Rembrandt: Create an effect for the lighting stage. Duplicates the C++ code for now.
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Effects/sunlight.eff
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Effects/sunlight.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/sunlight</name>
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<technique n="11">
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<pass>
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<lighting>false</lighting>
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<depth>
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<enabled>false</enabled>
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</depth>
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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<render-bin>
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<bin-number>1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>depth-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type>shadow-buffer</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/sunlight.vert</vertex-shader>
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<fragment-shader>Shaders/sunlight.frag</fragment-shader>
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</program>
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<uniform>
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<name>depth_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>spec_emis_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<!-- The following uniforms are automatically defined and initialized :
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- fg_SunAmbientColor
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- fg_SunDiffuseColor
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- fg_SunSpecularColor
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- fg_SunDirection
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- fg_ProjectionMatrixInverse
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- fg_ViewMatrixInverse
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- fg_ViewMatrix
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- fg_Planes
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-->
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</pass>
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</technique>
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</PropertyList>
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Shaders/sunlight.frag
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Shaders/sunlight.frag
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uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform sampler2DShadow shadow_tex;
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uniform vec4 fg_SunDiffuseColor;
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uniform vec4 fg_SunSpecularColor;
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uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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varying vec3 ray;
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vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
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{
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vec4 coords;
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vec2 shift = vec2( 0.0 );
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int index = 4;
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if (ecPosition.z > -5.0) {
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index = 1;
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tint = vec4(0.0,1.0,0.0,1.0);
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} else if (ecPosition.z > -50.0) {
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index = 2;
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shift = vec2( 0.0, 0.5 );
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tint = vec4(0.0,0.0,1.0,1.0);
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} else if (ecPosition.z > -512.0) {
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index = 3;
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shift = vec2( 0.5, 0.0 );
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tint = vec4(1.0,1.0,0.0,1.0);
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} else if (ecPosition.z > -10000.0) {
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shift = vec2( 0.5, 0.5 );
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tint = vec4(1.0,0.0,0.0,1.0);
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} else {
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return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
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}
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coords.s = dot( ecPosition, gl_EyePlaneS[index] );
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coords.t = dot( ecPosition, gl_EyePlaneT[index] );
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coords.p = dot( ecPosition, gl_EyePlaneR[index] );
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coords.q = dot( ecPosition, gl_EyePlaneQ[index] );
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coords.st *= .5;
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coords.st += shift;
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return coords;
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}
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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if ( spec_emis.a < 0.1 )
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discard;
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vec3 normal;
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normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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float depth = texture2D( depth_tex, coords ).r;
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy / viewDir.z * pos.z;
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vec4 tint;
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#if 0
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float shadow = 1.0;
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#elif 1
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float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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#else
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float kernel[9] = float[]( 36/256.0, 24/256.0, 6/256.0,
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24/256.0, 16/256.0, 4/256.0,
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6/256.0, 4/256.0, 1/256.0 );
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float shadow = 0;
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for( int x = -2; x <= 2; ++x )
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for( int y = -2; y <= 2; ++y )
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shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(0.05 * x, 0.05 * y, 0), 1.0), tint ) ).r;
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#endif
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vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
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vec3 halfDir = lightDir - viewDir;
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len = length( halfDir );
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vec3 Ispec = vec3(0.0);
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vec3 Iemis = spec_emis.z * color;
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if (len > 0.0001) {
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halfDir /= len;
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Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 255.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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}
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gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
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// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
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}
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9
Shaders/sunlight.vert
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9
Shaders/sunlight.vert
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//uniform mat4 fg_ViewMatrixInverse;
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uniform mat4 fg_ProjectionMatrixInverse;
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varying vec3 ray;
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void main() {
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gl_Position = gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;
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ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
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}
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