]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/singlepass.glsl
Add a builtin module for standard shaders
[libs/gl.git] / shaderlib / singlepass.glsl
diff --git a/shaderlib/singlepass.glsl b/shaderlib/singlepass.glsl
new file mode 100644 (file)
index 0000000..f8940f7
--- /dev/null
@@ -0,0 +1,247 @@
+struct LightSourceParameters
+{
+       vec4 position;
+       vec4 diffuse;
+       vec4 specular;
+};
+
+struct MaterialParameters
+{
+       vec4 ambient;
+       vec4 diffuse;
+       vec4 specular;
+       float shininess;
+};
+
+struct ClipPlane
+{
+       vec4 equation;
+};
+
+uniform mat4 eye_obj_matrix;
+uniform mat3 eye_obj_normal_matrix;
+uniform Transform
+{
+       mat4 projection_matrix;
+};
+
+uniform Material
+{
+       MaterialParameters material;
+       float reflectivity;
+};
+
+const bool use_vertex_color = false;
+
+const bool use_lighting = false;
+const bool use_specular = false;
+const bool use_sky = false;
+const bool use_fog = false;
+uniform Lighting
+{
+       // Declared as an array for compatibility reasons
+       LightSourceParameters light_sources[1];
+       vec4 ambient_color;
+       vec4 sky_color;
+       vec3 eye_sky_dir;
+       float horizon_limit;
+       vec4 fog_color;
+       float fog_density;
+};
+
+const bool use_diffuse_map = false;
+uniform sampler2D diffuse_map;
+
+const bool use_normal_map = false;
+uniform sampler2D normal_map;
+
+const bool use_shadow_map = false;
+uniform sampler2DShadow shadow;
+uniform ShadowMap
+{
+       float shadow_darkness;
+       mat4 shd_eye_matrix;
+};
+
+const bool use_reflection = false;
+const bool use_environment_map = false;
+uniform samplerCube environment;
+uniform EnvMap
+{
+       mat3 env_eye_matrix;
+};
+
+const int max_clip_planes = 0;
+uniform Clipping
+{
+       ClipPlane clip_planes[max_clip_planes];
+};
+
+////// vertex
+in vec4 vertex;
+in vec4 texcoord;
+in vec4 color;
+in vec3 normal;
+in vec3 tangent;
+in vec3 binormal;
+
+vec4 get_vertex_position()
+{
+       return vertex;
+}
+
+vec3 get_vertex_normal()
+{
+       return normal;
+}
+
+void singlepass_transform_and_lighting()
+{
+       out vec4 eye_vertex = eye_obj_matrix*get_vertex_position();
+       gl_Position = projection_matrix*eye_vertex;
+
+       out vec3 eye_normal = eye_obj_normal_matrix*get_vertex_normal();
+       vec3 eye_tangent = eye_obj_normal_matrix*tangent;
+       vec3 eye_binormal = eye_obj_normal_matrix*binormal;
+       out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
+
+       out vec3 incident_dir = normalize(eye_vertex.xyz);
+       if(use_normal_map)
+               incident_dir = incident_dir*eye_tbn_matrix;
+
+       vec3 ldir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w);
+       if(use_normal_map)
+               ldir = ldir*eye_tbn_matrix;
+       out vec3 light_dir = ldir;
+
+       out vec3 tbn_sky_dir = eye_sky_dir*eye_tbn_matrix;
+       out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
+       out float fog_coord = eye_vertex.z;
+
+       for(int i=0; i<max_clip_planes; ++i)
+               gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+}
+
+void main()
+{
+       singlepass_transform_and_lighting();
+       passthrough;
+}
+
+////// fragment
+out vec4 frag_color;
+
+vec4 get_diffuse_sample()
+{
+       return texture(diffuse_map, texcoord.xy);
+}
+
+vec3 get_normal_sample()
+{
+       return texture(normal_map, texcoord.xy).xyz*2.0-1.0;
+}
+
+vec3 normal;
+vec4 diffuse_sample;
+
+vec3 singlepass_lighting()
+{
+       float shadow_sample = texture(shadow, shadow_coord);
+       float shadow_intensity = mix(1.0, shadow_sample, shadow_darkness);
+
+       vec3 ambient_light = ambient_color.rgb;
+       if(use_sky)
+       {
+               vec3 sky_dir;
+               if(use_normal_map)
+                       sky_dir = tbn_sky_dir;
+               else
+                       sky_dir = eye_sky_dir;
+               float skylight_intensity = dot(normal, sky_dir)*0.5+0.5;
+               ambient_light += skylight_intensity*sky_color.rgb;
+       }
+
+       vec3 n_light_dir = normalize(light_dir);
+       float diffuse_intensity = max(dot(normal, n_light_dir), 0.0);
+       if(use_shadow_map)
+               diffuse_intensity *= shadow_intensity;
+       vec3 diffuse_light = diffuse_intensity*light_sources[0].diffuse.rgb;
+
+       vec3 half_vec = normalize(light_dir-incident_dir);
+       float specular_intensity = pow(max(dot(half_vec, normal), 0.0), material.shininess);
+       if(use_shadow_map)
+               specular_intensity *= shadow_intensity;
+       vec3 specular_light = specular_intensity*light_sources[0].specular.rgb;
+
+       vec3 result = material.ambient.rgb*ambient_light+material.diffuse.rgb*diffuse_light;
+       if(use_diffuse_map)
+               result *= diffuse_sample.rgb;
+       if(use_specular)
+               result += material.specular.rgb*specular_light;
+
+       return result;
+}
+
+float singlepass_transparency()
+{
+       float alpha = material.diffuse.a;
+       if(use_diffuse_map)
+               alpha *= diffuse_sample.a;
+       return alpha;
+}
+
+vec3 singlepass_reflection()
+{
+       vec3 reflect_dir = reflect(incident_dir, normal);
+       if(use_normal_map)
+               reflect_dir = eye_tbn_matrix*reflect_dir;
+       vec3 result = vec3(0.0);
+
+       if(use_environment_map)
+               result += texture(environment, env_eye_matrix*reflect_dir).rgb*reflectivity;
+
+       if(use_sky && use_specular)
+       {
+               float reflect_altitude = clamp(dot(reflect_dir, eye_sky_dir)-horizon_limit, -1.0, 0.0);
+               float sky_specular_intensity = pow((1.0-reflect_altitude*reflect_altitude), material.shininess/2.0);
+               result += sky_specular_intensity*sky_color.rgb;
+       }
+
+       return result;
+}
+
+vec4 singlepass_color()
+{
+       vec4 result = vec4(1.0);
+       if(use_vertex_color)
+               result *= color;
+       if(use_diffuse_map)
+               result *= get_diffuse_sample();
+       return result;
+}
+
+void main()
+{
+       if(use_normal_map)
+               normal = get_normal_sample();
+       else
+               normal = normalize(eye_normal);
+
+       diffuse_sample = get_diffuse_sample();
+
+       vec4 final_color;
+       if(use_lighting)
+               final_color = vec4(singlepass_lighting(), singlepass_transparency());
+       else
+               final_color = singlepass_color();
+
+       if(use_reflection)
+               final_color += vec4(singlepass_reflection(), 0.0);
+       if(use_fog)
+       {
+               float fog_value = exp(fog_coord*fog_density);
+               final_color = vec4(mix(fog_color.rgb, final_color.rgb, fog_value), final_color.a);
+       }
+
+       frag_color = final_color;
+}