evas: Evas_3D - add parallax occlusion shading.

Reviewers: Hermet, cedric

Reviewed By: cedric

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2018
This commit is contained in:
Dmytro Dadyka 2015-02-23 14:25:49 +01:00 committed by Cedric BAIL
parent 49f350d046
commit 1b142d09d9
12 changed files with 1119 additions and 9 deletions

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@ -747,6 +747,8 @@ modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd \
modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd \
modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd \
modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd \
modules/evas/engines/gl_common/shader_3d/parallax_occlusion_vert.shd \
modules/evas/engines/gl_common/shader_3d/parallax_occlusion_frag.shd \
$(NULL)
EXTRA_DIST += \

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@ -0,0 +1,276 @@
/**
* Example illustrating usage of parallax occlusion shading and texture animation.
*
* Press "n" for use normal mapping shading. Pres "p" for use parallax occlusion mapping shading.
*
* @verbatim
* gcc -o evas-3d-parallax-occlusion evas-3d-parallax-occlusion.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
* @endverbatim
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include "evas-3d-primitives.h"
#define WIDTH 400
#define HEIGHT 400
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *camera;
Eo *light;
Eo *mesh;
Eo *material_rocks;
Eo *material_wood;
Eo *texture_rocks;
Eo *texture_rocks_n;
Eo *texture_wood;
Eo *texture_four_n;
} Scene_Data;
static Ecore_Evas *ecore_evas = NULL;
static Evas *evas = NULL;
static Eo *background = NULL;
static Eo *image = NULL;
static void
_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
{
Scene_Data *scene = (Scene_Data *)data;
Evas_Event_Key_Down *ev = event_info;
if (!strcmp("n", ev->key))
eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP));
if (!strcmp("p", ev->key))
eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION));
}
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
eo_do(background, evas_obj_size_set(w, h));
eo_do(image, evas_obj_size_set(w, h));
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.5;
eo_do(scene->mesh_node,
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
eo_do(scene->mesh_node, evas_3d_node_mesh_frame_set(scene->mesh, 50 * (1 + sin(angle / 180.0 * M_PI))));
/* Rotate */
if (angle > 360.0) angle = 0.0f;
return EINA_TRUE;
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(0.0, 0.0, 10.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(-20.0, 20.0, 50.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material_rocks = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->texture_rocks = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
data->texture_rocks_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(data->texture_rocks, evas_3d_texture_file_set("rocks.jpg", NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->texture_rocks_n, evas_3d_texture_file_set("rocks_NM_height.tga", NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->material_rocks,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_rocks_n),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_rocks),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_rocks),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_rocks),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
data->material_wood = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->texture_wood = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
