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blender-archive/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
2013-03-31 03:28:46 +00:00

170 lines
4.5 KiB
GLSL

/* Options:
*
* USE_COLOR: use glColor for diffuse colors
* USE_TEXTURE: use texture for diffuse colors
* USE_SCENE_LIGHTING: use lights (up to 8)
* USE_SOLID_LIGHTING: assume 3 directional lights for solid draw mode
* USE_TWO_SIDED: flip normal towards viewer
* NO_SPECULAR: use specular component
*/
#define NUM_SOLID_LIGHTS 3
#define NUM_SCENE_LIGHTS 8
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying vec3 varying_normal;
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
varying vec4 varying_vertex_color;
#endif
#ifdef USE_TEXTURE
varying vec2 varying_texture_coord;
uniform sampler2D texture_map;
#endif
void main()
{
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
/* compute normal */
vec3 N = normalize(varying_normal);
#ifdef USE_TWO_SIDED
if (!gl_FrontFacing)
N = -N;
#endif
/* compute diffuse and specular lighting */
vec3 L_diffuse = vec3(0.0);
#ifndef NO_SPECULAR
vec3 L_specular = vec3(0.0);
#endif
#ifdef USE_SOLID_LIGHTING
/* assume 3 directional lights */
for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
vec3 light_direction = gl_LightSource[i].position.xyz;
/* diffuse light */
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse*diffuse_bsdf;
#ifndef NO_SPECULAR
/* specular light */
vec3 light_specular = gl_LightSource[i].specular.rgb;
vec3 H = gl_LightSource[i].halfVector.xyz;
float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
L_specular += light_specular*specular_bsdf;
#endif
}
#else
/* all 8 lights, makes no assumptions, potentially slow */
#ifndef NO_SPECULAR
/* view vector computation, depends on orthographics or perspective */
vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position): vec3(0.0, 0.0, -1.0);
#endif
for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {
/* todo: this is a slow check for disabled lights */
if (gl_LightSource[i].specular.a == 0.0)
continue;
float intensity = 1.0;
vec3 light_direction;
if (gl_LightSource[i].position.w == 0.0) {
/* directional light */
light_direction = gl_LightSource[i].position.xyz;
}
else {
/* point light */
vec3 d = gl_LightSource[i].position.xyz - varying_position;
light_direction = normalize(d);
/* spot light cone */
if (gl_LightSource[i].spotCutoff < 90.0) {
float cosine = max(dot(light_direction, -gl_LightSource[i].spotDirection), 0.0);
intensity = pow(cosine, gl_LightSource[i].spotExponent);
intensity *= step(gl_LightSource[i].spotCosCutoff, cosine);
}
/* falloff */
float distance = length(d);
intensity /= gl_LightSource[i].constantAttenuation +
gl_LightSource[i].linearAttenuation * distance +
gl_LightSource[i].quadraticAttenuation * distance * distance;
}
/* diffuse light */
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse*diffuse_bsdf*intensity;
#ifndef NO_SPECULAR
/* specular light */
vec3 light_specular = gl_LightSource[i].specular.rgb;
vec3 H = normalize(light_direction - V);
float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
L_specular += light_specular*specular_bsdf*intensity;
#endif
}
#endif
/* compute diffuse color, possibly from texture or vertex colors */
float alpha;
#if defined(USE_TEXTURE) && defined(USE_COLOR)
vec4 texture_color = texture2D(texture_map, varying_texture_coord);
L_diffuse *= texture_color.rgb * varying_vertex_color.rgb;
alpha = texture_color.a * varying_vertex_color.a;
#elif defined(USE_TEXTURE)
vec4 texture_color = texture2D(texture_map, varying_texture_coord);
L_diffuse *= texture_color.rgb;
alpha = texture_color.a;
#elif defined(USE_COLOR)
L_diffuse *= varying_vertex_color.rgb;
alpha = varying_vertex_color.a;
#else
L_diffuse *= gl_FrontMaterial.diffuse.rgb;
alpha = gl_FrontMaterial.diffuse.a;
#endif
/* sum lighting */
vec3 L = gl_FrontLightModelProduct.sceneColor.rgb + L_diffuse;
#ifndef NO_SPECULAR
L += L_specular*gl_FrontMaterial.specular.rgb;
#endif
/* write out fragment color */
gl_FragColor = vec4(L, alpha);
#else
/* no lighting */
#if defined(USE_TEXTURE) && defined(USE_COLOR)
gl_FragColor = texture2D(texture_map, varying_texture_coord) * varying_vertex_color;
#elif defined(USE_TEXTURE)
gl_FragColor = texture2D(texture_map, varying_texture_coord);
#elif defined(USE_COLOR)
gl_FragColor = varying_vertex_color;
#else
gl_FragColor = gl_FrontMaterial.diffuse;
#endif
#endif
}