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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /KaplaDemo/externalIP/resources/shaders/combine_fs.cpp
downloadphysx-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.cpp529
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
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+++ 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);
+} \ No newline at end of file