data->texture_four_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(data->texture_wood, evas_3d_texture_file_set("wood.jpg", NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->texture_four_n, evas_3d_texture_file_set("four_NM_height.tga", NULL),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(data->material_wood,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_four_n),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_wood),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_wood),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_wood),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
/* Setup mesh. */
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_add_cube_frame(data->mesh, 0);
evas_3d_add_cube_frame(data->mesh, 100);
eo_do(data->mesh,
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION),
evas_3d_mesh_frame_material_set(0, data->material_rocks));
eo_do(data->mesh,
evas_3d_mesh_frame_material_set(100, data->material_wood));
data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh),
evas_3d_node_scale_set(3, 3, 3));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT);
evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
_mesh_setup(data);
eo_do(data->scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node));
}
int
main(void)
{
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
Scene_Data data;
if (!ecore_evas_init()) return 0;
ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
if (!ecore_evas) return 0;
ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
ecore_evas_show(ecore_evas);
evas = ecore_evas_get(ecore_evas);
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
eo_do(background,
evas_obj_color_set(0, 0, 0, 255),
evas_obj_size_set(WIDTH, HEIGHT),
evas_obj_visibility_set(EINA_TRUE));
/* Add an image object for 3D scene rendering. */
image = evas_object_image_filled_add(evas);
eo_do(image,
evas_obj_size_set(WIDTH, HEIGHT),
evas_obj_visibility_set(EINA_TRUE),
evas_object_focus_set(image, EINA_TRUE));
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animation timer callback. */
ecore_timer_add(0.01, _animate_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
return 0;
}

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@ -781,6 +781,8 @@ typedef enum _Evas_3D_Shade_Mode
EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER,
/**< rendering to additional frame bufer*/
EVAS_3D_SHADE_MODE_COLOR_PICK,
/**< Per-pixel parallax occlusion map shading */
EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION,
} Evas_3D_Shade_Mode;
/**

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@ -1240,7 +1240,8 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_TEXCOORD, EINA_FALSE);
}
else if (pdmesh->shade_mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
else if ((pdmesh->shade_mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) ||
(pdmesh->shade_mode == EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION))
{
BUILD(vertex_attrib, VERTEX_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_NORMAL, EINA_TRUE);
@ -1248,6 +1249,11 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
BUILD(material_texture, MATERIAL_NORMAL, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_TANGENT, EINA_FALSE);
if (pdmesh->shade_mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
BUILD(vertex_attrib, VERTEX_TANGENT, EINA_FALSE);
else BUILD(vertex_attrib, VERTEX_TANGENT, EINA_TRUE);
BUILD(material_color, MATERIAL_AMBIENT, EINA_FALSE);
BUILD(material_color, MATERIAL_DIFFUSE, EINA_FALSE);
BUILD(material_color, MATERIAL_SPECULAR, EINA_FALSE);

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@ -930,11 +930,11 @@ static const char const normal_map_frag_glsl[] =
" vec3 normal;\n"
