_TEXTURE_BLEND
#endif //DIFFUSE
#ifdef SPECULAR
uniform vec4 uLightSpecular;
uniform float uMaterialShininess;
uniform vec4 uMaterialSpecular;
#ifdef SPECULAR_TEXTURE
uniform sampler2D uTextureSpecular0;
#endif //SPECULAR_TEXTURE
#ifdef SPECULAR_TEXTURE_BLEND
uniform sampler2D uTextureSpecular1;
uniform float uTextureSpecularWeight;
#endif //SPECULAR_TEXTURE_BLEND
#endif //SPECULAR
#ifdef AMBIENT
uniform vec4 uMaterialAmbient;
uniform vec4 uLightAmbient;
#ifdef AMBIENT_TEXTURE
uniform sampler2D uTextureAmbient0;
#endif //AMBIENT_TEXTURE
#ifdef AMBIENT_TEXTURE_BLEND
uniform sampler2D uTextureAmbient1;
uniform float uTextureAmbientWeight;
#endif //AMBIENT_TEXTURE_BLEND
#endif //AMBIENT
#ifdef EMISSION
uniform vec4 uMaterialEmission;
#ifdef EMISSION_TEXTURE
uniform sampler2D uTextureEmission0;
#endif //EMISSION_TEXTURE
#ifdef EMISSION_TEXTURE_BLEND
uniform sampler2D uTextureEmission1;
uniform float uTextureEmissionWeight;
#endif //EMISSION_TEXTURE_BLEND
#endif //EMISSION
#ifdef LIGHT_SPOT
uniform vec3 uLightSpotDir;
uniform float uLightSpotExp;
uniform float uLightSpotCutoffCos;
#endif //LIGHT_SPOT
#ifdef LIGHT_ATTENUATION
varying float vLightDist;
#endif //LIGHT_ATTENUATION
void fragmentPhong()
{
vec3 normal = normalize(vNormal);
vec3 lv = normalize(vLightVector);
float factor = dot(lv, normal);
vec4 color;
#ifdef LIGHT_SPOT
float f = dot(-lv, normalize(uLightSpotDir));
if (f > uLightSpotCutoffCos)
factor *= pow(f, uLightSpotExp);
else
factor = 0.0;
#endif //LIGHT_SPOT
if (factor > 0.0)
{
/* Diffuse term. */
#ifdef DIFFUSE
#ifdef DIFFUSE_TEXTURE_BLEND
color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
#else
#ifdef DIFFUSE_TEXTURE
color = texture2D(uTextureDiffuse0, vTexCoord);
#else
color = uMaterialDiffuse;
#endif //DIFFUSE_TEXTURE
#endif //DIFFUSE_TEXTURE_BLEND
gl_FragColor = uLightDiffuse * color * factor;
#else
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
#endif //DIFFUSE
/* Specular term. */
#ifdef SPECULAR
factor = dot(normalize(vLightHalfVector), normal);
if (factor > 0.0)
{
factor = pow(factor, uMaterialShininess);
#ifdef SPECULAR_TEXTURE_BLEND
color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
#else
#ifdef SPECULAR_TEXTURE
color = texture2D(uTextureSpecular0, vTexCoord);
#else
color = uMaterialSpecular;
#endif
#endif
gl_FragColor += uLightSpecular * color * factor;
}
#endif
}
else
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
#ifdef SHADOWED
gl_FragColor *= shadow;
#endif //SHADOWED
#ifdef AMBIENT
#ifdef AMBIENT_TEXTURE_BLEND
color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
#else
#ifdef AMBIENT_TEXTURE
color = texture2D(uTextureAmbient0, vTexCoord);
#else
color = uMaterialAmbient;
#endif
#endif
gl_FragColor += uLightAmbient * color;
#endif
/* Light attenuation. */
#ifdef LIGHT_ATTENUATION
gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));
#endif
/* Emission term. */
#ifdef EMISSION
#ifdef EMISSION_TEXTURE_BLEND
color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
#else
#ifdef EMISSION_TEXTURE
color = texture2D(uTextureEmission0, vTexCoord);
#else
color = uMaterialEmission;
#endif
#endif
gl_FragColor += color;
#endif
}
#ifdef SHADOWED
float pcf(vec4 lpos, float size)
{
vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
float i, j, randx, randy, shadow;
shadow = 0.0;
for (i = -4.0; i < 4.0; i++)
for (j = -4.0; j < 4.0; j++)
shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
return shadow / 64.0;
}
#endif //SHADOWED
void main()
{
#ifdef SHADOWED
shadow = pcf(vLightPosition, 1.0 / 300.0);
#endif //SHADOWED
fragmentPhong();
#ifdef FOG_ENABLED
float z = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
#endif //FOG_ENABLED
}