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134 lines
5.2 KiB
GLSL
134 lines
5.2 KiB
GLSL
#version 110
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// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
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// GLSL 1.10 compatibility variant (same logic, older syntax).
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#define INTENSITY_CORRECTION 0.6
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 view_normal_matrix;
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uniform sampler2D height_tex;
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uniform vec2 height_tex_texel;
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uniform float depth_mm;
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uniform float tiling_scale;
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uniform float rotation_rad;
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uniform vec2 uv_offset;
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uniform bool invert;
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uniform bool use_vertex_uv;
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// 2x3 affine (lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the dragged island's uv; see the
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// 140 variant. Identity when nothing is dragged.
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uniform vec4 island_delta_lin;
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uniform vec2 island_delta_tr;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying float weight;
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varying float island_active;
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varying vec2 vertex_uv;
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void projection_axes(vec3 n, out vec3 t, out vec3 b)
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{
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vec3 an = abs(n);
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if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
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t = vec3(0.0, 1.0, 0.0);
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b = vec3(0.0, 0.0, 1.0);
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} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
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t = vec3(1.0, 0.0, 0.0);
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b = vec3(0.0, 0.0, 1.0);
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} else { // planar = p.xy
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t = vec3(1.0, 0.0, 0.0);
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b = vec3(0.0, 1.0, 0.0);
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}
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}
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vec2 project_uv(vec3 p, vec3 n)
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{
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vec3 an = abs(n);
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vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
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planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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if (volume_mirrored)
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triangle_normal = -triangle_normal;
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if (use_vertex_uv) {
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// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
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// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
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// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
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vec2 uv = (island_active > 0.5)
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? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
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: vertex_uv;
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float h = texture2D(height_tex, uv).r;
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float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
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vec3 sigmaS = dFdx(model_pos.xyz);
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vec3 sigmaT = dFdy(model_pos.xyz);
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vec3 R1 = cross(sigmaT, triangle_normal);
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vec3 R2 = cross(triangle_normal, sigmaS);
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float det = dot(sigmaS, R1);
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float dHdx = k * dFdx(h);
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float dHdy = k * dFdy(h);
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if (abs(det) > 1e-12)
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triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
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} else if (weight > 0.0) {
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vec2 uv = project_uv(model_pos.xyz, triangle_normal);
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vec3 t, b;
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projection_axes(triangle_normal, t, b);
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float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
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float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
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float hD = texture2D(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
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float hU = texture2D(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
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vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
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float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
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float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
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vec3 gradient = slope.x * t + slope.y * b;
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gradient -= triangle_normal * dot(triangle_normal, gradient);
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triangle_normal = normalize(triangle_normal - gradient);
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}
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vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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vec2 intensity = vec2(0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (view_model_matrix * model_pos).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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