[Evas: Evas_3D] Refactor shader system: refactored parallax shade mode.
Reviewers: cedric, jpeg Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2241
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@ -1328,7 +1328,7 @@ static const char const parallax_occlusion_vert_glsl[] =
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"}\n"
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"void main()\n"
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"{\n"
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"#ifdef VERTEX_POSITION_BLEND\n"
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" #ifdef VERTEX_POSITION_BLEND\n"
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" vec4 position = aPosition0 * uPositionWeight +\n"
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" aPosition1 * (1.0 - uPositionWeight);\n"
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" position = vec4(position.xyz, 1.0);\n"
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@ -1337,7 +1337,7 @@ static const char const parallax_occlusion_vert_glsl[] =
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" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
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"#endif // VERTEX_POSITION\n"
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"#endif //VERTEX_POSITION_BLEND\n"
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"#ifdef VERTEX_NORMAL_BLEND\n"
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" #ifdef VERTEX_NORMAL_BLEND\n"
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" vec3 normal = aNormal0.xyz * uNormalWeight +\n"
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" aNormal1.xyz * (1.0 - uNormalWeight);\n"
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"#else\n"
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@ -1353,7 +1353,7 @@ static const char const parallax_occlusion_vert_glsl[] =
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" vec3 tangent = aTangent0.xyz;\n"
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"#endif //VERTEX_TANGENT\n"
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"#endif //VERTEX_TANGENT_BLEND\n"
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"#ifdef VERTEX_TEXCOORD_BLEND\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
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" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
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"#else\n"
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@ -1363,7 +1363,7 @@ static const char const parallax_occlusion_vert_glsl[] =
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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" vertexParallaxOcclusion(position, normal, tangent);\n"
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"#ifdef SHADOWED\n"
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" #ifdef SHADOWED\n"
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" vLightPosition = uMatrixLight * position;\n"
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"#endif //SHADOWED\n"
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"}\n";
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@ -1389,6 +1389,16 @@ static const char const parallax_occlusion_frag_glsl[] =
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"varying vec4 vLightPosition;\n"
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"uniform sampler2D uShadowMap;\n"
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"float shadow;\n"
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"float pcf(vec4 lpos, float size)\n"
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" {\n"
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" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
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" float i, j, randx, randy, shadow;\n"
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" shadow = 0.0;\n"
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" for (i = -4.0; i < 4.0; i++)\n"
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" for (j = -4.0; j < 4.0; j++)\n"
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" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
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" return shadow / 64.0;\n"
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"}\n"
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"#endif //SHADOWED\n"
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"#ifdef NORMAL_TEXTURE_BLEND\n"
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"uniform sampler2D uTextureNormal1;\n"
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@ -1449,9 +1459,7 @@ static const char const parallax_occlusion_frag_glsl[] =
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"const float parallaxScale = 0.2;\n"
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"vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)\n"
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"{\n"
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" const float minLayers = 10.0;\n"
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" const float maxLayers = 30.0;\n"
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" float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));\n"
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" const float numLayers = 15.0;\n"
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" vec2 texStep = parallaxScale * view.xy / view.z / numLayers;\n"
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" float layerHeight = 1.0 / numLayers;\n"
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" float curLayerHeight = 0.0;\n"
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@ -1588,26 +1596,15 @@ static const char const parallax_occlusion_frag_glsl[] =
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" gl_FragColor += color;\n"
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"#endif //EMISSION\n"
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"}\n"
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"#ifdef SHADOWED\n"
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"float pcf(vec4 lpos, float size)\n"
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"{\n"
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" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
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" float i, j, randx, randy, shadow;\n"
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" shadow = 0.0;\n"
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" for (i = -4.0; i < 4.0; i++)\n"
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" for (j = -4.0; j < 4.0; j++)\n"
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" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
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" return shadow / 64.0;\n"
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"}\n"
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"#endif //SHADOWED\n"
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"void main() {\n"
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"#ifdef SHADOWED\n"
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" shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
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"#endif //SHADOWED\n"
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" fragmentParallaxMap();\n"
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" \n"
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"#ifdef FOG_ENABLED\n"
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" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
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" float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
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" float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n"
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" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
