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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/samples/sampleViewer3/ShaderShadow.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/samples/sampleViewer3/ShaderShadow.cpp')
-rw-r--r--KaplaDemo/samples/sampleViewer3/ShaderShadow.cpp2883
1 files changed, 2883 insertions, 0 deletions
diff --git a/KaplaDemo/samples/sampleViewer3/ShaderShadow.cpp b/KaplaDemo/samples/sampleViewer3/ShaderShadow.cpp
new file mode 100644
index 00000000..6224e420
--- /dev/null
+++ b/KaplaDemo/samples/sampleViewer3/ShaderShadow.cpp
@@ -0,0 +1,2883 @@
+#include "ShaderShadow.h"
+//#define NOMINMAX
+#include <windows.h>
+#include "ShadowMap.h"
+#include "foundation/PxMat44.h"
+#include "Compound.h"
+
+ShaderShadow::RenderMode ShaderShadow::renderMode = ShaderShadow::RENDER_COLOR;
+float ShaderShadow::hdrScale = 1.f;
+GLuint ShaderShadow::skyBoxTex = 0;
+//float g_shadowAdd = -0.00001f;
+//float g_shadowAdd = -0.003349f;
+float g_shadowAdd = -0.00001f;
+// --------------------------------------------------------------------------------------------
+const char *crossHairVertexProgram = STRINGIFY(
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}
+);
+const char *crossHairFragmentProgram = STRINGIFY(
+uniform sampler2D texture;
+void main()
+{
+ vec4 color = texture2D(texture, gl_TexCoord[0]);
+ gl_FragColor = vec4(1.0,1.0,1.0, 1.0f-color.x);
+
+}
+);
+
+// --------------------------------------------------------------------------------------------
+const char *shadowDiffuseVertexProgramTexInstance = STRINGIFY(
+
+uniform float uvScale = 1.0f;
+uniform sampler2D transTex;
+uniform int transTexSize;
+uniform float iTransTexSize;
+uniform float bumpTextureUVScale;
+//attribute mat4 transformmatrix;
+void main()
+{
+
+ int ti = (int)(gl_MultiTexCoord0.w);
+ //int ti = tq;
+ int tpr = transTexSize / 4;
+ int row = ti / tpr;
+ int col = (ti - row*tpr)*4;
+
+ float fx = (col+0.5f)*iTransTexSize;
+ float fy = (row+0.5f)*iTransTexSize;
+
+
+ vec4 r0 = texture2D(transTex, vec2(fx,fy));
+ vec4 r1 = texture2D(transTex, vec2(fx+iTransTexSize,fy));
+ vec4 r2 = texture2D(transTex, vec2(fx+iTransTexSize*2.0f,fy));
+ vec4 r3 = texture2D(transTex, vec2(fx+iTransTexSize*3.0f,fy));
+// vec4 r3 = vec4(0,0,0,1);
+
+ vec3 offset = vec3(r0.w, r1.w, r2.w);
+ r0.w = 0.0f;
+ r1.w = 0.0f;
+ r2.w = 0.0f;
+
+ float material = r3.w;
+ r3.w = 1.0f;
+ mat4 transformmatrix = mat4(r0,r1,r2,r3);
+
+
+
+
+ mat4 mvp = gl_ModelViewMatrix * transformmatrix;
+ mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix;
+ vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f);
+
+ vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f);
+
+// mat4 mvp = gl_ModelViewMatrix;
+// mat4 mvpt = gl_ModelViewMatrixInverseTranspose;
+
+
+ vec4 eyeSpacePos = mvp * gl_Vertex;
+ //eyeSpacePos.y += gl_InstanceID * 0.2f;
+ //gl_TexCoord[0].xyz = gl_MultiTexCoord0.xyz*uvScale;
+ vec3 coord3d = gl_Vertex.xyz + offset;
+ gl_TexCoord[0].xyz = (coord3d)*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
+
+ gl_TexCoord[3] = mvpt * t0;
+ gl_TexCoord[4].xyz = mvpt * t1;
+
+ gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
+
+ gl_TexCoord[6].xyz = vec3(gl_MultiTexCoord1.xy, material);
+ gl_TexCoord[6].y = 1.0 - gl_TexCoord[6].y;
+
+ float MAX_3D_TEX = 8.0;
+ if (gl_TexCoord[6].x >= 5.0f) {
+ // 2D Tex
+ gl_TexCoord[6].x -= 5.0f;
+ gl_TexCoord[6].z = floor(gl_TexCoord[6].z / MAX_3D_TEX);
+ } else {
+ gl_TexCoord[6].z -= floor(gl_TexCoord[6].z / MAX_3D_TEX)*MAX_3D_TEX;
+ gl_TexCoord[6].z -= 100.0f;
+
+ }
+ gl_TexCoord[6].w = floor(fract(material / MAX_3D_TEX)*MAX_3D_TEX + 0.5f);
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+}
+);
+
+// --------------------------------------------------------------------------------------------
+const char *shadowDiffuseVertexProgramInstance = STRINGIFY(
+
+uniform float uvScale = 1.0f;
+attribute mat4 transformmatrix;
+uniform float bumpTextureUVScale;
+
+void main()
+{
+ mat4 mvp = gl_ModelViewMatrix * transformmatrix;
+ mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix;
+ //mat4 mvp2 = gl_ModelViewMatrix * transformmatrix;
+ //mat4 mvp = gl_ModelViewMatrix;
+ //mat4 mvpt = gl_ModelViewMatrixInverseTranspose;
+
+ vec4 eyeSpacePos = mvp * gl_Vertex;
+
+ vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f);
+ vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f);
+
+
+ vec3 coord3d = gl_Vertex.xyz;
+ gl_TexCoord[0].xyz = (coord3d)*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
+
+ gl_TexCoord[3] = mvpt * t0;
+ gl_TexCoord[4] = mvpt * t1;
+
+ gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
+
+ gl_TexCoord[6].xyz = vec3(0,0,-100); // TODO: 2D UV are 0 and material id is -100 (first 3D texture)
+
+ /*
+ //vec4 eyeSpacePos2 = mvp2 * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ //gl_FrontColor.x += eyeSpacePos2.x;
+
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+ */
+}
+);
+
+
+// --------------------------------------------------------------------------------------------
+const char *shadowDiffuseVertexProgramFor3DTex = STRINGIFY(
+ uniform float uvScale = 1.0f;
+ uniform float bumpTextureUVScale;
+void main()
+{
+ vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
+
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+
+ vec3 coord3d = gl_Vertex.xyz;
+
+ vec4 t0 = vec4(normalize(cross(vec3(1,0,0),gl_Normal.xyz)) ,0.0f);
+ vec4 t1 = vec4(normalize(cross(t0.xyz,gl_Normal.xyz)), 0.0f);
+
+ gl_TexCoord[0].xyz = coord3d*uvScale;
+ gl_TexCoord[3] = gl_ModelViewMatrixInverseTranspose * t0;
+ gl_TexCoord[4] = gl_ModelViewMatrixInverseTranspose * t1;
+ gl_FrontColor = gl_Color;
+
+ gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
+ gl_TexCoord[6].xyz = vec3(0,0,-100);
+
+}
+);
+