" vec4 color;\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
" normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;\n"
" normal += texture2D(uTextureNormal1, vTexCoord).rgb *\n"
" normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, vTexCoord).a;\n"
" normal += texture2D(uTextureNormal1, vTexCoord).rgb / texture2D(uTextureNormal1, vTexCoord).a *\n"
" (1.0 - uTextureNormalWeight);\n"
"#else\n"
" normal = texture2D(uTextureNormal0, vTexCoord).rgb;\n"
" normal = texture2D(uTextureNormal0, vTexCoord).rgb / texture2D(uTextureNormal0, vTexCoord).a;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
" normal = 2.0 * normal - 1.0;\n"
"#ifndef VERTEX_TANGENT\n"
@ -1029,7 +1029,7 @@ static const char const normal_map_frag_glsl[] =
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
@ -1105,6 +1105,364 @@ static const char const color_pick_frag_glsl[] =
" gl_FragColor = vec4(uColorPick);\n"
"}\n";
static const char const parallax_occlusion_vert_glsl[] =
"uniform mat4 uMatrixMvp;\n"
"uniform mat3 uMatrixNormal;\n"
"uniform mat4 uMatrixModelview;\n"
"uniform vec4 uLightPosition;\n"
"varying vec3 vLightVector;\n"
"varying vec3 vLightHalfVector;\n"
"varying vec3 vEyeVector;\n"
"#ifdef SHADOWED\n"
"uniform mat4 uMatrixLight;\n"
"varying vec4 vLightPosition;\n"
"#endif //SHADOWED\n"
"#ifdef VERTEX_POSITION\n"
"attribute vec4 aPosition0;\n"
"#endif //VERTEX_POSITION\n"
"#ifdef VERTEX_POSITION_BLEND\n"
"attribute vec4 aPosition1;\n"
"uniform float uPositionWeight;\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef VERTEX_NORMAL\n"
"attribute vec4 aNormal0;\n"
"#endif //VERTEX_NORMAL\n"
"#ifdef VERTEX_NORMAL_BLEND\n"
"attribute vec4 aNormal1;\n"
"uniform float uNormalWeight;\n"
"#endif //VERTEX_NORMAL_BLEND\n"
"#ifdef VERTEX_TANGENT\n"
"attribute vec4 aTangent0;\n"
"#endif //VERTEX_TANGENT\n"
"#ifdef VERTEX_TANGENT_BLEND\n"
"attribute vec4 aTangent1;\n"
"uniform float uTangentWeight;\n"
"#endif //VERTEX_TANGENT_BLEND\n"
"#ifdef VERTEX_TEXCOORD\n"
"attribute vec4 aTexCoord0;\n"
"#endif //VERTEX_TEXCOORD\n"
"#ifdef VERTEX_TEXCOORD_BLEND\n"
"attribute vec4 aTexCoord1;\n"
"uniform float uTexCoordWeight;\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
"#ifdef NEED_TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"#endif //NEED_TEX_COORD\n"
"#ifdef LIGHT_ATTENUATION\n"
"varying float vLightDist;\n"
"#endif //LIGHT_ATTENUATION\n"
"void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)\n"
"{\n"
" vec3 n = normalize(uMatrixNormal * normal);\n"
" vec3 t = normalize(uMatrixNormal * tangent);\n"
" vec3 b = cross(n, t);\n"
" vec3 tmp;\n"
" position = uMatrixModelview * position;\n"
"#ifdef LIGHT_DIRECTIONAL\n"
" vec3 lightDir = uLightPosition.xyz;\n"
"#else\n"
" vec3 lightDir = uLightPosition.xyz - position.xyz;\n"
"#ifdef LIGHT_ATTENUATION\n"
" vLightDist = length(lightDir);\n"
"#endif //LIGHT_ATTENUATION\n"
" lightDir = normalize(lightDir);\n"
"#endif //LIGHT_DIRECTIONAL\n"
" tmp.x = dot(lightDir, t);\n"
" tmp.y = dot(lightDir, b);\n"
" tmp.z = dot(lightDir, n);\n"
" vLightVector = tmp;\n"
" tmp.x = dot(position.xyz, t);\n"
" tmp.y = dot(position.xyz, b);\n"
" tmp.z = dot(position.xyz, n);\n"
" vEyeVector = normalize(tmp);\n"
" vec3 hv = normalize(normalize(-position.xyz) + lightDir);\n"
" tmp.x = dot(hv, t);\n"
" tmp.y = dot(hv, b);\n"
" tmp.z = dot(hv, n);\n"
" vLightHalfVector = tmp;\n"
"}\n"
"void main()\n"
"{\n"
"#ifdef VERTEX_POSITION_BLEND\n"
" vec4 position = aPosition0 * uPositionWeight +\n"
" aPosition1 * (1.0 - uPositionWeight);\n"
" position = vec4(position.xyz, 1.0);\n"
"#else\n"
"#ifdef VERTEX_POSITION\n"
" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef VERTEX_NORMAL_BLEND\n"
