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poster.shader
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poster.shader
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#<shader-fragment "vs:default"
#{
in vec3 in_pos;
in vec3 in_norm;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
out vec4 pos_wc;
out vec3 norm_wc;
void main() {
pos_wc = model * vec4(in_pos, 1.0);
norm_wc = in_norm;
gl_Position = proj * view * pos_wc;
}
}
#:uniforms (list "proj" "view" "model")>
#<shader-fragment "vs/no-norm:default"
#{
in vec3 in_pos;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
out vec4 pos_wc;
void main() {
pos_wc = model * vec4(in_pos, 1.0);
gl_Position = proj * view * pos_wc;
}
}
#:uniforms (list "proj" "view" "model")>
#<shader-fragment "vs/tc:default"
#{
in vec3 in_pos;
in vec3 in_norm;
in vec2 in_tc;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
out vec4 pos_wc;
out vec3 norm_wc;
out vec2 tc;
void main() {
pos_wc = model * vec4(in_pos, 1.0);
norm_wc = in_norm;
gl_Position = proj * view * pos_wc;
tc = in_tc;
}
}
#:uniforms (list "proj" "view" "model")>
;;; old stuff
#<make-shader "solid-line"
#:vertex-shader #{
#version 150 core
,(use "vs/no-norm:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
void main() {
out_col = vec4(diffuse_color.rgb,1.);
}
}
#:inputs (list "in_pos")
#:uniforms (list "diffuse_color")>
#<make-shader "diffuse-hemi"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
out_col += vec4(diffuse_color.rgb * light_col * n_dot_l, 0.);
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<make-shader "diffuse-hemi+tex"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform sampler2D tex0;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec3 color = texture(tex0, tc).rgb;
out_col += vec4(color * light_col * n_dot_l, 0.);
}
}
#:inputs (list "in_pos" "in_norm" "in_tc")
#:uniforms (list "hemi_dir" "light_col" "tex0")>
#<make-shader "render-shadowmap"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
void main() {
out_col = vec4(1,1,1,1);
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list)>
#<shader-fragment "spot"
#{
uniform vec3 spot_pos;
uniform vec3 spot_dir;
uniform vec3 spot_col;
uniform float spot_cutoff;
vec3 spot_factor() {
vec3 to_spot = normalize(pos_wc.xyz - spot_pos);
vec3 spot_to_pos = to_spot;
float theta = acos(dot(spot_to_pos, normalize(spot_dir)));
float factor = 1.0 - smoothstep(spot_cutoff*.5, spot_cutoff, theta);
float ndotl = dot(normalize(norm_wc), -to_spot);
return spot_col * factor * (.5+ndotl*.5);
}
float spot_factor_only() {
vec3 to_spot = normalize(pos_wc.xyz - spot_pos);
vec3 spot_to_pos = to_spot;
float theta = acos(dot(spot_to_pos, normalize(spot_dir)));
float factor = 1.0 - smoothstep(spot_cutoff*.5, spot_cutoff, theta);
float ndotl = dot(normalize(norm_wc), -to_spot);
return factor * (.5+ndotl*.5);
}
}
#:uniforms (list "spot_pos" "spot_dir" "spot_col" "spot_cutoff")>
#<make-shader "diffuse-hemi+spot"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
,(use "spot")
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
out_col += vec4(diffuse_color.rgb * light_col * n_dot_l, 0.);
out_col.rgb += spot_factor() * diffuse_color.rgb;
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<make-shader "diffuse-hemi+spot/noshadow"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
,(use "spot")
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
out_col += vec4(diffuse_color.rgb * light_col * n_dot_l, 0.);
out_col.rgb += spot_factor() * diffuse_color.rgb;
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<make-shader "diffuse-hemi+spot+tex"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 420 core
#extension GL_NV_gpu_shader5 : enable
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform sampler2D tex0;
uniform mat4 shadow_view;
uniform mat4 shadow_proj;
uniform sampler2D shadow_map;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
,(use "spot")
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec3 color = texture(tex0, tc).rgb;
out_col += vec4(color * light_col * n_dot_l, 0.);
vec4 shadow_frag = mat4(vec4(.5,0,0,0), vec4(0,.5,0,0), vec4(0,0,.5,0), vec4(.5,.5,.5,1)) * shadow_proj * shadow_view * pos_wc;
vec2 tc = shadow_frag.xy / shadow_frag.w;
vec3 pr = shadow_frag.xyz / shadow_frag.w;
float r = 0;
if (tc.x <= 1 && tc.x >= 0 && tc.y <= 1 && tc.y >= 0) {
float d = texture(shadow_map, pr.xy).r;
if (d > pr.z)
r = 1;
}
// use linked data only if the fragment is not shadowed by opaque geometry.
if (r == 1) {
out_col.rgb += spot_factor_only() * color;
}
}
}
#:inputs (list "in_pos" "in_norm" "in_tc")
#:uniforms (list "hemi_dir" "light_col" "tex0" "shadow_map" "shadow_proj" "shadow_view")>
#<make-shader "diffuse-hemi+spot+tex/noshadow"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 420 core
#extension GL_NV_gpu_shader5 : enable
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform sampler2D tex0;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
,(use "spot")
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec3 color = texture(tex0, tc).rgb;
out_col += vec4(color * light_col * n_dot_l, 0.);
out_col.rgb += spot_factor_only() * color;
}
}
#:inputs (list "in_pos" "in_norm" "in_tc")
#:uniforms (list "hemi_dir" "light_col" "tex0" "shadow_map" "shadow_proj" "shadow_view")>
#<make-shader "texquad-with-depth"
#:vertex-shader #{
#version 150 core
in vec3 in_pos;
in vec2 in_tc;
out vec2 tc;
void main() {
gl_Position = vec4(in_pos.xy, .5,1);
tc = in_tc;
}
}
#:fragment-shader #{
#version 150 core
uniform sampler2D tex0;
uniform sampler2D tex1;
in vec2 tc;
out vec4 out_col;
void main() {
out_col = texture(tex0, tc);
gl_FragDepth = texture(tex1, tc).r;
}
}
#:inputs (list "in_pos" "in_tc")
#:uniforms (list "tex0" "tex1")>