2022-01-25 14:37:04 +00:00
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/*
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Copyright 2022 flyinghead
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This file is part of Flycast.
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Flycast 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 2 of the License, or
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(at your option) any later version.
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Flycast 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 Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "naomi2.h"
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const char* N2VertexShader = R"(
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uniform mat4 mvMat;
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uniform mat4 normalMat;
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uniform mat4 projMat;
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uniform mat4 ndcMat;
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uniform int envMapping[2];
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uniform int bumpMapping;
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uniform int pp_Number;
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// Vertex input
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in vec3 in_pos;
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#if POSITION_ONLY == 0
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in vec4 in_base;
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in vec4 in_offs;
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in vec2 in_uv;
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in vec3 in_normal;
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#if pp_TwoVolumes == 1
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in vec4 in_base1;
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in vec4 in_offs1;
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in vec2 in_uv1;
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#endif
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// output
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INTERPOLATION out highp vec4 vtx_base;
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INTERPOLATION out highp vec4 vtx_offs;
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#if pp_TwoVolumes == 1
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INTERPOLATION out vec4 vtx_base1;
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INTERPOLATION out vec4 vtx_offs1;
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noperspective out vec2 vtx_uv1;
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#endif
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#endif
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NOPERSPECTIVE out highp vec3 vtx_uv;
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flat out uint vtx_index;
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void wDivide(inout vec4 vpos)
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{
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vpos = vec4(vpos.xy / vpos.w, 1.0 / vpos.w, 1.0);
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vpos = ndcMat * vpos;
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#if POSITION_ONLY == 1
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vtx_uv = vec3(0.0, 0.0, vpos.z);
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#else
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#if pp_Gouraud == 1
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vtx_base *= vpos.z;
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vtx_offs *= vpos.z;
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#if pp_TwoVolumes == 1
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vtx_base1 *= vpos.z;
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vtx_offs1 *= vpos.z;
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#endif
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#endif
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vtx_uv = vec3(vtx_uv.xy * vpos.z, vpos.z);
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#if pp_TwoVolumes == 1
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vtx_uv1 *= vpos.z;
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#endif
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#endif
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vpos.w = 1.0;
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vpos.z = 0.0;
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}
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void main()
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{
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vec4 vpos = mvMat * vec4(in_pos, 1.0);
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#if POSITION_ONLY == 0
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vtx_base = in_base;
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vtx_offs = in_offs;
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#if LIGHT_ON == 1
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vec4 vnorm = normalize(normalMat * vec4(in_normal, 0.0));
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#endif
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#if pp_TwoVolumes == 1
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vtx_base1 = in_base1;
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vtx_offs1 = in_offs1;
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vtx_uv1 = in_uv1;
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#if LIGHT_ON == 1
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// FIXME need offset0 and offset1 for bump maps
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if (bumpMapping == 1)
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computeBumpMap(vtx_offs, vtx_offs1, vpos.xyz, vnorm.xyz, normalMat);
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else
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{
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computeColors(vtx_base1, vtx_offs1, 1, vpos.xyz, vnorm.xyz);
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#if pp_Texture == 0
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vtx_base1 += vtx_offs1;
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#endif
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}
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if (envMapping[1] == 1)
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computeEnvMap(vtx_uv1.xy, vpos.xyz, vnorm.xyz);
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#endif
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#endif