" vec3 normal = aNormal0.xyz * uNormalWeight +\n"
" aNormal1.xyz * (1.0 - uNormalWeight);\n"
"#else\n"
"#ifdef VERTEX_NORMAL\n"
" vec3 normal = aNormal0.xyz;\n"
"#endif //VERTEX_NORMAL\n"
"#endif //VERTEX_NORMAL_BLEND\n"
"#ifdef VERTEX_TANGENT_BLEND\n"
" vec3 tangent = aTangent0.xyz * uTangentWeight +\n"
" aTangent1.xyz * (1.0 - uTangentWeight);\n"
"#else\n"
"#ifdef VERTEX_TANGENT\n"
" vec3 tangent = aTangent0.xyz;\n"
"#endif //VERTEX_TANGENT\n"
"#endif //VERTEX_TANGENT_BLEND\n"
"#ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
" vertexParallaxOcclusion(position, normal, tangent);\n"
"#ifdef SHADOWED\n"
" vLightPosition = uMatrixLight * position;\n"
"#endif //SHADOWED\n"
"}\n";
static const char const parallax_occlusion_frag_glsl[] =
"varying vec3 vLightVector;\n"
"varying vec3 vLightHalfVector;\n"
"uniform sampler2D uTextureNormal0;\n"
"varying vec3 vEyeVector;\n"
"#ifdef NEED_TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"#endif //TEX_COORD\n"
"#ifdef FOG_ENABLED\n"
"uniform float uFogFactor;\n"
"uniform vec4 uFogColor;\n"
"#endif //FOG_ENABLED\n"
"#ifdef SHADOWED\n"
"varying vec4 vLightPosition;\n"
"uniform sampler2D uShadowMap;\n"
"float shadow;\n"
"#endif //SHADOWED\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
"uniform sampler2D uTextureNormal1;\n"
"uniform float uTextureNormalWeight;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
"#ifdef DIFFUSE\n"
"uniform vec4 uMaterialDiffuse;\n"
"uniform vec4 uLightDiffuse;\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
"uniform vec4 uLightSpecular;\n"
"uniform float uMaterialShininess;\n"
"uniform vec4 uMaterialSpecular;\n"
"#ifdef SPECULAR_TEXTURE\n"
"uniform sampler2D uTextureSpecular0;\n"
"#endif //SPECULAR_TEXTURE\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
"uniform sampler2D uTextureSpecular1;\n"
"uniform float uTextureSpecularWeight;\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
"#endif //SPECULAR\n"
"#ifdef AMBIENT\n"
"uniform vec4 uMaterialAmbient;\n"
"uniform vec4 uLightAmbient;\n"
"#ifdef AMBIENT_TEXTURE\n"
"uniform sampler2D uTextureAmbient0;\n"
"#endif //AMBIENT_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
"uniform sampler2D uTextureAmbient1;\n"
"uniform float uTextureAmbientWeight;\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
"#endif //AMBIENT\n"
"#ifdef EMISSION\n"
"uniform vec4 uMaterialEmission;\n"
"#ifdef EMISSION_TEXTURE\n"
"uniform sampler2D uTextureEmission0;\n"
"#endif //EMISSION_TEXTURE\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
"uniform sampler2D uTextureEmission1;\n"
"uniform float uTextureEmissionWeight;\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
"#endif //EMISSION\n"
"#ifdef LIGHT_SPOT\n"
"uniform vec3 uLightSpotDir;\n"
"uniform float uLightSpotExp;\n"
"uniform float uLightSpotCutoffCos;\n"
"#endif //LIGHT_SPOT\n"
"#ifdef LIGHT_ATTENUATION\n"
"varying float vLightDist;\n"
"#endif //LIGHT_ATTENUATION\n"
"const float parallaxScale = 0.2;\n"
"vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)\n"
"{\n"
" const float minLayers = 10.0;\n"
" const float maxLayers = 30.0;\n"
" float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));\n"
" vec2 texStep = parallaxScale * view.xy / view.z / numLayers;\n"
" float layerHeight = 1.0 / numLayers;\n"
" float curLayerHeight = 0.0;\n"
" vec2 dtex = parallaxScale * view.xy / view.z / numLayers;\n"
" vec2 currentTextureCoords = tex;\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
" float heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;\n"
" heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *\n"
" (1.0 - uTextureNormalWeight);\n"