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" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
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"#endif //FOG_ENABLED\n"
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@ -7,99 +7,25 @@ varying vec3 vEyeVector;
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varying vec2 vTexCoord;
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#endif //TEX_COORD
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#ifdef FOG_ENABLED
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uniform float uFogFactor;
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uniform vec4 uFogColor;
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#endif //FOG_ENABLED
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#ifdef SHADOWED
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varying vec4 vLightPosition;
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uniform sampler2D uShadowMap;
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float shadow;
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#endif //SHADOWED
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FRAGMENT_SHADER_USE_FOG
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FRAGMENT_SHADER_USE_SHADOWS
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#ifdef NORMAL_TEXTURE_BLEND
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uniform sampler2D uTextureNormal1;
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uniform float uTextureNormalWeight;
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#endif //NORMAL_TEXTURE_BLEND
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#ifdef DIFFUSE
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uniform vec4 uMaterialDiffuse;
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uniform vec4 uLightDiffuse;
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#ifdef DIFFUSE_TEXTURE
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uniform sampler2D uTextureDiffuse0;
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#endif //DIFFUSE_TEXTURE
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#ifdef DIFFUSE_TEXTURE_BLEND
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uniform sampler2D uTextureDiffuse1;
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uniform float uTextureDiffuseWeight;
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#endif //DIFFUSE_TEXTURE_BLEND
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#endif //DIFFUSE
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#ifdef SPECULAR
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uniform vec4 uLightSpecular;
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uniform float uMaterialShininess;
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uniform vec4 uMaterialSpecular;
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#ifdef SPECULAR_TEXTURE
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uniform sampler2D uTextureSpecular0;
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#endif //SPECULAR_TEXTURE
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#ifdef SPECULAR_TEXTURE_BLEND
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uniform sampler2D uTextureSpecular1;
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uniform float uTextureSpecularWeight;
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#endif //SPECULAR_TEXTURE_BLEND
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#endif //SPECULAR
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#ifdef AMBIENT
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uniform vec4 uMaterialAmbient;
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uniform vec4 uLightAmbient;
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#ifdef AMBIENT_TEXTURE
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uniform sampler2D uTextureAmbient0;
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#endif //AMBIENT_TEXTURE
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#ifdef AMBIENT_TEXTURE_BLEND
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uniform sampler2D uTextureAmbient1;
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uniform float uTextureAmbientWeight;
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#endif //AMBIENT_TEXTURE_BLEND
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#endif //AMBIENT
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#ifdef EMISSION
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uniform vec4 uMaterialEmission;
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#ifdef EMISSION_TEXTURE
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uniform sampler2D uTextureEmission0;
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#endif //EMISSION_TEXTURE
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#ifdef EMISSION_TEXTURE_BLEND
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uniform sampler2D uTextureEmission1;
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uniform float uTextureEmissionWeight;
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#endif //EMISSION_TEXTURE_BLEND
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#endif //EMISSION
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#ifdef LIGHT_SPOT
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uniform vec3 uLightSpotDir;
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uniform float uLightSpotExp;
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uniform float uLightSpotCutoffCos;
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#endif //LIGHT_SPOT
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#ifdef LIGHT_ATTENUATION
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varying float vLightDist;
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#endif //LIGHT_ATTENUATION
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FRAGMENT_SHADER_USE_DIFFUSE_TERM
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FRAGMENT_SHADER_USE_SPECULAR_TERM
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FRAGMENT_SHADER_USE_AMBIENT_TERM
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FRAGMENT_SHADER_USE_EMISSION_TERM
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FRAGMENT_SHADER_USE_LIGHT
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const float parallaxScale = 0.2;
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vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)
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{
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const float minLayers = 10.0;
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const float maxLayers = 30.0;
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float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));
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const float numLayers = 15.0;
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vec2 texStep = parallaxScale * view.xy / view.z / numLayers;
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float layerHeight = 1.0 / numLayers;
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@ -281,19 +207,6 @@ void fragmentParallaxMap()
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}
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#ifdef SHADOWED
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float pcf(vec4 lpos, float size)
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{
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vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
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float i, j, randx, randy, shadow;
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shadow = 0.0;
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for (i = -4.0; i < 4.0; i++)
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for (j = -4.0; j < 4.0; j++)
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shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
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return shadow / 64.0;
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}
