100 lines
2.7 KiB
GLSL
100 lines
2.7 KiB
GLSL
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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varying vec4 color;
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varying vec2 ambientOcclusionCoord;
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varying vec3 fogDensity;
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varying vec3 viewSpaceCoord;
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varying vec3 viewSpaceNormal;
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uniform vec3 viewSpaceLight;
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varying vec3 reflectionDir;
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uniform sampler2D ambientOcclusionTexture;
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uniform sampler2D detailTexture;
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uniform vec3 fogColor;
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vec3 EvaluateSunLight();
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vec3 EvaluateAmbientLight(float detailAmbientOcclusion);
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vec3 EvaluateDirectionalAmbientLight(float detailAmbientOcclusion, vec3 direction);
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//void VisibilityOfSunLight_Model_Debug();
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float OrenNayar(float sigma, float dotLight, float dotEye);
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float CockTorrance(vec3 eyeVec, vec3 lightVec, vec3 normal);
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void main() {
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// color is linear
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gl_FragColor = vec4(color.xyz, 1.);
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vec3 shading = vec3(OrenNayar(.8, color.w,
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-dot(viewSpaceNormal, normalize(viewSpaceCoord))));
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vec3 sunLight = EvaluateSunLight();
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shading *= sunLight;
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float ao = texture2D(ambientOcclusionTexture, ambientOcclusionCoord).x;
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shading += EvaluateAmbientLight(ao);
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// apply diffuse shading
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gl_FragColor.xyz *= shading;
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// fresnel term
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// FIXME: use split-sum approximation from UE4
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float fresnel2 = 1. - (-dot(viewSpaceNormal, normalize(viewSpaceCoord)));
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float fresnel = fresnel2 * fresnel2;
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fresnel = .03 + fresnel * 0.1;
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// blurred reflections
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vec3 reflectWS = normalize(reflectionDir);
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vec3 reflection = EvaluateDirectionalAmbientLight(ao, reflectWS);
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gl_FragColor.xyz = mix(gl_FragColor.xyz, reflection, fresnel);
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// specular shading
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if(color.w > .1 && dot(sunLight, vec3(1.)) > 0.001){
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vec3 specularColor = sunLight;
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gl_FragColor.xyz += specularColor * CockTorrance(-normalize(viewSpaceCoord),
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viewSpaceLight,
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viewSpaceNormal);
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}
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// apply fog
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gl_FragColor.xyz = mix(gl_FragColor.xyz, fogColor, fogDensity);
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gl_FragColor.xyz = max(gl_FragColor.xyz, 0.);
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// gamma correct
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#if !LINEAR_FRAMEBUFFER
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gl_FragColor.xyz = sqrt(gl_FragColor.xyz);
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#endif
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#if USE_HDR
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// somehow denormal occurs, so detect it here and remove
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// (denormal destroys screen)
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if(gl_FragColor.xyz != gl_FragColor.xyz)
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gl_FragColor.xyz = vec3(0.);
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#endif
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}
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