"#else\n"
" float heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
" while(heightFromTexture > curLayerHeight)\n"
" {\n"
" curLayerHeight += layerHeight;\n"
" currentTextureCoords -= dtex;\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
" heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;\n"
" heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *\n"
" (1.0 - uTextureNormalWeight);\n"
"#else\n"
" heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
" }\n"
" vec2 prevTCoords = currentTextureCoords + texStep;\n"
" float nextH = heightFromTexture - curLayerHeight;\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
" float prevH = (1.0 - texture2D(uTextureNormal0, prevTCoords).a\n"
" - curLayerHeight + layerHeight) * uTextureNormalWeight;\n"
" prevH += (1.0 - texture2D(uTextureNormal1, prevTCoords).a\n"
" - curLayerHeight + layerHeight) * (1.0 - uTextureNormalWeight);\n"
"#else\n"
" float prevH = 1.0 - texture2D(uTextureNormal0, prevTCoords).a\n"
" - curLayerHeight + layerHeight;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
" float weight = nextH / (nextH - prevH);\n"
" vec2 finalTexCoords = prevTCoords * weight + currentTextureCoords * (1.0-weight);\n"
" parallaxHeight = curLayerHeight + prevH * weight + nextH * (1.0 - weight);\n"
" return finalTexCoords;\n"
"}\n"
"void fragmentParallaxMap()\n"
"{\n"
" float factor;\n"
" vec3 normal;\n"
" vec4 color;\n"
" float parallaxHeight;\n"
" vec2 tex = parallaxMapping(vEyeVector, vTexCoord, parallaxHeight);\n"
" vec3 lv = normalize(vLightVector);\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
" normal = texture2D(uTextureNormal0, tex).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, tex).a;\n"
" normal += texture2D(uTextureNormal1, tex).rgb *\n"
" (1.0 - uTextureNormalWeight) / texture2D(uTextureNormal1, tex).a;\n"
"#else\n"
" normal = texture2D(uTextureNormal0, tex).rgb / texture2D(uTextureNormal0, tex).a;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
" normal = 2.0 * normal - 1.0;\n"
" normal = normalize(normal);\n"
" factor = dot(lv, normal);\n"
"#ifdef LIGHT_SPOT\n"
" float f = dot(-lv, normalize(uLightSpotDir));\n"
" if (f > uLightSpotCutoffCos)\n"
" factor *= pow(f, uLightSpotExp);\n"
" else\n"
" factor = 0.0;\n"
"#endif //LIGHT_SPOT\n"
" if (factor > 0.0)\n"
" {\n"
"#ifdef DIFFUSE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
" color = texture2D(uTextureDiffuse0, tex) * uTextureDiffuseWeight +\n"
" texture2D(uTextureDiffuse1, tex) * (1.0 - uTextureDiffuseWeight);\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
" color = texture2D(uTextureDiffuse0, tex);\n"
"#else\n"
" color = uMaterialDiffuse;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
" gl_FragColor = uLightDiffuse * color * factor;\n"
"#else\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
" factor = dot(normalize(vLightHalfVector), normal);\n"
" if (factor > 0.0)\n"
" {\n"
" factor = pow(factor, uMaterialShininess);\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
" color = texture2D(uTextureSpecular0, tex) * uTextureSpecularWeight +\n"
" texture2D(uTextureSpecular1, tex) * (1.0 - uTextureSpecularWeight);\n"
"#else\n"
"#ifdef SPECULAR_TEXTURE\n"
" color = texture2D(uTextureSpecular0, tex);\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#endif //SPECULAR_TEXTURE\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
" gl_FragColor += uLightSpecular * color * factor;\n"
" }\n"
"#endif //SPECULAR\n"
"#ifdef SHADOWED\n"
" gl_FragColor *= shadow;\n"
"#endif //SHADOWED\n"
" }\n"
" else\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
"#ifdef AMBIENT\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