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#endif //SHADOWED
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void main() {
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#ifdef SHADOWED
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@ -302,12 +215,7 @@ void main() {
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fragmentParallaxMap();
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#ifdef FOG_ENABLED
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float z = gl_FragCoord.z / gl_FragCoord.w;
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float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
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#endif //FOG_ENABLED
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FRAGMENT_SHADER_FOG_APPLY
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}
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@ -6,28 +6,9 @@ varying vec3 vLightVector;
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varying vec3 vLightHalfVector;
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varying vec3 vEyeVector;
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#ifdef SHADOWED
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uniform mat4 uMatrixLight;
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varying vec4 vLightPosition;
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#endif //SHADOWED
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#ifdef VERTEX_POSITION
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attribute vec4 aPosition0;
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#endif //VERTEX_POSITION
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#ifdef VERTEX_POSITION_BLEND
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attribute vec4 aPosition1;
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uniform float uPositionWeight;
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#endif //VERTEX_POSITION_BLEND
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#ifdef VERTEX_NORMAL
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attribute vec4 aNormal0;
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#endif //VERTEX_NORMAL
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#ifdef VERTEX_NORMAL_BLEND
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attribute vec4 aNormal1;
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uniform float uNormalWeight;
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#endif //VERTEX_NORMAL_BLEND
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VERTEX_SHADER_USE_SHADOWS
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VERTEX_SHADER_USE_POSITION
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VERTEX_SHADER_USE_NORMALS
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#ifdef VERTEX_TANGENT
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attribute vec4 aTangent0;
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@ -38,22 +19,9 @@ attribute vec4 aTangent1;
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uniform float uTangentWeight;
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#endif //VERTEX_TANGENT_BLEND
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#ifdef VERTEX_TEXCOORD
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attribute vec4 aTexCoord0;
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#endif //VERTEX_TEXCOORD
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#ifdef VERTEX_TEXCOORD_BLEND
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attribute vec4 aTexCoord1;
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uniform float uTexCoordWeight;
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#endif //VERTEX_TEXCOORD_BLEND
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#ifdef NEED_TEX_COORD
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varying vec2 vTexCoord;
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#endif //NEED_TEX_COORD
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#ifdef LIGHT_ATTENUATION
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varying float vLightDist;
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#endif //LIGHT_ATTENUATION
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VERTEX_SHADER_USE_TEXCOORD
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VERTEX_SHADER_NEED_TEX_COORD
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VERTEX_SHADER_USE_LIGHT_ATTENUATION
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void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)
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{
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@ -96,28 +64,8 @@ void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)
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void main()
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{
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#ifdef VERTEX_POSITION_BLEND
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vec4 position = aPosition0 * uPositionWeight +
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aPosition1 * (1.0 - uPositionWeight);
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position = vec4(position.xyz, 1.0);
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#else
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#ifdef VERTEX_POSITION
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vec4 position = vec4(aPosition0.xyz, 1.0);
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#endif // VERTEX_POSITION
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#endif //VERTEX_POSITION_BLEND
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#ifdef VERTEX_NORMAL_BLEND
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vec3 normal = aNormal0.xyz * uNormalWeight +
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aNormal1.xyz * (1.0 - uNormalWeight);
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#else
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#ifdef VERTEX_NORMAL
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vec3 normal = aNormal0.xyz;
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#endif //VERTEX_NORMAL
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#endif //VERTEX_NORMAL_BLEND
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VERTEX_SHADER_POSITION
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VERTEX_SHADER_NORMAL
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#ifdef VERTEX_TANGENT_BLEND
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vec3 tangent = aTangent0.xyz * uTangentWeight +
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#endif //VERTEX_TANGENT_BLEND
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#ifdef VERTEX_TEXCOORD_BLEND
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vTexCoord = aTexCoord0.st * uTexCoordWeight +
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aTexCoord1.st * (1.0 - uTexCoordWeight);
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#else
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#ifdef VERTEX_TEXCOORD
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vTexCoord = aTexCoord0.st;
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#endif //VERTEX_TEXCOORD
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#endif //VERTEX_TEXCOORD_BLEND
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VERTEX_SHADER_TEXCOORD
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gl_Position = uMatrixMvp * position;
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vertexParallaxOcclusion(position, normal, tangent);
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#ifdef SHADOWED
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vLightPosition = uMatrixLight * position;
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#endif //SHADOWED
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VERTEX_SHADER_SHADOWED
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}
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