Merge branch 'master' of https://github.com/supertuxkart/stk-code into lights

This commit is contained in:
konstin
2015-01-01 23:05:26 +01:00
38 changed files with 614 additions and 534 deletions

View File

@@ -1,13 +1,7 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main(void)
{

View File

@@ -8,13 +8,8 @@ uniform vec3 inlevel;
uniform vec2 outlevel;
uniform mat4 invprojm;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
#define PI 3.14159265

View File

@@ -1,11 +1,6 @@
uniform ivec4 color;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -1,11 +1,6 @@
uniform vec3 col;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -1,16 +1,8 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
in vec4 col;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec4 col;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -8,15 +8,9 @@ uniform sampler2D Detail;
uniform sampler2D SpecMap;
#endif
#if __VERSION__ >= 130
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);

View File

@@ -5,18 +5,11 @@ uniform sampler2D tex;
uniform vec2 dir;
uniform vec2 dir2;
#if __VERSION__ >= 130
in vec2 uv;
in vec2 uv_bis;
in float camdist;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
varying float camdist;
#define FragColor gl_FragColor
#endif
const float maxlen = 0.02;

View File

@@ -1,12 +1,7 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -1,13 +1,8 @@
uniform sampler2D tex;
uniform vec3 col;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -5,13 +5,8 @@ uniform vec2 sunpos;
const float decaystep = 0.88;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -4,14 +4,9 @@ layout(bindless_sampler) uniform sampler2D tex;
uniform sampler2D tex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
#else
varying vec3 nor;
#define EncodedNormal gl_FragColor.xy
#endif
vec2 EncodeNormal(vec3 n);

View File

@@ -6,13 +6,8 @@ layout(bindless_sampler) uniform sampler2D tex;
uniform sampler2D tex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
out vec4 FragColor;
#else
varying vec3 nor;
#define FragColor gl_FragColor
#endif
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);

View File

@@ -6,15 +6,9 @@ uniform sampler2D tex;
uniform sampler2D glosstex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
#else
varying vec3 nor;
varying vec2 uv;
#define EncodedNormal gl_FragColor.xy
#endif
vec2 EncodeNormal(vec3 n);

View File

@@ -1,11 +1,6 @@
uniform samplerCube tex;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main(void)
{

View File

@@ -12,15 +12,9 @@ uniform sampler2D tex_detail2;
uniform sampler2D tex_detail3;
#endif
#if __VERSION__ >= 130
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);

View File

@@ -1,6 +1,6 @@
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DArray shadowtex;
uniform sampler2DArrayShadow shadowtex;
uniform float split0;
uniform float split1;
@@ -22,10 +22,17 @@ float getShadowFactor(vec3 pos, int index)
vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
shadowcoord.xy /= shadowcoord.w;
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
float d = .5 * shadowcoord.z + .5;
float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
float d = shadowcoord.z;
return min(pow(exp(-32. * d) * z, 8.), 1.);
float result = 0.;
for (float i = -1.; i <= 1.; i += 1.)
{
for (float j = -1.; j <= 1.; j += 1.)
result += texture(shadowtex, vec4(shadowtexcoord + vec2(i,j) / 1024., float(index), d));
}
return result / 9.;
}
void main() {

View File

@@ -0,0 +1,61 @@
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DArray shadowtex;
uniform float split0;
uniform float split1;
uniform float split2;
uniform float splitmax;
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 SunMRP(vec3 normal, vec3 eyedir);
float getShadowFactor(vec3 pos, int index)
{
vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
shadowcoord.xy /= shadowcoord.w;
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
float d = shadowcoord.z;
return min(pow(exp(-32. * d) * z, 8.), 1.);
}
void main() {
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness =texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
vec3 Lightdir = SunMRP(norm, eyedir);
float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
// Shadows
float factor;
if (xpos.z < split0)
factor = getShadowFactor(xpos.xyz, 0);
else if (xpos.z < split1)
factor = getShadowFactor(xpos.xyz, 1);
else if (xpos.z < split2)
factor = getShadowFactor(xpos.xyz, 2);
else if (xpos.z < splitmax)
factor = getShadowFactor(xpos.xyz, 3);
else
factor = 1.;
Diff = vec4(factor * NdotL * Diffuse * sun_col, 1.);
Spec = vec4(factor * NdotL * Specular * sun_col, 1.);
}

View File

@@ -1,13 +1,7 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -1,13 +1,8 @@
uniform sampler2D tex;
uniform ivec4 color;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@@ -1,11 +1,6 @@
#if __VERSION__ >= 130
in vec4 color;
out vec4 FragColor;
#else
varying vec4 color;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(float specMapValue);

View File

@@ -1,9 +1,4 @@
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main()
{