+// --------------------------------------------------------------------------------------------
+const char *shadowDiffuseVertexProgram = STRINGIFY(
+uniform float uvScale = 1.0f;
+void main()
+{
+ vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
+ gl_TexCoord[3].xyz = gl_Vertex.xyz;
+ gl_TexCoord[4].xyz = gl_Normal.xyz;
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+}
+);
+
+// --------------------------------------------------------------------------------------------
+const char *shadowDiffuseVertexProgram4Bones = STRINGIFY(
+uniform float uvScale = 1.0f;
+uniform sampler2D transTex;
+uniform float transvOffset;
+uniform float texelSpacing;
+
+void getPosNormal(vec2 uv, vec4 vertex, vec4 normal,
+ out vec4 posOut, out vec4 normalOut) {
+ vec4 f0;
+ vec4 f1;
+ vec4 f2;
+ f0 = texture2D(transTex, uv);
+ f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
+ f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
+
+ posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
+
+ normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
+
+}
+void main()
+{
+
+ vec2 t0uv = vec2(gl_MultiTexCoord1.x, gl_MultiTexCoord1.y + transvOffset);
+ vec2 t1uv = vec2(gl_MultiTexCoord1.z, gl_MultiTexCoord1.w + transvOffset);
+ vec2 t2uv = vec2(gl_MultiTexCoord2.x, gl_MultiTexCoord2.y + transvOffset);
+ vec2 t3uv = vec2(gl_MultiTexCoord2.z, gl_MultiTexCoord2.w + transvOffset);
+ float t0w = gl_MultiTexCoord3.x;
+ float t1w = gl_MultiTexCoord3.y;
+ float t2w = gl_MultiTexCoord3.z;
+ float t3w = gl_MultiTexCoord3.w;
+
+ vec4 vert;
+ vec4 norm;
+ vec4 vert0;
+ vec4 norm0;
+ vec4 vert1;
+ vec4 norm1;
+ vec4 vert2;
+ vec4 norm2;
+ vec4 vert3;
+ vec4 norm3;
+
+ getPosNormal(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert0, norm0);
+ getPosNormal(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert1, norm1);
+ getPosNormal(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert2, norm2);
+ getPosNormal(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert3, norm3);
+
+ float sum = max(t0w+t1w+t2w+t3w, 0.001f);
+ vert = (t0w*vert0 + t1w*vert1 + t2w*vert2 + t3w*vert3)/sum;
+ norm = t0w*norm0 + t1w*norm1 + t2w*norm2 + t3w*norm3;
+ norm = vec4(normalize(norm.xyz), 0.0f);
+ //vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
+ vec4 eyeSpacePos = gl_ModelViewMatrix * vert;
+ gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ //gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
+ gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * norm;
+ gl_TexCoord[3] = gl_MultiTexCoord4;
+ gl_TexCoord[4] = gl_MultiTexCoord5;
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+}
+);
+
+// --------------------------------------------------------------------------------------------
+
+const char *shadowDiffuseVertexProgram8BonesTangent = STRINGIFY(
+ uniform float uvScale = 1.0f;
+uniform sampler2D transTex;
+uniform float transvOffset;
+uniform float texelSpacing;
+/*
+void getPosNormalTangent(vec2 uv, vec4 vertex, vec4 normal, vec4 tangent,
+ out vec4 posOut, out vec4 normalOut, out vec4 tangentOut) {
+ vec4 f0;
+ vec4 f1;
+ vec4 f2;
+ f0 = texture2D(transTex, uv);
+ f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
+ f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
+
+ posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
+
+ normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
+
+ tangentOut = vec4(dot(f0, tangent), dot(f1, tangent), dot(f2, tangent), 0.0f);
+
+}
+*/
+void getPosNormal(vec2 uv, vec4 vertex, vec4 normal,
+ out vec4 posOut, out vec4 normalOut) {
+ vec4 f0;
+ vec4 f1;
+ vec4 f2;
+ f0 = texture2D(transTex, uv);
+ f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
+ f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
+
+ posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
+
+ normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
+
+}
+void main()
+{
+
+ vec2 t0uv = vec2(gl_MultiTexCoord1.x, gl_MultiTexCoord1.y + transvOffset);
+ vec2 t1uv = vec2(gl_MultiTexCoord1.z, gl_MultiTexCoord1.w + transvOffset);
+ vec2 t2uv = vec2(gl_MultiTexCoord2.x, gl_MultiTexCoord2.y + transvOffset);
+ vec2 t3uv = vec2(gl_MultiTexCoord2.z, gl_MultiTexCoord2.w + transvOffset);
+ vec2 t4uv = vec2(gl_MultiTexCoord3.x, gl_MultiTexCoord3.y + transvOffset);
+ vec2 t5uv = vec2(gl_MultiTexCoord3.z, gl_MultiTexCoord3.w + transvOffset);
+ vec2 t6uv = vec2(gl_MultiTexCoord4.x, gl_MultiTexCoord4.y + transvOffset);
+ vec2 t7uv = vec2(gl_MultiTexCoord4.z, gl_MultiTexCoord4.w + transvOffset);
+
+ float t0w = gl_MultiTexCoord5.x;
+ float t1w = gl_MultiTexCoord5.y;
+ float t2w = gl_MultiTexCoord5.z;
+ float t3w = gl_MultiTexCoord5.w;
+ float t4w = gl_MultiTexCoord6.x;
+ float t5w = gl_MultiTexCoord6.y;
+ float t6w = gl_MultiTexCoord6.z;
+ float t7w = gl_MultiTexCoord6.w;
+
+ vec4 vert;
+ vec4 norm;
+ vec4 vert0;
+ vec4 norm0;
+ vec4 vert1;
+ vec4 norm1;
+ vec4 vert2;
+ vec4 norm2;
+ vec4 vert3;
+ vec4 norm3;
+
+ vec4 vert4;
+ vec4 norm4;
+ vec4 vert5;
+ vec4 norm5;
+ vec4 vert6;
+ vec4 norm6;
+ vec4 vert7;
+ vec4 norm7;
+
+ /*
+ vec4 tangent0;
+ vec4 tangent1;
+ vec4 tangent2;
+ vec4 tangent3;
+ vec4 tangent4;
+ vec4 tangent5;
+ vec4 tangent6;
+ vec4 tangent7;
+ */
+ getPosNormal(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert0, norm0);
+ getPosNormal(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert1, norm1);
+ getPosNormal(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert2, norm2);
+ getPosNormal(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert3, norm3);
+
+ getPosNormal(t4uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert4, norm4);
+ getPosNormal(t5uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert5, norm5);
+ getPosNormal(t6uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert6, norm6);
