a3a8f9123e
- Remove all Compositor Effects and Shaders. - Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'. - Readd shadow mapping. - Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
183 lines
6 KiB
GLSL
183 lines
6 KiB
GLSL
// -*- mode: C; -*-
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// Licence: GPL v2
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// © Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScale ; // (width, depth, height)
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attribute vec3 attrib1; // Generic packed attributes
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attribute vec3 attrib2;
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varying vec3 rawpos;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 vViewVec;
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varying vec3 vertVec;
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varying vec3 reflVec;
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varying float alpha;
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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uniform int color_is_position;
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//////Fog Include///////////
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// uniform int fogType;
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// void fog_Func(int type);
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////////////////////////////
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void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
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{
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rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
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0.0 , cosRx , -sinRx * cosRx, 0.0,
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-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
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0.0 , 0.0 , 0.0 , 1.0 );
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}
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void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
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{
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rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
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sinRz, cosRz, 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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vec3 float2vec(float value) {
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vec3 val;
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val.x = mod(value, c_precisionp1) / c_precision;
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val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
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val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
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return val;
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}
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void main(void)
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{
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// Unpack generic attributes
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vec3 attr1 = float2vec(attrib1.x);
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vec3 attr2 = float2vec(attrib1.z);
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vec3 attr3 = float2vec(attrib2.x);
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// Determine the rotation for the building.
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float sr = sin(6.28 * attr1.x);
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float cr = cos(6.28 * attr1.x);
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vec3 rawpos = gl_Vertex.xyz;
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * attr3.z - 0.5);
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rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * attrib2.y );
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// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
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// Scale down by the building height (instanceScale.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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rawpos.z = rawpos.z + gl_Color.z * attrib1.y / instanceScale.z;
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rawpos = rawpos * instanceScale.xyz;
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// Rotation of the building and movement into rawpos
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rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
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rawpos = rawpos + instancePosition.xyz;
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vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 1.0);
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// Texture coordinates are stored as:
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a semi-shared (x1, y1) so that the front and side of the building can have
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// different texture mappings
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//
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// The vertex color value selects between them:
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// gl_Color.x=1 indicates front/back walls
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// gl_Color.y=1 indicates roof
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// gl_Color.z=1 indicates top roof vertexs (used above)
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// gl_Color.a=1 indicates sides
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// Finally, the roof texture is on the right of the texture sheet
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float wtex0x = attr1.y; // Front/Side texture X0
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float wtex0y = attr1.z; // Front/Side texture Y0
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float rtex0x = attr2.z; // Roof texture X0
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float rtex0y = attr3.x; // Roof texture Y0
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float wtex1x = attr2.x; // Front/Roof texture X1
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float stex1x = attr3.y; // Side texture X1
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float wtex1y = attr2.y; // Front/Roof/Side texture Y1
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
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gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
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vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
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wtex1y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
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// Rotate the normal.
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vec3 normal = gl_Normal;
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// Rotate the normal as per the building.
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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VNormal = normalize(gl_NormalMatrix * normal);
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vec3 n = normalize(normal);
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vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
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vec3 tempBinormal = cross(n, tempTangent);
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if (nmap_enabled > 0){
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tempTangent = tangent;
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tempBinormal = binormal;
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}
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VTangent = normalize(gl_NormalMatrix * tempTangent);
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VBinormal = normalize(gl_NormalMatrix * tempBinormal);
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vec3 t = tempTangent;
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vec3 b = tempBinormal;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = 1.0;
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// Vertex in eye coordinates
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vertVec = ecPosition.xyz;
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vViewVec.x = dot(t, vertVec);
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vViewVec.y = dot(b, vertVec);
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vViewVec.z = dot(n, vertVec);
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// calculate the reflection vector
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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if (refl_dynamic > 0){
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//prepare rotation matrix
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mat4 RotMatPR;
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mat4 RotMatH;
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float _roll = roll;
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if (_roll>90.0 || _roll < -90.0)
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{
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_roll = -_roll;
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}
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float cosRx = cos(radians(_roll));
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float sinRx = sin(radians(_roll));
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float cosRy = cos(radians(-pitch));
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float sinRy = sin(radians(-pitch));
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float cosRz = cos(radians(hdg));
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float sinRz = sin(radians(hdg));
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rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
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rotationMatrixH(sinRz, cosRz, RotMatH);
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vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
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reflVec = reflVec_dyn;
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} else {
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reflVec = reflVec_stat;
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}
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gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0)
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* (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
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}
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