" color = texture2D(uTextureAmbient0, tex) * uTextureAmbientWeight +\n"
" texture2D(uTextureAmbient1, tex) * (1.0 - uTextureAmbientWeight);\n"
"#else\n"
"#ifdef AMBIENT_TEXTURE\n"
" color = texture2D(uTextureAmbient0, tex);\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#endif //AMBIENT_TEXTURE\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
" gl_FragColor += uLightAmbient * color;\n"
"#endif //AMBIENT\n"
"#ifdef LIGHT_ATTENUATION\n"
" gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));\n"
"#endif //LIGHT_ATTENUATION\n"
"#ifdef EMISSION\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
" color = texture2D(uTextureEmission0, tex) * uTextureEmissionWeight +\n"
" texture2D(uTextureEmission1, tex) * (1.0 - uTextureEmissionWeight);\n"
"#else\n"
"#ifdef EMISSION_TEXTURE\n"
" color = texture2D(uTextureEmission0, tex);\n"
"#else\n"
" color = uMaterialEmission;\n"
"#endif //EMISSION_TEXTURE\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
" gl_FragColor += color;\n"
"#endif //EMISSION\n"
"}\n"
"#ifdef SHADOWED\n"
"float pcf(vec4 lpos, float size)\n"
"{\n"
" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
" float i, j, randx, randy, shadow;\n"
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
"void main() {\n"
"#ifdef SHADOWED\n"
" shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
"#endif //SHADOWED\n"
" fragmentParallaxMap();\n"
"#ifdef FOG_ENABLED\n"
" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
" float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
"#endif //FOG_ENABLED\n"
"}\n";
static const char *vertex_shaders[] =
{
vertex_color_vert_glsl,
@ -1114,6 +1472,7 @@ static const char *vertex_shaders[] =
normal_map_vert_glsl,
shadow_map_vert_glsl,
color_pick_vert_glsl,
parallax_occlusion_vert_glsl,
};
static const char *fragment_shaders[] =
@ -1125,4 +1484,5 @@ static const char *fragment_shaders[] =
normal_map_frag_glsl,
shadow_map_frag_glsl,
color_pick_frag_glsl,
parallax_occlusion_frag_glsl,
};

View File

@ -127,11 +127,11 @@ void fragmentNormalMap()
vec4 color;
#ifdef NORMAL_TEXTURE_BLEND
normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;
normal += texture2D(uTextureNormal1, vTexCoord).rgb *
normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, vTexCoord).a;
normal += texture2D(uTextureNormal1, vTexCoord).rgb / texture2D(uTextureNormal1, vTexCoord).a *
(1.0 - uTextureNormalWeight);
#else
normal = texture2D(uTextureNormal0, vTexCoord).rgb;
normal = texture2D(uTextureNormal0, vTexCoord).rgb / texture2D(uTextureNormal0, vTexCoord).a;
#endif //NORMAL_TEXTURE_BLEND
normal = 2.0 * normal - 1.0;
@ -259,7 +259,7 @@ float pcf(vec4 lpos, float size)
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);
shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);
return shadow / 64.0;
}
#endif //SHADOWED

View File

@ -0,0 +1,313 @@
varying vec3 vLightVector;
varying vec3 vLightHalfVector;
uniform sampler2D uTextureNormal0;
varying vec3 vEyeVector;
#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 NORMAL_TEXTURE_BLEND
uniform sampler2D uTextureNormal1;
uniform float uTextureNormalWeight;
#endif //NORMAL_TEXTURE_BLEND
#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
const float parallaxScale = 0.2;
vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)
{
const float minLayers = 10.0;
const float maxLayers = 30.0;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));
vec2 texStep = parallaxScale * view.xy / view.z / numLayers;
float layerHeight = 1.0 / numLayers;
float curLayerHeight = 0.0;
vec2 dtex = parallaxScale * view.xy / view.z / numLayers;
vec2 currentTextureCoords = tex;