+ getPosNormal(t7uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert7, norm7);
+
+ /*
+ getPosNormalTangent(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert0, norm0, tangent0);
+ getPosNormalTangent(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert1, norm1, tangent1);
+ getPosNormalTangent(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert2, norm2, tangent2);
+ getPosNormalTangent(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert3, norm3, tangent3);
+
+ getPosNormalTangent(t4uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert4, norm4, tangent4);
+ getPosNormalTangent(t5uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert5, norm5, tangent5);
+ getPosNormalTangent(t6uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert6, norm6, tangent6);
+ getPosNormalTangent(t7uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert7, norm7, tangent7);
+*/
+ float sum = max(t0w+t1w+t2w+t3w+t4w+t5w+t6w+t7w, 0.001f);
+ vert = (t0w*vert0 + t1w*vert1 + t2w*vert2 + t3w*vert3 + t4w*vert4 + t5w*vert5 + t6w*vert6 + t7w*vert7)/sum;
+ norm = t0w*norm0 + t1w*norm1 + t2w*norm2 + t3w*norm3 + t4w*norm4 + t5w*norm5 + t6w*norm6 + t7w*norm7;
+ norm = vec4(normalize(norm.xyz), 0.0);
+
+ /*
+ vec4 tangent = t0w*tangent0 + t1w*tangent1 + t2w*tangent2 + t3w*tangent3 + t4w*tangent4 + t5w*tangent5 + t6w*tangent6 + t7w*tangent7;
+ tangent = vec4(normalize(tangent.xyz), 0.0);
+
+ vec3 bitangent = normalize(cross(norm.xyz, tangent.xyz));
+ tangent.xyz = cross(bitangent, norm.xyz);
+ */
+
+ //vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
+ vec4 eyeSpacePos = gl_ModelViewMatrix * vert;
+ gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ //gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
+ gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * norm;
+ //gl_TexCoord[3] = gl_ModelViewMatrixInverseTranspose * tangent;
+ //gl_TexCoord[4] = gl_ModelViewMatrixInverseTranspose * vec4(bitangent, 0.0);
+ //gl_TexCoord[4] = gl_MultiTexCoord8;
+
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+}
+);
+
+
+const char *shadowDiffuseVertexProgram8Bones = STRINGIFY(
+ uniform float uvScale = 1.0f;
+uniform sampler2D transTex;
+uniform float transvOffset;
+uniform float texelSpacing;
+
+void getPosNormal(vec2 uv, vec4 vertex, vec4 normal,
+ out vec4 posOut, out vec4 normalOut) {
+ vec4 f0;
+ vec4 f1;
+ vec4 f2;
+ f0 = texture2D(transTex, uv);
+ f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
+ f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
+
+ posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
+
+ normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
+
+}
+void main()
+{
+
+ vec2 t0uv = vec2(gl_MultiTexCoord1.x, gl_MultiTexCoord1.y + transvOffset);
+ vec2 t1uv = vec2(gl_MultiTexCoord1.z, gl_MultiTexCoord1.w + transvOffset);
+ vec2 t2uv = vec2(gl_MultiTexCoord2.x, gl_MultiTexCoord2.y + transvOffset);
+ vec2 t3uv = vec2(gl_MultiTexCoord2.z, gl_MultiTexCoord2.w + transvOffset);
+ vec2 t4uv = vec2(gl_MultiTexCoord3.x, gl_MultiTexCoord3.y + transvOffset);
+ vec2 t5uv = vec2(gl_MultiTexCoord3.z, gl_MultiTexCoord3.w + transvOffset);
+ vec2 t6uv = vec2(gl_MultiTexCoord4.x, gl_MultiTexCoord4.y + transvOffset);
+ vec2 t7uv = vec2(gl_MultiTexCoord4.z, gl_MultiTexCoord4.w + transvOffset);
+
+ float t0w = gl_MultiTexCoord5.x;
+ float t1w = gl_MultiTexCoord5.y;
+ float t2w = gl_MultiTexCoord5.z;
+ float t3w = gl_MultiTexCoord5.w;
+ float t4w = gl_MultiTexCoord6.x;
+ float t5w = gl_MultiTexCoord6.y;
+ float t6w = gl_MultiTexCoord6.z;
+ float t7w = gl_MultiTexCoord6.w;
+
+ vec4 vert;
+ vec4 norm;
+ vec4 vert0;
+ vec4 norm0;
+ vec4 vert1;
+ vec4 norm1;
+ vec4 vert2;
+ vec4 norm2;
+ vec4 vert3;
+ vec4 norm3;
+
+ vec4 vert4;
+ vec4 norm4;
+ vec4 vert5;
+ vec4 norm5;
+ vec4 vert6;
+ vec4 norm6;
+ vec4 vert7;
+ vec4 norm7;
+
+ getPosNormal(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert0, norm0);
+ getPosNormal(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert1, norm1);
+ getPosNormal(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert2, norm2);
+ getPosNormal(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert3, norm3);
+
+ getPosNormal(t4uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert4, norm4);
+ getPosNormal(t5uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert5, norm5);
+ getPosNormal(t6uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert6, norm6);
+ getPosNormal(t7uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert7, norm7);
+
+ float sum = max(t0w+t1w+t2w+t3w+t4w+t5w+t6w+t7w, 0.001f);
+ vert = (t0w*vert0 + t1w*vert1 + t2w*vert2 + t3w*vert3 + t4w*vert4 + t5w*vert5 + t6w*vert6 + t7w*vert7)/sum;
+ norm = t0w*norm0 + t1w*norm1 + t2w*norm2 + t3w*norm3 + t4w*norm4 + t5w*norm5 + t6w*norm6 + t7w*norm7;
+ norm = vec4(normalize(norm.xyz), 0.0f);
+ //vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
+ vec4 eyeSpacePos = gl_ModelViewMatrix * vert;
+ gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
+ gl_TexCoord[1] = eyeSpacePos;
+ gl_FrontColor = gl_Color;
+ gl_Position = gl_ProjectionMatrix*eyeSpacePos;
+ //gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
+ gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * norm;
+ gl_TexCoord[3] = gl_MultiTexCoord7;
+ //gl_TexCoord[4] = gl_MultiTexCoord8;
+
+ gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
+}
+);
+
+// --------------------------------------------------------------------------------------------
+
+const char *shadowDiffuseFragmentProgram = STRINGIFY(
+
+ // scene reflection
+ uniform float reflectionCoeff = 0.0f;
+uniform float specularCoeff = 0.0f;
+
+uniform sampler2DRect reflectionTex;
+
+// Shadow map
+uniform float shadowAmbient = 0.0;
+uniform sampler2D texture;
+uniform sampler2DArrayShadow stex;
+uniform sampler2DArrayShadow stex2;
+uniform sampler2DArrayShadow stex3;
