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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /KaplaDemo/externalIP/resources/shaders/combine_fs.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'KaplaDemo/externalIP/resources/shaders/combine_fs.cpp')
| -rw-r--r-- | KaplaDemo/externalIP/resources/shaders/combine_fs.cpp | 529 |
1 files changed, 529 insertions, 0 deletions
diff --git a/KaplaDemo/externalIP/resources/shaders/combine_fs.cpp b/KaplaDemo/externalIP/resources/shaders/combine_fs.cpp new file mode 100644 index 00000000..98160e6a --- /dev/null +++ b/KaplaDemo/externalIP/resources/shaders/combine_fs.cpp @@ -0,0 +1,529 @@ +uniform sampler3D ttt3D; + + uniform float extraNoiseScale = 1.0f; + uniform float noiseScale = 0.03f; + float noise(float p) { + return texture3D(ttt3D, vec3(p*noiseScale*extraNoiseScale, 0.5, 0.5)).x; + } + + float noise(float p, float q) { + return texture3D(ttt3D, vec3(p*noiseScale*extraNoiseScale, q*noiseScale*extraNoiseScale, 0.5)).x; + } + + float snoise(float p) { + return noise(p)*2.0f - 1.0f; + } + float snoise(float p, float q) { + return noise(p, q)*2.0f - 1.0f; + } + float boxstep(float a, float b, float x) { + return (clamp(((x)-(a)) / ((b)-(a)), 0, 1)); + + } + + uniform float Ka = 1; + uniform float Kd = 0.75; + uniform float Ks = 0.15; + uniform float roughness = 0.025; + uniform vec3 specularcolor = vec3(1, 1, 1); + uniform float ringscale = 0; + uniform float grainscale = 0; + uniform float txtscale = 1; + uniform float plankspertile = 4; + uniform vec3 lightwood = vec3(0.57, 0.292, 0.125); + uniform vec3 darkwood = vec3(0.275, 0.15, 0.06); + uniform vec3 groovecolor = vec3(.05, .04, .015); + //uniform float plankwidth = .05; + uniform float plankwidth = .2; + uniform float groovewidth = 0.001; + uniform float plankvary = 0.8; + uniform float grainy = 1; + uniform float wavy = 0.08; + uniform float MINFILTERWIDTH = 1.0e-7; + + vec3 myTexture3D_0(vec3 p) + { + float r; + float r2; + float whichrow; + float whichplank; + float swidth; + float twidth; + float fwidth; + float ss; + float tt; + float w; + float h; + float fade; + float ttt; + vec3 Ct; + vec3 woodcolor; + float groovy; + float PGWIDTH; + float PGHEIGHT; + float GWF; + float GHF; + float tilewidth; + float whichtile; + float tmp; + float planklength; + + + PGWIDTH = plankwidth + groovewidth; + planklength = PGWIDTH * plankspertile - groovewidth; + + PGHEIGHT = planklength + groovewidth; + GWF = groovewidth*0.5 / PGWIDTH; + GHF = groovewidth*0.5 / PGHEIGHT; + + // Determine how wide in s-t space one pixel projects to + float s = p.x; + float t = p.y; + float du = 1.0; + float dv = 1.0; + + swidth = (max(abs(dFdx(s)*du) + abs(dFdy(s)*dv), MINFILTERWIDTH) / + PGWIDTH) * txtscale; + twidth = (max(abs(dFdx(t)*du) + abs(dFdy(t)*dv), MINFILTERWIDTH) / + PGHEIGHT) * txtscale; + fwidth = max(swidth, twidth); + + ss = (txtscale * s) / PGWIDTH; + whichrow = floor(ss); + tt = (txtscale * t) / PGHEIGHT; + whichplank = floor(tt); + + if (mod(whichrow / plankspertile + whichplank, 2) >= 1) { + ss = txtscale * t / PGWIDTH; + whichrow = floor(ss); + tt = txtscale * s / PGHEIGHT; + whichplank = floor(tt); + tmp = swidth; swidth = twidth; twidth = tmp; + } + ss -= whichrow; + tt -= whichplank; + whichplank += 20 * (whichrow + 10); + + if (swidth >= 1) + w = 1 - 2 * GWF; + else w = clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0), 1) + - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0, 2 * GWF / swidth); + if (twidth >= 1) + h = 1 - 2 * GHF; + else h = clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0), 1) + - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0, 2 * GHF / twidth); + // This would be the non-antialiased version: + //w = step (GWF,ss) - step(1-GWF,ss); + //h = step (GHF,tt) - step(1-GHF,tt); + + groovy = w*h; + + + + // Add the ring patterns + fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth); + if (fade < 0.999) { + + ttt = tt / 4 + whichplank / 28.38 + wavy * noise(8 * ss, tt / 4); + r = ringscale * noise(ss - whichplank, ttt); + r -= floor(r); + r = 0.3 + 0.7*smoothstep(0.2, 0.55, r)*(1 - smoothstep(0.75, 0.8, r)); + r = (1 - fade)*r + 0.65*fade; + + // Multiply the ring pattern by the fine grain + + fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth); + if (fade < 0.999) { + r2 = 1.3 - noise(ss*grainscale, (tt*grainscale / 4)); + r2 = grainy * r2*r2 + (1 - grainy); + r *= (1 - fade)*r2 + (0.75*fade); + + } + else r *= 0.75; + + } + else r = 0.4875; + + + // Mix the light and dark wood according to the grain pattern + woodcolor = lerp(lightwood, darkwood, r); + + // Add plank-to-plank variation in overall color + woodcolor *= (1 - plankvary / 2 + plankvary * noise(whichplank + 0.5)); + + Ct = lerp(groovecolor, woodcolor, groovy); + return Ct; + + } + + float noise3D_1(vec3 p) + { + return texture3D(ttt3D, p).x*2.0f - 1.0f; + } + + float turbulence_1(vec3 p, int octaves, float lacunarity, float gain) { + + float freq = 1.0f; + float amp = 0.8f; + float sum = 0.0f; + + for (int i = 0; i<octaves; i++) { + sum += abs(noise3D_1(p*freq))*amp; + freq *= lacunarity; + amp *= gain; + } + return sum; + } + + float spike_1(float c, float w, float x) { + return smoothstep(c - w, c, x) * smoothstep(c + w, c, x); + } + + vec3 myTexture3D_1(vec3 p) + { + + + float noiseScale = 0.1f*extraNoiseScale; + float noise = turbulence_1(p*noiseScale, 3, 3.0f, 0.5f); + //noise = turbulence(p*noiseScale + vec3(noise, noise, noise*0.3)*0.01f, 8, 3.0f, 0.5f); + + //noise = spike(0.35f, 0.05f, noise); + //noise = noise; + + vec3 base = lerp(vec3(164, 148, 108)*1.63 / 255, vec3(178, 156, 126)*1.73 / 255, spike_1(0.5f, 0.3f, turbulence_1(p*noiseScale*0.7f + vec3(noise*0.5, noise, noise)*0.011f, 2, 2.0f, 0.5f))); + //vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise); + vec3 b2 = lerp(base, vec3(173, 160, 121)*1.73 / 255, noise); + + + + return b2*0.75f; + + } + + vec3 myTexture3DCom(vec3 p, float mat) { + // Depend on material ID + + if (mat < 0.5f) { + //return myTexture3D_0(p); + return vec3(173, 160, 151) *0.85/ 255; + //return lightwood*1.3; + } + else + if (mat < 1.5f) { + //return myTexture3D_1(p); + return vec3(173, 100, 21)*1.73 / 255; + } else { + return vec3(1.0f, 0.0f, 0.0f); + + } + + } +// scene reflection +uniform float reflectionCoeff = 0.0f; +uniform float specularCoeff = 0.0f; + +uniform sampler2DRect reflectionTex; + +// Shadow map +uniform float shadowAmbient = 0.0; +uniform float hdrScale = 5.0; +uniform sampler2D texture; +uniform sampler2DArrayShadow stex; +uniform sampler2DArrayShadow stex2; +uniform sampler2DArrayShadow stex3; +uniform samplerCube skyboxTex; +uniform vec2 texSize; // x - size, y - 1/size +uniform vec4 far_d; + +// Spot lights +uniform vec3 spotLightDir; +uniform vec3 spotLightPos; +uniform float spotLightCosineDecayBegin; +uniform float spotLightCosineDecayEnd; + +uniform vec3 spotLightDir2; +uniform vec3 spotLightPos2; +uniform float spotLightCosineDecayBegin2; +uniform float spotLightCosineDecayEnd2; + +uniform vec3 spotLightDir3; +uniform vec3 spotLightPos3; +uniform float spotLightCosineDecayBegin3; +uniform float spotLightCosineDecayEnd3; + +uniform vec3 parallelLightDir; +uniform float shadowAdd; +uniform int useTexture; +uniform int numShadows; + + +uniform float roughnessScale; +uniform vec3 ambientColor; + +uniform sampler2DArray diffuseTexArray; +uniform sampler2DArray bumpTexArray; +uniform sampler2DArray specularTexArray; +uniform sampler2DArray emissiveReflectSpecPowerTexArray; + +uniform vec2 shadowTaps[12]; + + +float shadowCoeff1(float bscale) +{ + + int index = 3; + + if(gl_FragCoord.z < far_d.x) + index = 0; + else if(gl_FragCoord.z < far_d.y) + index = 1; + else if(gl_FragCoord.z < far_d.z) + index = 2; + + vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1); + + shadow_coord.w = shadow_coord.z + shadowAdd*bscale; + // tell glsl