#ifdef NORMAL_TEXTURE_BLEND
float heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;
heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *
(1.0 - uTextureNormalWeight);
#else
float heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;
#endif //NORMAL_TEXTURE_BLEND
while(heightFromTexture > curLayerHeight)
{
curLayerHeight += layerHeight;
currentTextureCoords -= dtex;
#ifdef NORMAL_TEXTURE_BLEND
heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;
heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *
(1.0 - uTextureNormalWeight);
#else
heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;
#endif //NORMAL_TEXTURE_BLEND
}
vec2 prevTCoords = currentTextureCoords + texStep;
float nextH = heightFromTexture - curLayerHeight;
#ifdef NORMAL_TEXTURE_BLEND
float prevH = (1.0 - texture2D(uTextureNormal0, prevTCoords).a
- curLayerHeight + layerHeight) * uTextureNormalWeight;
prevH += (1.0 - texture2D(uTextureNormal1, prevTCoords).a
- curLayerHeight + layerHeight) * (1.0 - uTextureNormalWeight);
#else
float prevH = 1.0 - texture2D(uTextureNormal0, prevTCoords).a
- curLayerHeight + layerHeight;
#endif //NORMAL_TEXTURE_BLEND
float weight = nextH / (nextH - prevH);
vec2 finalTexCoords = prevTCoords * weight + currentTextureCoords * (1.0-weight);
parallaxHeight = curLayerHeight + prevH * weight + nextH * (1.0 - weight);
return finalTexCoords;
}
void fragmentParallaxMap()
{
float factor;
vec3 normal;
vec4 color;
float parallaxHeight;
vec2 tex = parallaxMapping(vEyeVector, vTexCoord, parallaxHeight);
vec3 lv = normalize(vLightVector);
#ifdef NORMAL_TEXTURE_BLEND
normal = texture2D(uTextureNormal0, tex).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, tex).a;
normal += texture2D(uTextureNormal1, tex).rgb *
(1.0 - uTextureNormalWeight) / texture2D(uTextureNormal1, tex).a;
#else
normal = texture2D(uTextureNormal0, tex).rgb / texture2D(uTextureNormal0, tex).a;
#endif //NORMAL_TEXTURE_BLEND
normal = 2.0 * normal - 1.0;
normal = normalize(normal);
factor = dot(lv, normal);
#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)
{
#ifdef DIFFUSE
#ifdef DIFFUSE_TEXTURE_BLEND
color = texture2D(uTextureDiffuse0, tex) * uTextureDiffuseWeight +
texture2D(uTextureDiffuse1, tex) * (1.0 - uTextureDiffuseWeight);
#else
#ifdef DIFFUSE_TEXTURE
color = texture2D(uTextureDiffuse0, tex);
#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
#ifdef SPECULAR
factor = dot(normalize(vLightHalfVector), normal);
if (factor > 0.0)
{
factor = pow(factor, uMaterialShininess);
#ifdef SPECULAR_TEXTURE_BLEND
color = texture2D(uTextureSpecular0, tex) * uTextureSpecularWeight +
texture2D(uTextureSpecular1, tex) * (1.0 - uTextureSpecularWeight);
#else
#ifdef SPECULAR_TEXTURE
color = texture2D(uTextureSpecular0, tex);
#else
color = uMaterialSpecular;
#endif //SPECULAR_TEXTURE
#endif //SPECULAR_TEXTURE_BLEND
gl_FragColor += uLightSpecular * color * factor;
}
#endif //SPECULAR
#ifdef SHADOWED
gl_FragColor *= shadow;
#endif //SHADOWED
}
else
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
#ifdef AMBIENT
#ifdef AMBIENT_TEXTURE_BLEND
color = texture2D(uTextureAmbient0, tex) * uTextureAmbientWeight +
texture2D(uTextureAmbient1, tex) * (1.0 - uTextureAmbientWeight);
#else
#ifdef AMBIENT_TEXTURE
color = texture2D(uTextureAmbient0, tex);
#else
color = uMaterialAmbient;
#endif //AMBIENT_TEXTURE
#endif //AMBIENT_TEXTURE_BLEND
gl_FragColor += uLightAmbient * color;
#endif //AMBIENT
#ifdef LIGHT_ATTENUATION
gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));
#endif //LIGHT_ATTENUATION
#ifdef EMISSION
#ifdef EMISSION_TEXTURE_BLEND
color = texture2D(uTextureEmission0, tex) * uTextureEmissionWeight +