+uniform samplerCube skyboxTex;
+
+uniform float hdrScale = 5.0;
+
+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 vec3 ambientColor;
+uniform vec2 shadowTaps[12];
+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;*/
+ const int numTaps = 4;
+ float radius = 0.0005f / 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;*/
+ const int numTaps = 12;
+ float radius = 1.0f;
+ 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 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;*/
+ const int numTaps = 12;
+ float radius = 0.02f;
+ 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 filterwidth(float2 v)
+{
+ float2 fw = max(abs(ddx(v)), abs(ddy(v)));
+ return max(fw.x, fw.y);
+}
+
+float2 bump(float2 x)
+{
+ return (floor((x) / 2) + 2.f * max(((x) / 2) - floor((x) / 2) - .5f, 0.f));
+}
+
+float checker(float2 uv)
+{
+ float width = filterwidth(uv);
+ float2 p0 = uv - 0.5 * width;
+ float2 p1 = uv + 0.5 * width;
+
+ float2 i = (bump(p1) - bump(p0)) / width;
+ return i.x * i.y + (1 - i.x) * (1 - i.y);
+}
+uniform float fresnelBias = 0.0;
+uniform float fresnelScale = 1.0;
+uniform float fresnelPower = 3.0; // 5.0 is physically correct
+
+uniform float RollOff = 0.5f;
+void main()
+{
+
+ //// TODO, expose this as user parameter
+ const float skyLightIntensity = 0.2;
+ const float rimLightIntensity = 0.3;
+
+
+ vec3 diffuseMat;
+ vec3 specularMat;
+ vec3 emissiveReflectSpecPow;
+
+ specularMat = vec3(1.0);
+ emissiveReflectSpecPow = vec3(0.0, 0.0, 0.0);
+
+ vec3 normal = normalize(gl_TexCoord[2].xyz);
+ vec3 wnormal = normalize(gl_TexCoord[4].xyz);
+ // read in material color for diffuse, specular, bump, emmisive
+
+ // 3D texture
+ vec4 colorx;
+ if (useTexture > 0)
+ colorx = texture2D(texture, gl_TexCoord[0]);
+ else {
+ colorx = gl_Color;
+ if ((wnormal.y >0.9))
+ {
+ colorx *= 1.0 - 0.25*checker(float2(gl_TexCoord[3].x, gl_TexCoord[3].z));
+ }
+ else if (abs(wnormal.z) > 0.9)
+ {
+ colorx *= 1.0 - 0.25*checker(float2(gl_TexCoord[3].y, gl_TexCoord[3].x));
+ }
+ }
+ diffuseMat = colorx.xyz*0.4;
+ //diffuseMat = myTexture3D(gl_TexCoord[0].xyz);//texture3D(ttt3D, gl_TexCoord[0].xyz);
+ //diffuseMat = texture3D(ttt3D, gl_TexCoord[0].xyz);
+
+ if (dot(normal, gl_TexCoord[1].xyz) > 0) {
+ normal.xyz *= -1;
+ }
+
+ //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 cosine = dot(lvec, spotLightDir);
+ float intensity = smoothstep(spotLightCosineDecayBegin, spotLightCosineDecayEnd, cosine);
+
+ float ldn = max(0.0f, dot(normal, lvec));
+ float shadowC = shadowCoeff1();
+ //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) * 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;
+ 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);
+
+}
+);
+
+#if TECHNICAL_MODE
+const char *grayVeinMarbleTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+ {
+
+
+ float noiseScale = 0.05f * extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
+
+ noise = spike(0.35f, 0.05f, noise);
+ noise = noise;
+
+ vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.9f,0.9f,0.9f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
+ vec3 b2 = lerp(base, vec3(0.8f, 0.8f, 0.8f), noise);
+ /*
+ return lerp(b2, vec3(0.5f,0.5f,0.5f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
+ );
+ */
+ return 0.6*lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+ }
+);
+
+#else
+const char *grayVeinMarbleTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+ {
+
+
+ float noiseScale = 0.05f * extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
+
+ noise = spike(0.35f, 0.05f, noise);
+ noise = noise;
+
+ vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.9f,0.9f,0.9f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
+ vec3 b2 = lerp(base, vec3(0.8f, 0.8f, 0.8f), noise);
+ /*
+ return lerp(b2, vec3(0.5f,0.5f,0.5f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
+ );
+ */
+ return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+ }
+);
+
+#endif
+const char *sandStoneTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+{
+
+
+ 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;
+
+
+
+
+
+}
+);
+const char *whiteMarbleTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+ {
+ float noiseScale = 0.05f * extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
+
+ noise = spike(0.35f, 0.05f, noise);
+ noise = noise;
+
+ vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.99f,0.99f,0.99f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
+ vec3 b2 = lerp(base, vec3(0.97f, 0.97f, 0.97f), noise);
+ /*
+ return lerp(b2, vec3(0.5f,0.5f,0.5f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
+ );
+ */
+ return lerp(b2, vec3(0.95f,0.95f,0.95f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+ }
+);
+
+const char *blueVeinMarbleTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+ {
+
+
+ float noiseScale = 0.05f*extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
+
+ noise = spike(0.35f, 0.05f, noise);
+ noise = noise;
+
+ vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.9f,0.9f,0.9f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
+ vec3 b2 = lerp(base, vec3(0.7f, 0.7f, 0.9f), noise);
+
+ return lerp(b2, vec3(0.6f, 0.6f, 0.8f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
+ );
+
+ // return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+ }
+);
+
+const char *greenMarbleTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+{
+
+
+ float noiseScale = 0.05f*extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
+
+ noise = spike(0.35f, 0.05f, noise);
+ noise = noise;
+
+ vec3 base = lerp(vec3(0.2f,0.4f,0.2f), vec3(0.05f,0.3f,0.1f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
+ //vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
+ vec3 b2 = lerp(base, vec3(0.5f, 0.5f, 0.5f), noise);
+
