mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
113 lines
3.6 KiB
GLSL
113 lines
3.6 KiB
GLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "torque.glsl"
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#include "hlslCompat.glsl"
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// With advanced lighting we get soft particles.
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#ifdef TORQUE_LINEAR_DEPTH
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#define SOFTPARTICLES
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#endif
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#ifdef SOFTPARTICLES
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#include "shadergen:/autogenConditioners.h"
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uniform float oneOverSoftness;
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uniform float oneOverFar;
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uniform sampler2D prepassTex;
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//uniform vec3 vEye;
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uniform vec4 prePassTargetParams;
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#endif
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#define CLIP_Z // TODO: Make this a proper macro
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in vec4 color;
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in vec2 uv0;
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in vec4 pos;
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#define IN_color color
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#define IN_uv0 uv0
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#define IN_pos pos
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uniform sampler2D diffuseMap;
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uniform sampler2D paraboloidLightMap;
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vec4 lmSample( vec3 nrm )
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{
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bool calcBack = (nrm.z < 0.0);
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if ( calcBack )
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nrm.z = nrm.z * -1.0;
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vec2 lmCoord;
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lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5;
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lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5);
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// If this is the back, offset in the atlas
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if ( calcBack )
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lmCoord.x += 1.0;
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// Atlasing front and back maps, so scale
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lmCoord.x *= 0.5;
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return texture(paraboloidLightMap, lmCoord);
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}
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uniform float alphaFactor;
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uniform float alphaScale;
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out vec4 OUT_col;
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void main()
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{
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float softBlend = 1;
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#ifdef SOFTPARTICLES
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vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w;
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tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams);
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float sceneDepth = prepassUncondition( prepassTex, tc ).w;
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float depth = IN_pos.w * oneOverFar;
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float diff = sceneDepth - depth;
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#ifdef CLIP_Z
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// If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer
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// When drawing high-res, though, we want to be able to take advantage of hi-z
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// so this is #ifdef'd out
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//clip(diff);
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#endif
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softBlend = saturate( diff * oneOverSoftness );
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#endif
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vec4 diffuse = texture( diffuseMap, IN_uv0 );
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//OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
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// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
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vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
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OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
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IN_color.a * diffuse.a * softBlend * alphaScale ) );
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}
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