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#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_gbufferColorTexture;
uniform sampler2D u_gbufferNormalTexture;
uniform sampler2D u_gbufferMaterialTexture;
uniform sampler2D u_gbufferDepthTexture;
uniform sampler2D u_metalsLUT;
uniform mat4 u_inverseViewMatrix4f;
uniform mat4 u_inverseProjectionMatrix4f;
#ifdef COMPILE_SUN_SHADOW
uniform sampler2D u_sunShadowTexture;
#endif
#ifdef COMPILE_SUBSURFACE_SCATTERING
uniform sampler2D u_subsurfaceScatteringTexture;
#endif
uniform vec3 u_sunDirection3f;
uniform vec3 u_sunColor3f;
#define LIB_INCLUDE_PBR_LIGHTING_FUNCTION
#EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_lighting.glsl"
void main() {
vec3 diffuseColor3f;
vec3 normalVector3f;
vec2 lightmapCoords2f;
vec3 materialData3f;
vec4 sampleVar4f;
#ifdef COMPILE_SUBSURFACE_SCATTERING
float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
if(depth == 0.0) {
discard;
}
sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0);
diffuseColor3f.rgb = sampleVar4f.rgb;
diffuseColor3f *= diffuseColor3f;
lightmapCoords2f.x = sampleVar4f.a;
#endif
#ifdef COMPILE_SUBSURFACE_SCATTERING
float subsurfValue = textureLod(u_subsurfaceScatteringTexture, v_position2f, 0.0).r;
subsurfValue *= subsurfValue;
output4f = vec4(subsurfValue * u_sunColor3f * diffuseColor3f * 0.125, 0.0);
#endif
#ifdef COMPILE_SUN_SHADOW
#ifdef COMPILE_COLORED_SHADOW
vec4 shadow = textureLod(u_sunShadowTexture, v_position2f, 0.0);
if(shadow.a < 0.05) {
#ifndef COMPILE_SUBSURFACE_SCATTERING
discard;
#else
return;
#endif
}
#else
vec3 shadow = vec3(textureLod(u_sunShadowTexture, v_position2f, 0.0).r);
#ifndef COMPILE_SUBSURFACE_SCATTERING
if(shadow.r < 0.05) {
#ifndef COMPILE_SUBSURFACE_SCATTERING
discard;
#else
return;
#endif
}
#endif
#endif
#endif
#ifndef COMPILE_SUBSURFACE_SCATTERING
float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
#endif
#ifndef COMPILE_SUN_SHADOW
if(depth == 0.0) {
#ifndef COMPILE_SUBSURFACE_SCATTERING
discard;
#else
return;
#endif
}
#endif
sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0);
#ifndef COMPILE_SUN_SHADOW
vec3 shadow = vec3(sampleVar4f.a, 0.0, 0.0);
if(shadow.r < 0.5) {
discard;
}
shadow = vec3(max(shadow.r * 2.0 - 1.0, 0.0));
#endif
normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0;
lightmapCoords2f.y = sampleVar4f.a;
#ifndef COMPILE_SUBSURFACE_SCATTERING
sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0);
diffuseColor3f.rgb = sampleVar4f.rgb;
diffuseColor3f *= diffuseColor3f;
lightmapCoords2f.x = sampleVar4f.a;
#endif
materialData3f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).rgb;
vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector3f);
vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0);
worldSpacePosition.xyz *= 2.0;
worldSpacePosition.xyz -= 1.0;
worldSpacePosition = u_inverseProjectionMatrix4f * worldSpacePosition;
worldSpacePosition = u_inverseViewMatrix4f * vec4(worldSpacePosition.xyz / worldSpacePosition.w, 0.0);
#ifdef COMPILE_SUBSURFACE_SCATTERING
output4f.rgb +=
#else
output4f = vec4(
#endif
eaglercraftLighting(diffuseColor3f, u_sunColor3f * shadow.rgb, normalize(-worldSpacePosition.xyz), u_sunDirection3f, worldSpaceNormal, materialData3f)
#ifdef COMPILE_SUBSURFACE_SCATTERING
* (1.0 - subsurfValue * 0.0625);
#else
, 0.0);
#endif
} |