+ //return lerp(b2, vec3(0.1f, 0.05f, 0.05f),
+ return lerp(b2, vec3(0.2f, 0.3f, 0.2f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4.3, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.5f, 3, 5.0f, 0.5f))
+ )*1.3f;
+
+ // return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+}
+);
+
+const char *redGraniteTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+{
+
+
+ float noiseScale = 0.3f*extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 3.0f, 0.5f);
+
+ //noise = spike(0.35f, 0.05f, noise);
+ //noise = noise;
+
+ vec3 base = lerp(vec3(0.75,0.3f,0.25f), vec3(0.1f,0.1f,0.1f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
+ //vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
+ vec3 b2 = lerp(base, vec3(0.7f, 0.7f, 0.7f), noise);
+
+ return b2;
+ //return lerp(b2, vec3(0.1f, 0.05f, 0.05f),
+/* return lerp(b2, vec3(0.2f, 0.3f, 0.2f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4.3, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.5f, 3, 5.0f, 0.5f))
+ )*1.3f;
+ */
+
+ // return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+}
+);
+
+const char *grayMarbleTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+{
+
+
+ float noiseScale = 0.05f*extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 3.0f, 0.5f);
+ noise = turbulence(p*noiseScale + vec3(noise, noise, noise)*0.015f, 8, 3.0f, 0.5f);
+
+ //noise = spike(0.35f, 0.05f, noise);
+ //noise = noise;
+
+ vec3 base = lerp(vec3(0.85,0.85f,0.85f), vec3(0.65f,0.65f,0.65f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f + vec3(noise,2*noise, 0)*0.01f, 4, 2.0f, 0.5f)));
+ //vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
+ vec3 b2 = lerp(base, vec3(0.3f, 0.3f, 0.3f), noise);
+
+ return b2;
+ //return lerp(b2, vec3(0.1f, 0.05f, 0.05f),
+/* return lerp(b2, vec3(0.2f, 0.3f, 0.2f),
+ spike(0.4f, 0.05f, turbulence(p*noiseScale, 4.3, 3.0f, 0.35f)) +
+ spike(0.3f, 0.05f, turbulence(p*noiseScale*0.5f, 3, 5.0f, 0.5f))
+ )*1.3f;
+ */
+
+ // return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
+ //return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
+
+ //return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
+ //return vec3(1.0f,1.0f,noise);
+ //return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
+}
+);
+
+const char *yellowGraniteTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+{
+
+
+ float noiseScale = 0.3f*extraNoiseScale;
+ float noise = turbulence(p*noiseScale, 8, 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(236,219,151)/255, vec3(179,145,28)/255, spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f + vec3(noise*0.5, noise, noise)*0.011f, 4, 2.0f, 0.5f)));
+ //vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
+ vec3 b2 = lerp(base, vec3(0.1f, 0.1f, 0.1f), noise);
+
+ return b2;
+
+}
+);
+/*
+const char *woodTexture = STRINGIFY(
+ uniform sampler3D ttt3D;
+ float noise3D(vec3 p)
+ {
+ return texture3D(ttt3D, p).x*2.0f - 1.0f;
+ }
+
+ uniform vec3 woodColor1 = vec3(0.5,0.3, 0.1);
+ uniform vec3 woodColor2 = vec3(0.25,0.15, 0.05);
+
+ vec3 myTexture3DCom(vec3 p, float mat)
+ {
+
+ float noiseScale = 0.02f;
+ float ampScale = 3.0f;
+ float ringScale = 2.0f;
+
+ p.z *= 0.01f;
+ vec3 sp = p*noiseScale;
+ vec3 noise3 = vec3(noise3D(sp), noise3D(sp+vec3(0.1,0.5,-0.2)), noise3D(sp+vec3(0.2,1.5,-0.3)));
+
+ vec3 pwood = p + noise3*ampScale;
+ vec3 r = ringScale * sqrt(dot(pwood.xz, pwood.xz));
+ r = r + noise3D(sp+vec3(0.1,-1,2));
+ r = r - floor(r);
+ r = smoothstep(0.0, 0.8, r) - smoothstep(0.83,1,r);
+ vec3 col = lerp(woodColor1, woodColor2, r);
+ return col;
+ }
+);
+*/
+const char *woodTexture = STRINGIFY(
+ 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 myTexture3DCom(vec3 p, float mat)
+ {
+
+ 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;
+
+ }
+);
+
+const char *combineTexture = STRINGIFY(
+ 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 vec3(173, 160, 151) *0.85 / 255;
+ //return darkwood;
+ //return vec3(0.75f, 0.75f, 0.75f);
+ }
+ else
+ if (mat < 1.5f) {
+ //return vec3(173, 160, 121)*1.73 / 255;
+ return vec3(173, 100, 21)*1.73 / 255;
+ }
+ else {
+ return vec3(1.0f, 0.0f, 0.0f);
+
+ }
+ /*
+ if (mat < 0.5f) {
+ return myTexture3D_0(p);
+ }
+ else
+ if (mat < 1.5f) {
+ return myTexture3D_1(p);
+ } else {
+ return vec3(1.0f, 0.0f, 0.0f);
+
+ }
+ */
+ }
+
+);
+
+#if TECHNICAL_MODE
+const char *shadowDiffuse3DFragmentProgram = STRINGIFY(
+ // 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()
+{
+
+ 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;*/
+ const int numTaps = 4;
+ float radius = 0.0005f / 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 cosine = dot(lvec, spotLightDir);
+ float intensity = smoothstep(spotLightCosineDecayBegin, spotLightCosineDecayEnd, cosine);
+
+ float ldn = max(0.0f, dot(normal, lvec));
+ float shadowC = shadowCoeff1();
+ //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) * 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);
+}
+);
+#else
+const char *shadowDiffuse3DFragmentProgram = STRINGIFY(
+ // 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 = myTexture3DCom(gl_TexCoord[0].xyz,0.0f) * 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.x = pow(diffuseMat.x, 0.45);
+ diffuseMat.y = pow(diffuseMat.y, 0.45);
+ diffuseMat.z = pow(diffuseMat.z, 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);
+}
+);
+#endif
+// --------------------------------------------------------------------------------------------
+
+
+// --------------------------------------------------------------------------------------------
+const char *whiteFragmentProgram = STRINGIFY(
+void main()
+{
+ gl_FragColor = vec4(1.0,1.0,1.0,1.0);
+}
+);
+
+const char *normalFragmentProgram = STRINGIFY(
+void main()
+{
+ gl_FragColor = vec4(normalize(gl_TexCoord[2].xyz) * 0.5 + 0.5, 1.0);
