First pass of per-pixel lit alpha blended objects.

meow-7.2.2
Geenz 2013-04-08 23:02:57 -04:00
parent 3f01526e71
commit c2df68743d
4 changed files with 117 additions and 30 deletions

View File

@ -49,8 +49,53 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
uniform mat4 inv_proj;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform float shadow_offset;
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.6);
return a;
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(pow(dot(n, lv), 0.6), 0.0);
}
return da;
}
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
@ -60,14 +105,22 @@ void main()
vec4 diff= diffuseLookup(vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
color.rgb += diff.rgb * vary_pointlight_col.rgb;
for (int i = 2; i < 8; i++)
{
light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
color.rgb += vary_pointlight_col * light_col;
frag_color = color;
}

View File

@ -47,9 +47,51 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
VARYING vec3 vary_norm;
uniform mat4 inv_proj;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.6);
return a;
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(pow(dot(n, lv), 0.6), 0.0);
}
return da;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@ -72,14 +114,22 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
color.rgb += diff.rgb * vary_pointlight_col.rgb;
for (int i = 2; i < 8; i++)
{
light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
color.rgb += vary_pointlight_col * light_col;
frag_color = color;
//frag_color = vec4(1,0,1,1);

View File

@ -46,6 +46,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
uniform float near_clip;
@ -104,7 +105,7 @@ void main()
norm = position.xyz + normal.xyz;
norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
vary_norm = norm;
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
@ -112,27 +113,18 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
vary_pointlight_col = col.rgb*diffuse_color.rgb;
vary_pointlight_col = diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*diffuse_color.rgb;
vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
col.rgb = col.rgb*diffuse_color.rgb;
vertex_color = col;

View File

@ -53,6 +53,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
uniform float near_clip;
uniform float shadow_offset;
@ -110,7 +111,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
@ -118,23 +119,14 @@ void main()
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
vary_pointlight_col = col.rgb*diffuse_color.rgb;
vary_pointlight_col = diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*diffuse_color.rgb;
vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = col.rgb*diffuse_color.rgb;