godot/drivers/gles3/shaders/scene.glsl

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[vertex]
/*
from VisualServer:
ARRAY_VERTEX=0,
ARRAY_NORMAL=1,
ARRAY_TANGENT=2,
ARRAY_COLOR=3,
ARRAY_TEX_UV=4,
ARRAY_TEX_UV2=5,
ARRAY_BONES=6,
ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
*/
//hack to use uv if no uv present so it works with lightmap
/* INPUT ATTRIBS */
layout(location=0) in highp vec4 vertex_attrib;
layout(location=1) in vec3 normal_attrib;
layout(location=2) in vec4 tangent_attrib;
layout(location=3) in vec4 color_attrib;
layout(location=4) in vec2 uv_attrib;
layout(location=5) in vec2 uv2_attrib;
uniform float normal_mult;
#ifdef USE_SKELETON
layout(location=6) mediump ivec4 bone_indices; // attrib:6
layout(location=7) mediump vec4 bone_weights; // attrib:7
uniform highp sampler2D skeleton_matrices;
#endif
#ifdef USE_ATTRIBUTE_INSTANCING
layout(location=8) in highp vec4 instance_xform0;
layout(location=9) in highp vec4 instance_xform1;
layout(location=10) in highp vec4 instance_xform2;
layout(location=11) in lowp vec4 instance_color;
#endif
layout(std140) uniform SceneData { //ubo:0
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
highp vec4 time;
highp vec4 ambient_light;
};
uniform highp mat4 world_transform;
/* Varyings */
out vec3 vertex_interp;
out vec3 normal_interp;
#if defined(ENABLE_COLOR_INTERP)
out vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
out vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP)
out vec2 uv2_interp;
#endif
#if defined(ENABLE_VAR1_INTERP)
out vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
out vec4 var2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP)
out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
varying vec4 position_interp;
#endif
#ifdef USE_SHADOW_PASS
uniform highp float shadow_z_offset;
uniform highp float shadow_z_slope_scale;
#endif
VERTEX_SHADER_GLOBALS
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData { //ubo:1
MATERIAL_UNIFORMS
};
#endif
void main() {
highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
highp mat4 modelview = camera_inverse_matrix * world_transform;
vec3 normal_in = normal_attrib;
normal_in*=normal_mult;
#if defined(ENABLE_TANGENT_INTERP)
vec3 tangent_in = tangent_attrib.xyz;
tangent_in*=normal_mult;
float binormalf = tangent_attrib.a;
#endif
#ifdef USE_SKELETON
{
//skeleton transform
highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
vertex_in = vertex_in * m;
normal_in = (vec4(normal_in,0.0) * m).xyz;
#if defined(ENABLE_TANGENT_INTERP)
tangent_in = (vec4(tangent_in,0.0) * m).xyz;
#endif
}
#endif
vertex_interp = (modelview * vertex_in).xyz;
normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP)
tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz);
binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
#endif
#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
#endif
#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
#if defined(ENABLE_UV2_INTERP)
uv2_interp = uv2_attrib;
#endif
VERTEX_SHADER_CODE
#ifdef USE_SHADOW_PASS
float z_ofs = shadow_z_offset;
z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
vertex_interp.z-=z_ofs;
#endif
#ifdef USE_FOG
fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
#endif
#ifndef VERTEX_SHADER_WRITE_POSITION
//vertex shader might write a position
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
#endif
}
[fragment]
//hack to use uv if no uv present so it works with lightmap
/* Varyings */
#if defined(ENABLE_COLOR_INTERP)
in vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
in vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP)
in vec2 uv2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP)
in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
#if defined(ENABLE_VAR1_INTERP)
in vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
in vec4 var2_interp;
#endif
in vec3 vertex_interp;
in vec3 normal_interp;
/* Material Uniforms */
FRAGMENT_SHADER_GLOBALS
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
#endif
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
highp vec4 time;
highp vec4 ambient_light;
};
layout(location=0) out vec4 frag_color;
void main() {
//lay out everything, whathever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 albedo = vec3(0.9,0.9,0.9);
vec3 metal = vec3(0.0,0.0,0.0);
float rough = 0.0;
float alpha = 1.0;
#ifdef METERIAL_DOUBLESIDED
float side=float(gl_FrontFacing)*2.0-1.0;
#else
float side=1.0;
#endif
#if defined(ENABLE_TANGENT_INTERP)
vec3 binormal = normalize(binormal_interp)*side;
vec3 tangent = normalize(tangent_interp)*side;
#endif
vec3 normal = normalize(normal_interp)*side;
#if defined(ENABLE_UV_INTERP)
vec2 uv = uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP)
vec2 uv2 = uv2_interp;
#endif
#if defined(ENABLE_COLOR_INTERP)
vec4 color = color_interp;
#endif
#if defined(ENABLE_NORMALMAP)
vec3 normalmap = vec3(0.0);
#endif
float normaldepth=1.0;
#if defined(ENABLE_DISCARD)
bool discard_=false;
#endif
{
FRAGMENT_SHADER_CODE
}
#if defined(ENABLE_NORMALMAP)
normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side;
#endif
#if defined(ENABLE_DISCARD)
if (discard_) {
//easy to eliminate dead code
discard;
}
#endif
#ifdef ENABLE_CLIP_ALPHA
if (diffuse.a<0.99) {
//used for doublepass and shadowmapping
discard;
}
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
LIGHT_SHADER_CODE
}
#endif
frag_color=vec4(albedo,alpha);
}