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#if LIGHT_ON == 1
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if (bumpMapping == 0)
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{
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computeColors(vtx_base, vtx_offs, 0, vpos.xyz, vnorm.xyz);
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#if pp_Texture == 0
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vtx_base += vtx_offs;
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#endif
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}
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#endif
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vtx_uv.xy = in_uv;
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#if LIGHT_ON == 1
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if (envMapping[0] == 1)
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computeEnvMap(vtx_uv.xy, vpos.xyz, vnorm.xyz);
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#endif
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#endif
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vpos = projMat * vpos;
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wDivide(vpos);
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vtx_index = (uint(pp_Number) << 18) + uint(gl_VertexID);
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gl_Position = vpos;
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}
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)";
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const char* N2ColorShader = R"(
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#define PI 3.1415926
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#define LMODE_SINGLE_SIDED 0
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#define LMODE_DOUBLE_SIDED 1
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#define LMODE_DOUBLE_SIDED_WITH_TOLERANCE 2
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#define LMODE_SPECIAL_EFFECT 3
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#define LMODE_THIN_SURFACE 4
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#define LMODE_BUMP_MAP 5
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#define ROUTING_BASEDIFF_BASESPEC_ADD 0
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#define ROUTING_BASEDIFF_OFFSSPEC_ADD 1
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#define ROUTING_OFFSDIFF_BASESPEC_ADD 2
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#define ROUTING_OFFSDIFF_OFFSSPEC_ADD 3
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#define ROUTING_ALPHADIFF_ADD 4
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#define ROUTING_ALPHAATTEN_ADD 5
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#define ROUTING_FOGDIFF_ADD 6
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#define ROUTING_FOGATTENUATION_ADD 7
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#define ROUTING_BASEDIFF_BASESPEC_SUB 8
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#define ROUTING_BASEDIFF_OFFSSPEC_SUB 9
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#define ROUTING_OFFSDIFF_BASESPEC_SUB 10
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#define ROUTING_OFFSDIFF_OFFSSPEC_SUB 11
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#define ROUTING_ALPHADIFF_SUB 12
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#define ROUTING_ALPHAATTEN_SUB 13
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struct N2Light
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{
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vec4 color;
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vec4 direction; // For parallel/spot
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vec4 position; // For spot/point
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int parallel;
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int diffuse[2];
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int specular[2];
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int routing;
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int dmode;
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int smode;
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int distAttnMode; // For spot/point
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float attnDistA;
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float attnDistB;
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float attnAngleA; // For spot
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float attnAngleB;
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};
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uniform N2Light lights[16];
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uniform int lightCount;
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uniform vec4 ambientBase[2];
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uniform vec4 ambientOffset[2];
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uniform int ambientMaterialBase[2];
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uniform int ambientMaterialOffset[2];
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uniform int useBaseOver;
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uniform int bumpId0;
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uniform int bumpId1;
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// model attributes
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uniform float glossCoef[2];
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uniform int constantColor[2];
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uniform int modelDiffuse[2];
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uniform int modelSpecular[2];
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void computeColors(inout vec4 baseCol, inout vec4 offsetCol, in int volIdx, in vec3 position, in vec3 normal)
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{
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if (constantColor[volIdx] == 1)
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return;
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vec3 diffuse = vec3(0.0);
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vec3 specular = vec3(0.0);
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float diffuseAlpha = 0.0;
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float specularAlpha = 0.0;
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for (int i = 0; i < lightCount; i++)
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{
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N2Light light = lights[i];
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vec3 lightDir; // direction to the light