in which layer to do the look up + shadow_coord.z = float(index); + + + // Gaussian 3x3 filter +// return shadow2DArray(stex, shadow_coord).x; + /* + const float X = 1.0f; + float ret = shadow2DArray(stex, shadow_coord).x * 0.25; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, -X)).x * 0.0625; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, 0)).x * 0.125; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, X)).x * 0.0625; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, -X)).x * 0.125; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, X)).x * 0.125; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, -X)).x * 0.0625; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, 0)).x * 0.125; + ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, X)).x * 0.0625; + return ret;*/ + const int numTaps = 6; + float radius = 0.0003f/pow(2,index); + float s = 0.0f; + for (int i = 0; i < numTaps; i++) + { + s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r; + } + s /= numTaps; + return s; +} +float shadowCoeff2() +{ + const int index = 1; + + //int index = 3; + //if(gl_FragCoord.z < far_d.x) + // index = 0; + //else if(gl_FragCoord.z < far_d.y) + // index = 1; + //else if(gl_FragCoord.z < far_d.z) + // index = 2; + + vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1); + + shadow_coord.w = shadow_coord.z + shadowAdd; + shadow_coord.z = float(0); + // return shadow2DArray(stex, shadow_coord).x; + + const float X = 1.0f; + float ret = shadow2DArray(stex2, shadow_coord).x * 0.25; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, -X)).x * 0.0625; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, 0)).x * 0.125; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, X)).x * 0.0625; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, -X)).x * 0.125; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, X)).x * 0.125; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, -X)).x * 0.0625; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, 0)).x * 0.125; + ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, X)).x * 0.0625; + return ret; +} +float shadowCoeff3() +{ + const int index = 2; + + //int index = 3; + //if(gl_FragCoord.z < far_d.x) + // index = 0; + //else if(gl_FragCoord.z < far_d.y) + // index = 1; + //else if(gl_FragCoord.z < far_d.z) + // index = 2; + + vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1); + + shadow_coord.w = shadow_coord.z + shadowAdd; + shadow_coord.z = float(0); + + // return shadow2DArray(stex, shadow_coord).x; + + const float X = 1.0f; + float ret = shadow2DArray(stex3, shadow_coord).x * 0.25; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, -X)).x * 0.0625; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, 0)).x * 0.125; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, X)).x * 0.0625; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, -X)).x * 0.125; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, X)).x * 0.125; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, -X)).x * 0.0625; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, 0)).x * 0.125; + ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, X)).x * 0.0625; + return ret; +} + + + +uniform float RollOff = 0.5f; +uniform float fresnelBias = 0.0; +uniform float fresnelScale = 1.0; +uniform float fresnelPower = 3.0; // 5.0 is physically correct +void main() +{ + +/* + int index = 3; + + if(gl_FragCoord.z < far_d.x) + index = 0; + else if(gl_FragCoord.z < far_d.y) + index = 1; + else if(gl_FragCoord.z < far_d.z) + index = 2; + if (index == 3) gl_FragColor = vec4(1,0,0,1); + if (index == 2) gl_FragColor = vec4(0,1,0,1); + if (index == 1) gl_FragColor = vec4(0,0,1,1); + if (index == 0) gl_FragColor = vec4(1,1,0,1); + return;*/ + /* + int index = 3; + + if(gl_FragCoord.z < far_d.x) + index = 0; + else if(gl_FragCoord.z < far_d.y) + index = 1; + else if(gl_FragCoord.z < far_d.z) + index = 2; + + vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1); + + shadow_coord.w = shadow_coord.z + shadowAdd; + // tell glsl in which layer to do the look up + shadow_coord.z = float(index)*0.33333333f; + gl_FragColor = vec4(shadow_coord.xyz,1.0f); + return; + */ + //// TODO, expose this as user parameter + const float skyLightIntensity = 0.2; + const float rimLightIntensity = 0.3; + + vec3 normal = normalize(gl_TexCoord[2].xyz); + vec3 t0 = gl_TexCoord[3].xyz; + vec3 t1 = gl_TexCoord[4].xyz; + + vec3 diffuseMat; + vec3 specularMat; + vec3 bump; + vec3 emissiveReflectSpecPow; + + // read in material color for diffuse, specular, bump, emmisive + + // 3D texture + diffuseMat = myTexture3DCom(gl_TexCoord[0].xyz, gl_TexCoord[6].w); + //diffuseMat = myTexture3D(gl_TexCoord[0].xyz);//texture3D(ttt3D, gl_TexCoord[0].xyz); + //diffuseMat = texture3D(ttt3D, gl_TexCoord[0].xyz); + + specularMat = vec3(1.0); + bump = texture2D(texture, gl_TexCoord[5].xy).xyz; + if (dot(bump,bump) < 0.01) bump = vec3(0.5,0.5,1); + emissiveReflectSpecPow = vec3(0.0,0.0,0.0); + + + // apply bump to the normal + bump = (bump - vec3(0.5,0.5,0.5)) * 2.0f; + bump.xy *= roughnessScale*0.1; + + float sc = 1.0f; + normal = normalize(t0*bump.x + t1*bump.y + sc*normal * bump.z); + + //gl_FragColor.xyz = normal*0.5 + vec3(0.5,0.5,0.5); + //gl_FragColor.w = 1; + //return; + vec3 eyeVec = normalize(gl_TexCoord[1].xyz); + + // apply gamma correction for diffuse textures + //diffuseMat = pow(diffuseMat, 0.45); + + float specularPower = emissiveReflectSpecPow.b*255.0f + 1.0f; + + // TODO - fix this + specularPower = 10.0f; + + float emissive = 0.0f; + float reflectivity = emissiveReflectSpecPow.b; + float fresnel = fresnelBias + fresnelScale*pow(1.0 - max(0.0, dot(normal, eyeVec)), fresnelPower); + float specular = 0.0f; + + vec3 skyNormal = reflect(eyeVec, normal); + vec3 skyColor = skyLightIntensity * textureCube(skyboxTex, skyNormal).rgb; + vec3 ambientSkyColor = diffuseMat * skyColor; + + vec3 diffuseColor = vec3(0.0, 0.0, 0.0); + + if (numShadows >= 1) { + + vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0); + vec3 shadowColor = vec3(0.4, 0.4, 0.7); // colored shadow + //vec3 lvec = normalize(spotLightDir); + vec3 lvec = normalize(spotLightPos - gl_TexCoord[1].xyz); + float ldn = max(0.0f, dot(normal, lvec)); + float cosine = dot(lvec, spotLightDir); + float intensity = smoothstep(spotLightCosineDecayBegin, spotLightCosineDecayEnd, cosine); + + float bscale = 1;//1.0f-ldn; + + float shadowC = shadowCoeff1(bscale); + //gl_FragColor = vec4(shadowC,shadowC,shadowC,1.0f); + //return; + vec3 irradiance = shadowC * ldn * lightColor; + + // diffuse irradiance + diffuseColor += diffuseMat * irradiance*intensity; + + // add colored shadow + diffuseColor += (1.0 - shadowC*ldn) * shadowAmbient * shadowColor * diffuseMat*intensity; + + vec3 r = reflect(lvec, normal); + specular += pow(max(0.0, dot(r, eyeVec)), specularPower)*shadowC*intensity; + } + + // add rim light + if (numShadows >= 2) { + vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0); + vec3 lvec = normalize(spotLightDir2); + float ldn = max(0.0f, dot(normal, lvec)); + vec3 irradiance = ldn * lightColor; + + // diffuse irradiance + diffuseColor += diffuseMat * irradiance; + } + + vec3 color = vec3(0.0, 0.0, 0.0); + + color += diffuseColor; + color += ambientSkyColor; + color += specular*specularMat; + color += hdrScale * emissive * diffuseMat; + + //vec3 reflectColor = diffuseMat * texture2DRect(reflectionTex, gl_FragCoord.xy).rgb; + //color = reflectionCoeff * reflectColor + (1.0f - reflectionCoeff) * color; + color = (fresnel * skyColor + (1.0 - fresnel) * color) * reflectivity + (1.0 - reflectivity) * color; + + gl_FragColor.rgb = color; + gl_FragColor.w = gl_Color.w; + + float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0); + vec4 fogCol = gl_Fog.color; + gl_FragColor = mix(fogCol, gl_FragColor, fog); +}
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