141 lines
4.1 KiB
Plaintext
141 lines
4.1 KiB
Plaintext
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// VERTEX SHADER - NORMAL MODE
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#version 120
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uniform mat4 uni_ProjectionMatrix;
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uniform mat4 uni_ViewMatrix;
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uniform mat4 uni_ModelMatrix;
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uniform mat4 uni_ShadowMatrix;
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uniform mat4 uni_NormalMatrix;
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struct LightParams
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{
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bool Enabled;
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int Type;
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vec4 Position;
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vec4 Ambient;
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vec4 Diffuse;
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vec4 Specular;
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float Shininess;
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vec3 Attenuation;
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vec3 SpotDirection;
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float SpotCutoff;
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float SpotExponent;
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};
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struct Material
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform Material uni_Material;
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uniform bool uni_LightingEnabled;
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uniform LightParams uni_Light[8];
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varying float pass_Distance;
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varying vec4 pass_Color;
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varying vec3 pass_Normal;
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varying vec2 pass_TexCoord0;
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varying vec2 pass_TexCoord1;
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varying vec3 pass_TexCoord2;
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void main()
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{
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vec4 position = uni_ModelMatrix * gl_Vertex;
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vec4 eyeSpace = uni_ViewMatrix * position;
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vec4 shadowCoord = uni_ShadowMatrix * position;
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vec4 color = gl_Color;
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vec3 normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz);
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if (uni_LightingEnabled)
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{
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vec4 ambient = vec4(0.0f);
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vec4 diffuse = vec4(0.0f);
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vec4 specular = vec4(0.0f);
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for (int i = 0; i < 8; i++)
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{
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if (uni_Light[i].Enabled)
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{
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LightParams light = uni_Light[i];
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vec3 lightDirection = light.Position.xyz;
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float atten = 1.0f;
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if (light.Position.w > 0.5f)
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{
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float dist = distance(light.Position.xyz, position.xyz);
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float atten = 1.0f / dot(light.Attenuation,
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vec3(1.0f, dist, dist * dist));
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lightDirection = normalize(light.Position.xyz - position.xyz);
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}
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float spot = 1.0f;
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if (light.SpotCutoff > 0.0f)
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{
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float cone = dot(light.SpotDirection, lightDirection);
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if (cone > light.SpotCutoff)
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{
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spot = pow(cone, light.SpotExponent);
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}
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else
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{
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continue;
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}
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}
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vec3 reflectDirection = -reflect(lightDirection, normal);
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float component = atten * spot;
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float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f);
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float specularComponent = clamp(pow(dot(normal, lightDirection + reflectDirection), light.Shininess), 0.0f, 1.0f);
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ambient += component * light.Ambient * uni_Material.ambient;
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diffuse += component * diffuseComponent * light.Diffuse * uni_Material.diffuse;
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specular += component * specularComponent * light.Specular * uni_Material.specular;
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}
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}
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vec4 result = ambient + diffuse + specular;
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color = clamp(vec4(result.rgb, uni_Material.diffuse), 0.0f, 1.0f);
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}
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gl_Position = uni_ProjectionMatrix * eyeSpace;
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gl_FrontColor = vec4(1.0f);
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gl_BackColor = vec4(0.0f);
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pass_Distance = abs(eyeSpace.z / eyeSpace.w);
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pass_Color = color;
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pass_Normal = normal;
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pass_TexCoord0 = gl_MultiTexCoord0.st;
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pass_TexCoord1 = gl_MultiTexCoord1.st;
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pass_TexCoord2 = shadowCoord.xyz / shadowCoord.w;
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}
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