texture2D(uTextureEmission1, tex) * (1.0 - uTextureEmissionWeight);
#else
#ifdef EMISSION_TEXTURE
color = texture2D(uTextureEmission0, tex);
#else
color = uMaterialEmission;
#endif //EMISSION_TEXTURE
#endif //EMISSION_TEXTURE_BLEND
gl_FragColor += color;
#endif //EMISSION
}
#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 / 200.0);
#endif //SHADOWED
fragmentParallaxMap();
#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
}

View File

@ -0,0 +1,151 @@
uniform mat4 uMatrixMvp;
uniform mat3 uMatrixNormal;
uniform mat4 uMatrixModelview;
uniform vec4 uLightPosition;
varying vec3 vLightVector;
varying vec3 vLightHalfVector;
varying vec3 vEyeVector;
#ifdef SHADOWED
uniform mat4 uMatrixLight;
varying vec4 vLightPosition;
#endif //SHADOWED
#ifdef VERTEX_POSITION
attribute vec4 aPosition0;
#endif //VERTEX_POSITION
#ifdef VERTEX_POSITION_BLEND
attribute vec4 aPosition1;
uniform float uPositionWeight;
#endif //VERTEX_POSITION_BLEND
#ifdef VERTEX_NORMAL
attribute vec4 aNormal0;
#endif //VERTEX_NORMAL
#ifdef VERTEX_NORMAL_BLEND
attribute vec4 aNormal1;
uniform float uNormalWeight;
#endif //VERTEX_NORMAL_BLEND
#ifdef VERTEX_TANGENT
attribute vec4 aTangent0;
#endif //VERTEX_TANGENT
#ifdef VERTEX_TANGENT_BLEND
attribute vec4 aTangent1;
uniform float uTangentWeight;
#endif //VERTEX_TANGENT_BLEND
#ifdef VERTEX_TEXCOORD
attribute vec4 aTexCoord0;
#endif //VERTEX_TEXCOORD
#ifdef VERTEX_TEXCOORD_BLEND
attribute vec4 aTexCoord1;
uniform float uTexCoordWeight;
#endif //VERTEX_TEXCOORD_BLEND
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //NEED_TEX_COORD
#ifdef LIGHT_ATTENUATION
varying float vLightDist;
#endif //LIGHT_ATTENUATION
void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)
{
vec3 n = normalize(uMatrixNormal * normal);
vec3 t = normalize(uMatrixNormal * tangent);
vec3 b = cross(n, t);
vec3 tmp;
position = uMatrixModelview * position;
#ifdef LIGHT_DIRECTIONAL
vec3 lightDir = uLightPosition.xyz;
#else
vec3 lightDir = uLightPosition.xyz - position.xyz;
#ifdef LIGHT_ATTENUATION
vLightDist = length(lightDir);
#endif //LIGHT_ATTENUATION
lightDir = normalize(lightDir);
#endif //LIGHT_DIRECTIONAL
tmp.x = dot(lightDir, t);
tmp.y = dot(lightDir, b);
tmp.z = dot(lightDir, n);
vLightVector = tmp;
tmp.x = dot(position.xyz, t);
tmp.y = dot(position.xyz, b);
tmp.z = dot(position.xyz, n);
vEyeVector = normalize(tmp);
vec3 hv = normalize(normalize(-position.xyz) + lightDir);
tmp.x = dot(hv, t);
tmp.y = dot(hv, b);
tmp.z = dot(hv, n);
vLightHalfVector = tmp;
}
void main()
{
#ifdef VERTEX_POSITION_BLEND
vec4 position = aPosition0 * uPositionWeight +
aPosition1 * (1.0 - uPositionWeight);
position = vec4(position.xyz, 1.0);
#else
#ifdef VERTEX_POSITION
vec4 position = vec4(aPosition0.xyz, 1.0);
#endif // VERTEX_POSITION
#endif //VERTEX_POSITION_BLEND
#ifdef VERTEX_NORMAL_BLEND
vec3 normal = aNormal0.xyz * uNormalWeight +
aNormal1.xyz * (1.0 - uNormalWeight);
#else
#ifdef VERTEX_NORMAL
vec3 normal = aNormal0.xyz;
#endif //VERTEX_NORMAL
#endif //VERTEX_NORMAL_BLEND
#ifdef VERTEX_TANGENT_BLEND
vec3 tangent = aTangent0.xyz * uTangentWeight +
aTangent1.xyz * (1.0 - uTangentWeight);
#else
#ifdef VERTEX_TANGENT
vec3 tangent = aTangent0.xyz;
#endif //VERTEX_TANGENT
#endif //VERTEX_TANGENT_BLEND
#ifdef VERTEX_TEXCOORD_BLEND
vTexCoord = aTexCoord0.st * uTexCoordWeight +
aTexCoord1.st * (1.0 - uTexCoordWeight);
#else
#ifdef VERTEX_TEXCOORD
vTexCoord = aTexCoord0.st;
#endif //VERTEX_TEXCOORD
#endif //VERTEX_TEXCOORD_BLEND
gl_Position = uMatrixMvp * position;
vertexParallaxOcclusion(position, normal, tangent);
#ifdef SHADOWED
vLightPosition = uMatrixLight * position;
#endif //SHADOWED
}