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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/scene_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/scene_fs.cpp')
-rw-r--r--KaplaDemo/externalIP/resources/shaders/scene_fs.cpp313
1 files changed, 313 insertions, 0 deletions
diff --git a/KaplaDemo/externalIP/resources/shaders/scene_fs.cpp b/KaplaDemo/externalIP/resources/shaders/scene_fs.cpp
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+ uniform sampler3D ttt3D;
+ uniform float extraNoiseScale = 1.0f;
+float noise3D(vec3 p)
+{
+ return texture3D(ttt3D, p).x*2.0f - 1.0f;
+}
+
+float turbulence(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(p*freq))*amp;
+ freq *= lacunarity;
+ amp *= gain;
+ }
+ return sum;
+}
+
+float spike(float c, float w, float x) {
+ return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
+}
+
+vec3 myTexture3D(vec3 p)
+{
+
+
+ float noiseScale = 0.1f*extraNoiseScale;
+ float noise = turbulence(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(0.5f, 0.3f, turbulence(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;
+
+
+
+
+
+}
+
+// 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;
+
+
+
+float shadowCoeff1()
+{
+ const int index = 0;
+
+ //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);
+
+
+ // 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;
+}
+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()
+{
+ //// 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
+ if (gl_TexCoord[6].z >= 0.0f) {
+ // 2D texture
+ diffuseMat = texture2DArray(diffuseTexArray, gl_TexCoord[6].xyz).rgb;
+ //specularMat = texture2DArray(specularTexArray, gl_TexCoord[6].xyz).rgb; // TODO Does not seem to work
+ specularMat = vec3(1.0f);
+ bump = texture2DArray(bumpTexArray, gl_TexCoord[6].xyz).xyz;
+ if (dot(bump,bump) < 0.01) bump = vec3(0.5,0.5,1);
+ emissiveReflectSpecPow = texture2DArray(emissiveReflectSpecPowerTexArray, gl_TexCoord[6].xyz).xyz;
+
+ } else {
+ // 3D texture
+ diffuseMat = myTexture3D(gl_TexCoord[0].xyz) * vec3(0.5,0.5,0.5);//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*2;
+
+ 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 = emissiveReflectSpecPow.r*10.0f;
+ 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, 0.9, 0.9);
+ vec3 shadowColor = vec3(0.4, 0.4, 0.9); // colored shadow
+ vec3 lvec = normalize(spotLightDir);
+ float ldn = max(0.0f, dot(normal, lvec));
+ float shadowC = shadowCoeff1();
+ vec3 irradiance = shadowC * ldn * lightColor;
+
+ // diffuse irradiance
+ diffuseColor += diffuseMat * irradiance;
+
+ // add colored shadow
+ diffuseColor += (1.0 - shadowC) * shadowAmbient * shadowColor * diffuseMat;
+
+ vec3 r = reflect(lvec, normal);
+ specular += pow(max(0.0, dot(r,eyeVec)), specularPower)*shadowC;
+ }
+
+ // add rim light
+ if (numShadows >= 2) {
+ vec3 lightColor = rimLightIntensity * vec3(1.0, 0.9, 0.9);
+ 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