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vec3 lightColor = light.color.rgb;
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if (light.parallel == 1)
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{
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lightDir = normalize(light.direction.xyz);
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}
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else
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{
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lightDir = normalize(light.position.xyz - position);
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if (light.attnDistA != 1.0 || light.attnDistB != 0.0)
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{
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float distance = length(light.position.xyz - position);
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if (light.distAttnMode == 0)
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distance = 1.0 / distance;
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lightColor *= clamp(light.attnDistB * distance + light.attnDistA, 0.0, 1.0);
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}
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if (light.attnAngleA != 1.0 || light.attnAngleB != 0.0)
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{
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vec3 spotDir = light.direction.xyz;
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float cosAngle = 1.0 - max(0.0, dot(lightDir, spotDir));
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lightColor *= clamp(cosAngle * light.attnAngleB + light.attnAngleA, 0.0, 1.0);
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}
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}
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if (light.diffuse[volIdx] == 1)
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{
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float factor;
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switch (light.dmode)
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{
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case LMODE_SINGLE_SIDED:
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factor = max(dot(normal, lightDir), 0.0);
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break;
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case LMODE_DOUBLE_SIDED:
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factor = abs(dot(normal, lightDir));
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break;
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case LMODE_SPECIAL_EFFECT:
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default:
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factor = 1.0;
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break;
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}
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if (light.routing == ROUTING_ALPHADIFF_SUB)
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diffuseAlpha -= lightColor.r * factor;
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else if (light.routing == ROUTING_BASEDIFF_BASESPEC_ADD || light.routing == ROUTING_BASEDIFF_OFFSSPEC_ADD)
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diffuse += lightColor * factor;
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if (light.routing == ROUTING_OFFSDIFF_BASESPEC_ADD || light.routing == ROUTING_OFFSDIFF_OFFSSPEC_ADD)
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specular += lightColor * factor;
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}
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if (light.specular[volIdx] == 1)
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{
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vec3 reflectDir = reflect(-lightDir, normal);
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float factor;
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switch (light.smode)
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{
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case LMODE_SINGLE_SIDED:
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factor = clamp(pow(max(dot(normalize(-position), reflectDir), 0.0), glossCoef[volIdx]), 0.0, 1.0);
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break;
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case LMODE_DOUBLE_SIDED:
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factor = clamp(pow(abs(dot(normalize(-position), reflectDir)), glossCoef[volIdx]), 0.0, 1.0);
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break;
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case LMODE_SPECIAL_EFFECT:
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default:
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factor = 1.0;
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break;
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}
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if (light.routing == ROUTING_ALPHADIFF_SUB)
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specularAlpha -= lightColor.r * factor;
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else if (light.routing == ROUTING_OFFSDIFF_OFFSSPEC_ADD || light.routing == ROUTING_BASEDIFF_OFFSSPEC_ADD)
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specular += lightColor * factor;
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if (light.routing == ROUTING_BASEDIFF_BASESPEC_ADD || light.routing == ROUTING_OFFSDIFF_BASESPEC_ADD)
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diffuse += lightColor * factor;
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}
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}
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// ambient with material
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if (ambientMaterialBase[volIdx] == 1)
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diffuse += ambientBase[volIdx].rgb;
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if (ambientMaterialOffset[volIdx] == 1)
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specular += ambientOffset[volIdx].rgb;
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if (modelDiffuse[volIdx] == 1)
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baseCol.rgb *= diffuse;
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if (modelSpecular[volIdx] == 1)
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offsetCol.rgb *= specular;
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// ambient w/o material
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if (ambientMaterialBase[volIdx] == 0 && modelDiffuse[volIdx] == 1)