+}
+);
+
+ShaderShadow::ShaderShadow(VS_MODE vsMode, PS_MODE psMode, SHADER3D_CHOICES shade3D) : vsMode(vsMode), psMode(psMode), myShade3DChoice(shade3D)
+{
+ for (int i = 0; i < mNumLights; i++)
+ mShadowMaps[i] = NULL;
+ mReflectionTexId = 0;
+
+ for (int i = 0; i < 16; i++) {
+ mCamModelView[i] = i%5 == 0 ? 1.0f : 0.0f;
+ mCamProj[i] = i%5 == 0 ? 1.0f : 0.0f;
+ }
+ mNumShadows = mNumLights;
+ mShowReflection = false;
+ shadowAmbient = 0.2f;
+ //ambientColor = 0.2f;
+ ambientColor = PxVec3(0.1f, 0.1f, 0.2f);
+
+ switch (shade3D) {
+ case SAND_STONE: fragmentShader3DComposite = std::string(sandStoneTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(195,179,146)*1.23f/255.0f; break;
+ case GRAYVEIN_MARBLE: fragmentShader3DComposite = std::string(grayVeinMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
+ case WHITE_MARBLE: fragmentShader3DComposite = std::string(whiteMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
+ case BLUEVEIN_MARBLE: fragmentShader3DComposite = std::string(blueVeinMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
+ case GREEN_MARBLE: fragmentShader3DComposite = std::string(greenMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(0.3f,0.5f,0.3f); break;
+ case GRAY_MARBLE: fragmentShader3DComposite = std::string(grayMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
+ case RED_GRANITE: fragmentShader3DComposite = std::string(redGraniteTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(0.7f,0.45f,0.4f); break;
+ case YELLOW_GRANITE: fragmentShader3DComposite = std::string(yellowGraniteTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(236,219,151)/255.0f; break;
+ case WOOD: fragmentShader3DComposite = std::string(woodTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(156,90,60)/255.0f; break;
+ case COMBINE: fragmentShader3DComposite = std::string(combineTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(156, 90, 60) / 255.0f; break;
+ }
+
+ whiteShader = NULL;
+ normalShader = NULL;
+ if ((psMode != PS_WHITE) && (psMode != PS_NORMAL)) {
+ whiteShader = new ShaderShadow(vsMode, PS_WHITE, shade3D);
+ normalShader = new ShaderShadow(vsMode, PS_NORMAL, shade3D);
+ }
+
+
+
+
+ /*
+ if (shade3D == GRAY_MARBLE) {
+ fragmentShader3DComposite = std::string(grayMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram);
+ } else
+ if (shade3D == BLUE_MARBLE) {
+ fragmentShader3DComposite = std::string(blueMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram);
+ } else {
+ fragmentShader3DComposite = std::string(grayMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram);
+ }
+*/
+//
+ //fragmentShader3DComposite = std::string(yellowGraniteTexture) + std::string(shadowDiffuse3DFragmentProgram);
+
+}
+
+// --------------------------------------------------------------------------------------------
+bool ShaderShadow::init()
+{
+ for (int i = 0; i < mNumLights; i++)
+ mShadowMaps[i] = NULL;
+
+ // some defaults
+ for (int i = 0; i < mNumLights; i++) {
+ mSpotLightCosineDecayBegin[i] = 0.98f;
+ mSpotLightCosineDecayEnd[i] = 0.997f;
+ mSpotLightPos[i] = PxVec3(10.0f, 10.0f, 10.0f);
+ mSpotLightDir[i] = PxVec3(0.0f, 0.0f, 0.0f) - mSpotLightPos[i];
+ mSpotLightDir[i].normalize();
+ }
+
+ mBackLightDir = PxVec3(0, 20.0f, 20.0f);
+ const char* vsProg = 0;
+ const char* psProg = 0;
+ if (vsMode == VS_DEFAULT) vsProg = shadowDiffuseVertexProgram;
+ if (vsMode == VS_4BONES) vsProg = shadowDiffuseVertexProgram4Bones;
+ if (vsMode == VS_8BONES) vsProg = shadowDiffuseVertexProgram8Bones;
+ if (vsMode == VS_INSTANCE) vsProg = shadowDiffuseVertexProgramInstance;
+ if (vsMode == VS_TEXINSTANCE) vsProg = shadowDiffuseVertexProgramTexInstance;
+ if (vsMode == VS_DEFAULT_FOR_3D_TEX) vsProg = shadowDiffuseVertexProgramFor3DTex;
+ if (vsMode == VS_CROSSHAIR) vsProg = crossHairVertexProgram;
+
+
+ if (psMode == PS_SHADE3D) psProg = fragmentShader3DComposite.c_str();
+ if (psMode == PS_SHADE) psProg = shadowDiffuseFragmentProgram;
+ if (psMode == PS_WHITE) psProg = whiteFragmentProgram;
+ if (psMode == PS_NORMAL) psProg = normalFragmentProgram;
+ if (psMode == PS_CROSSHAIR) psProg = crossHairFragmentProgram;
+
+
+/* if (vsMode == VS_4BONES) {
+ if (!loadShaderCode(shadowDiffuseVertexProgram4Bones, shadowDiffuseFragmentProgram))
+ return false;
+
+ } else {
+ if (!loadShaderCode(shadowDiffuseVertexProgram, shadowDiffuseFragmentProgram))
+ return false;
+ }*/
+ if (!loadShaderCode(vsProg, psProg))
+ return false;
+
+ if ((psMode != PS_WHITE) && (psMode != PS_NORMAL)) {
+ whiteShader->init();
+ normalShader->init();
+ }
+
+ return true;
+}
+
+// --------------------------------------------------------------------------------------------
+void ShaderShadow::setSpotLight(int nr, const PxVec3 &pos, PxVec3 &dir, float decayBegin, float decayEnd)
+{
+ if (nr < 0 || nr >= mNumLights)
+ return;
+
+ mSpotLightPos[nr] = pos;
+ mSpotLightDir[nr] = dir;
+
+ mSpotLightCosineDecayBegin[nr] = decayBegin;
+ mSpotLightCosineDecayEnd[nr] = decayEnd;
+}
+
+// --------------------------------------------------------------------------------------------
+void ShaderShadow::updateCamera(float* modelView, float* proj)
+{
+ for (int i = 0; i < 16; i++) {
+ mCamModelView[i] = modelView[i];
+ mCamProj[i] = proj[i];
+ }
+}
+
+// --------------------------------------------------------------------------------------------
+void ShaderShadow::setShadowAmbient(float sa) {
+ shadowAmbient = sa;
+}
+
+// --------------------------------------------------------------------------------------------
+void ShaderShadow::activate(const ShaderMaterial &mat)
+{
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ whiteShader->activate(mat);
+ return;
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ normalShader->activate(mat);
+ return;
+ }
+ Shader::activate(mat);
+ if ((psMode == PS_WHITE) || (psMode == PS_NORMAL)) return;
+
+ for (int i = 0; i < mNumShadows; i++) {
+ if (mShadowMaps[i] == NULL)
+ return;
+ }
+
+ // surface texture
+ setUniform("texture", 0);
+ if (mat.texId > 0) {
+ glActiveTexture(GL_TEXTURE0);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, mat.texId);
+ setUniform("useTexture", 1);
+ }
+ else
+ setUniform("useTexture", 0);
+
+ setUniform("numShadows", mNumShadows);
+
+ glColor4fv(mat.color);
+
+ // the three shadow maps
+ if (mShadowMaps[0] != NULL) {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, mShadowMaps[0]->getDepthTexArray());
+ glTexParameteri( GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+
+ int size = mShadowMaps[0]->getTextureSize();
+ setUniform2("texSize", (float)size, 1.0f /size);
+ setUniform1("specularCoeff", mat.specularCoeff);
+ }
+ setUniform("stex", 2);
+
+ if (mNumLights > 1) {
+ if (mShadowMaps[1] != NULL) {
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, mShadowMaps[1]->getDepthTexArray());
+ glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ }
+ setUniform("stex2", 3);
+ }
+
+ if (mNumLights > 2) {
+ if (mShadowMaps[2] != NULL) {
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, mShadowMaps[2]->getDepthTexArray());
+ glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ }
+ setUniform("stex3", 4);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ setUniform1("shadowAdd", g_shadowAdd);
+
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mReflectionTexId);
+ setUniform("reflectionTex", 5);
+ if (mShowReflection)
+ setUniform1("reflectionCoeff", mat.reflectionCoeff);
+ else
+ setUniform1("reflectionCoeff", 0.0f);
+
+ if (ShaderShadow::skyBoxTex > 0)
+ {
+ glActiveTexture(GL_TEXTURE6);
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, ShaderShadow::skyBoxTex);
+ setUniform("skyboxTex", 6);
+ }
+
+ PxMat44 camTrans(mCamModelView);
+ PxVec3 eyePos, eyeDir;
+
+ eyePos = camTrans.transform(mSpotLightPos[0]);
+ eyeDir = camTrans.rotate(mSpotLightDir[0]); eyeDir.normalize();
+ setUniform3("spotLightDir", eyeDir.x, eyeDir.y, eyeDir.z);
+ setUniform3("spotLightPos", eyePos.x, eyePos.y, eyePos.z);
+ setUniform1("spotLightCosineDecayBegin", mSpotLightCosineDecayBegin[0]);
+ setUniform1("spotLightCosineDecayEnd", mSpotLightCosineDecayEnd[0]);
+
+ eyePos = camTrans.transform(mSpotLightPos[1]);
+ eyeDir = camTrans.rotate(mSpotLightDir[1]); eyeDir.normalize();
+ setUniform3("spotLightDir2", eyeDir.x, eyeDir.y, eyeDir.z);
+ setUniform3("spotLightPos2", eyePos.x, eyePos.y, eyePos.z);
+ setUniform1("spotLightCosineDecayBegin2", mSpotLightCosineDecayBegin[1]);
+ setUniform1("spotLightCosineDecayEnd2", mSpotLightCosineDecayEnd[1]);
+
+ eyePos = camTrans.transform(mSpotLightPos[2]);
+ eyeDir = camTrans.rotate(mSpotLightDir[2]); eyeDir.normalize();
+ setUniform3("spotLightDir3", eyeDir.x, eyeDir.y, eyeDir.z);
+ setUniform3("spotLightPos3", eyePos.x, eyePos.y, eyePos.z);
+ setUniform1("spotLightCosineDecayBegin3", mSpotLightCosineDecayBegin[2]);
+ setUniform1("spotLightCosineDecayEnd3", mSpotLightCosineDecayEnd[2]);
+
+ eyeDir = camTrans.rotate(mBackLightDir); eyeDir.normalize();
+ setUniform3("parallelLightDir", eyeDir.x, eyeDir.y, eyeDir.z);
+
+ if (mShadowMaps[0] != NULL) {
+ setUniform4("far_d",
+ mShadowMaps[0]->getFarBound(0),
+ mShadowMaps[0]->getFarBound(1),
+ mShadowMaps[0]->getFarBound(2),
+ mShadowMaps[0]->getFarBound(3));
+ }
+
+ for (int i = 0; i < mNumLights; i++) {
+ if (mShadowMaps[i] != NULL)
+ mShadowMaps[i]->prepareForRender(mCamModelView, mCamProj);
+ }
+ setUniform1("shadowAmbient", shadowAmbient);
+ setUniform1("hdrScale", hdrScale);
+ setUniform3("ambientColor", ambientColor.x, ambientColor.y, ambientColor.z);
+
+ float taps[] =
+ {
+ -0.326212f, -0.40581f, -0.840144f, -0.07358f,
+ -0.695914f, 0.457137f, -0.203345f, 0.620716f,
+ 0.96234f, -0.194983f, 0.473434f, -0.480026f,
+ 0.519456f, 0.767022f, 0.185461f, -0.893124f,
+ 0.507431f, 0.064425f, 0.89642f, 0.412458f,
+ -0.32194f, -0.932615f, -0.791559f, -0.59771f
+ };
+ setUniformfv("shadowTaps", &taps[0], 2, 12);
+
+}
+
+
+// --------------------------------------------------------------------------------------------
+void ShaderShadow::deactivate()
+{
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ whiteShader->deactivate();
+ return;
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ normalShader->deactivate();
+ return;
+ }
+ Shader::deactivate();
+ if ((psMode == PS_WHITE) || (psMode == PS_NORMAL)) return;
+
+ for (int i = 0; i < mNumLights; i++) {
+ if (mShadowMaps[i] != NULL)
+ mShadowMaps[i]->doneRender();
+ }
+
+
+ //glDisableClientState(GL_VERTEX_ARRAY);
+ //glDisableClientState(GL_NORMAL_ARRAY);
+ //glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glActiveTexture(GL_TEXTURE2);
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glActiveTexture(GL_TEXTURE3);
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glActiveTexture(GL_TEXTURE4);
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glActiveTexture(GL_TEXTURE0);
+}
+
+#include <fstream>
+#include <string>
+using namespace std;
+static std::string LoadStringFromFile(const char* fname) {
+ ifstream fin(fname);
+ string line;
+ string sss = "";
+ while (getline(fin, line)) {
+ sss += line;
+ sss += "\n";
+ }
+ fin.close();
+ return sss;
+}
+
+#include <direct.h>
+#include <direct.h>
+#define GetCurrentDir _getcwd
+
+
+// --------------------------------------------------------------------------------------------
+//bool ShaderShadow::forceLoadShaderFromFile() {
+bool ShaderShadow::forceLoadShaderFromFile(VS_MODE vsMode, PS_MODE psMode, const char* vsName, const char* psName) {
+
+ const char* vsProg = 0;
+ const char* psProg = 0;
+ if (vsMode == VS_DEFAULT) vsProg = shadowDiffuseVertexProgram;