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baseCol.rgb += ambientBase[volIdx].rgb;
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if (ambientMaterialOffset[volIdx] == 0 && modelSpecular[volIdx] == 1)
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offsetCol.rgb += ambientOffset[volIdx].rgb;
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baseCol.a = max(0.0, baseCol.a + diffuseAlpha);
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offsetCol.a = max(0.0, offsetCol.a + specularAlpha);
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if (useBaseOver == 1)
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{
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vec4 overflow = max(vec4(0.0), baseCol - vec4(1.0));
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offsetCol += overflow;
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}
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}
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void computeEnvMap(inout vec2 uv, in vec3 position, in vec3 normal)
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{
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// Spherical mapping
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//vec3 r = reflect(normalize(position), normal);
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//float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
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//uv += r.xy / m + 0.5;
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// Cheap env mapping
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uv += normal.xy / 2.0 + 0.5;
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uv = clamp(uv, 0.0, 1.0);
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}
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2022-02-11 14:54:18 +00:00
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void computeBumpMap(inout vec4 color0, in vec4 color1, in vec3 position, in vec3 normal, in mat4 normalMat)
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2022-01-26 21:15:10 +00:00
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{
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2022-02-11 14:54:18 +00:00
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// TODO
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//if (bumpId0 == -1)
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return;
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2022-01-26 21:15:10 +00:00
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vec3 tangent = color0.xyz;
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if (tangent.x > 0.5)
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tangent.x -= 1.0;
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if (tangent.y > 0.5)
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tangent.y -= 1.0;
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if (tangent.z > 0.5)
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tangent.z -= 1.0;
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2022-02-11 14:54:18 +00:00
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tangent = normalize(normalMat * vec4(tangent, 0.0)).xyz;
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2022-01-26 21:15:10 +00:00
|
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vec3 bitangent = color1.xyz;
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if (bitangent.x > 0.5)
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bitangent.x -= 1.0;
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if (bitangent.y > 0.5)
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bitangent.y -= 1.0;
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if (bitangent.z > 0.5)
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bitangent.z -= 1.0;
|
2022-02-11 14:54:18 +00:00
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|
bitangent = normalize(normalMat * vec4(bitangent, 0.0)).xyz;
|
2022-01-26 21:15:10 +00:00
|
|
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float scaleDegree = color0.w;
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float scaleOffset = color1.w;
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|
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|
2022-02-11 14:54:18 +00:00
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|
N2Light light = lights[bumpId0];
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|
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|
vec3 lightDir; // direction to the light
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if (light.parallel == 1)
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lightDir = normalize(light.direction.xyz);
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|
else
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|
lightDir = normalize(light.position.xyz - position);
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|
|
|
|
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|
float n = dot(lightDir, normal);
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|
float cosQ = dot(lightDir, tangent);
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|
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|
float sinQ = dot(lightDir, bitangent);
|
2022-01-26 21:15:10 +00:00
|
|
|
|
2022-02-11 14:54:18 +00:00
|
|
|
float sinT = clamp(n, 0.0, 1.0);
|
2022-01-26 21:15:10 +00:00
|
|
|
float k1 = 1.0 - scaleDegree;
|
|
|
|
float k2 = scaleDegree * sinT;
|
2022-02-11 14:54:18 +00:00
|
|
|
float k3 = scaleDegree * sqrt(1.0 - sinT * sinT); // cos T
|
|
|
|
|
2022-01-26 21:15:10 +00:00
|
|
|
float q = acos(cosQ);
|
2022-02-11 18:06:58 +00:00
|
|
|
if (sinQ < 0.0)
|
2022-01-26 21:15:10 +00:00
|
|
|
q = 2.0 * PI - q;
|
2022-01-25 14:37:04 +00:00
|
|
|
|
2022-02-11 14:54:18 +00:00
|
|
|
color0.r = k2;
|
|
|
|
color0.g = k3;
|
|
|
|
color0.b = q / PI / 2.0;
|
|
|
|
color0.a = k1;
|
2022-01-25 14:37:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
)";
|
|
|
|
|
2022-01-31 19:40:09 +00:00
|
|
|
N2VertexSource::N2VertexSource(bool gouraud, bool geometryOnly, bool texture) : OpenGlSource()
|
2022-01-25 14:37:04 +00:00
|
|
|
{
|
|
|
|
addConstant("pp_Gouraud", gouraud);
|
2022-02-13 20:01:45 +00:00
|
|
|
addConstant("POSITION_ONLY", geometryOnly);
|
2022-02-05 13:50:12 +00:00
|
|
|
addConstant("pp_TwoVolumes", 0);
|
2022-01-31 19:40:09 +00:00
|
|
|
addConstant("pp_Texture", (int)texture);
|
2022-02-15 16:18:32 +00:00
|
|
|
addConstant("LIGHT_ON", 1);
|
2022-01-25 14:37:04 +00:00
|
|
|
|
|
|
|
addSource(VertexCompatShader);
|
|
|
|
addSource(GouraudSource);
|
|
|
|
if (!geometryOnly)
|
|
|
|
addSource(N2ColorShader);
|
|
|
|
addSource(N2VertexShader);
|
|
|
|
}
|