+ if (vsMode == VS_4BONES) vsProg = shadowDiffuseVertexProgram4Bones;
+ if (vsMode == VS_8BONES) vsProg = shadowDiffuseVertexProgram8Bones;
+ if (vsMode == VS_INSTANCE) vsProg = shadowDiffuseVertexProgramInstance;
+ if (vsMode == VS_TEXINSTANCE) vsProg = shadowDiffuseVertexProgramTexInstance;
+
+
+ if (psMode == PS_SHADE) psProg = shadowDiffuseFragmentProgram;
+ if (psMode == PS_SHADE3D) psProg = fragmentShader3DComposite.c_str();
+ if (psMode == PS_WHITE) psProg = whiteFragmentProgram;
+ if (psMode == PS_NORMAL) psProg = normalFragmentProgram;
+
+ std::string vsF;
+ std::string psF;
+
+ if (vsMode == VS_FILE) {
+ vsF = LoadStringFromFile(vsName);
+ vsProg = vsF.c_str();
+ }
+
+ if (psMode == PS_FILE) {
+ psF = LoadStringFromFile(psName);
+ psProg = psF.c_str();
+ }
+ if (!loadShaderCode(vsProg, psProg)) {
+ vsMode = this->vsMode;
+ psMode = this->psMode;
+
+ if (vsMode == VS_DEFAULT) vsProg = shadowDiffuseVertexProgram;
+ if (vsMode == VS_4BONES) vsProg = shadowDiffuseVertexProgram4Bones;
+ if (vsMode == VS_8BONES) vsProg = shadowDiffuseVertexProgram8Bones;
+ if (vsMode == VS_INSTANCE) vsProg = shadowDiffuseVertexProgramInstance;
+ if (vsMode == VS_TEXINSTANCE) vsProg = shadowDiffuseVertexProgramTexInstance;
+
+
+ if (psMode == PS_SHADE) psProg = shadowDiffuseFragmentProgram;
+ if (psMode == PS_SHADE3D) psProg = fragmentShader3DComposite.c_str();
+ if (psMode == PS_WHITE) psProg = whiteFragmentProgram;
+ if (psMode == PS_NORMAL) psProg = normalFragmentProgram;
+ loadShaderCode(vsProg, psProg);
+ }
+
+ /*
+ char cCurrentPath[FILENAME_MAX];
+
+ if (!GetCurrentDir(cCurrentPath, sizeof(cCurrentPath)))
+ {
+ return true;
+ }
+
+
+ std::string ps = LoadStringFromFile("kuluPS.cpp");
+ if (!loadShaderCode(shadowDiffuseVertexProgram4Bones, ps.c_str())) {
+ loadShaderCode(shadowDiffuseVertexProgram4Bones, shadowDiffuseFragmentProgram);
+ }*/
+ return true;
+}
+
+
+
+
+bool ShaderShadow::setUniform(const char* name, const PxMat33& value) {
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform(name, value);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform(name, value);
+ }
+ return Shader::setUniform(name, value);
+}
+bool ShaderShadow::setUniform(const char* name, const PxTransform& value) {
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform(name, value);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform(name, value);
+
+ }
+ return Shader::setUniform(name, value);
+}
+bool ShaderShadow::setUniform(const char *name, PxU32 size, const PxVec3* value) {
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform(name, size, value);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform(name, size, value);
+
+ }
+ return Shader::setUniform(name, size, value);
+}
+
+bool ShaderShadow::setUniform1(const char* name, float val) {
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform1(name, val);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform1(name, val);
+
+ }
+ return Shader::setUniform1(name, val);
+
+}
+bool ShaderShadow::setUniform2(const char* name, float val0, float val1){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform2(name, val0, val1);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform2(name, val0, val1);
+
+ }
+ return Shader::setUniform2(name, val0, val1);
+}
+bool ShaderShadow::setUniform3(const char* name, float val0, float val1, float val2){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform3(name, val0, val1, val2);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform3(name, val0, val1, val2);
+
+ }
+ return Shader::setUniform3(name, val0, val1, val2);
+}
+bool ShaderShadow::setUniform4(const char* name, float val0, float val1, float val2, float val3){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform4(name, val0, val1, val2, val3);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform4(name, val0, val1, val2, val3);
+
+ }
+ return Shader::setUniform4(name, val0, val1, val2, val3);
+}
+bool ShaderShadow::setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniformfv(name, v, elementSize, count);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniformfv(name, v, elementSize, count);
+
+ }
+ return Shader::setUniformfv(name, v, elementSize, count);
+}
+
+bool ShaderShadow::setUniform(const char* name, float value){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform(name, value);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform(name, value);
+
+ }
+ return Shader::setUniform(name, value);
+}
+bool ShaderShadow::setUniform(const char* name, int value){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniform(name, value);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniform(name, value);
+
+ }
+ return Shader::setUniform(name, value);
+}
+bool ShaderShadow::setUniformMatrix4fv(const GLchar *name, const GLfloat *m, bool transpose){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setUniformMatrix4fv(name, m, transpose);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setUniformMatrix4fv(name, m, transpose);
+
+ }
+ return Shader::setUniformMatrix4fv(name, m, transpose);
+}
+
+GLint ShaderShadow::getUniformCommon(const char* name){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->getUniformCommon(name);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->getUniformCommon(name);
+ }
+ return Shader::getUniformCommon(name);
+}
+
+bool ShaderShadow::setAttribute(const char* name, PxU32 size, PxU32 stride, GLenum type, void* data){
+ if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
+ return whiteShader->setAttribute(name, size, stride, type, data);
+
+ }
+ if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
+ return normalShader->setAttribute(name, size, stride, type, data);
+
+ }
+ return Shader::setAttribute(name, size, stride, type, data);
+}
+
+