mirror of https://github.com/axmolengine/axmol.git
631 lines
18 KiB
C
631 lines
18 KiB
C
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#if !defined(__EMSCRIPTEN__)
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static const char model_lit_ps_gl2[] = R"(#version 120
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#ifdef GL_ARB_shading_language_420pack
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#extension GL_ARB_shading_language_420pack : require
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#endif
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struct PS_Input
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{
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vec4 PosVS;
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vec4 Color;
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vec2 UV;
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vec3 WorldN;
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vec3 WorldB;
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vec3 WorldT;
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vec4 PosP;
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};
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struct PS_ConstanBuffer
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{
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vec4 fLightDirection;
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vec4 fLightColor;
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vec4 fLightAmbient;
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vec4 fFlipbookParameter;
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vec4 fUVDistortionParameter;
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vec4 fBlendTextureParameter;
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vec4 fCameraFrontDirection;
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vec4 fFalloffParameter;
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vec4 fFalloffBeginColor;
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vec4 fFalloffEndColor;
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vec4 fEmissiveScaling;
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vec4 fEdgeColor;
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vec4 fEdgeParameter;
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vec4 softParticleParam;
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vec4 reconstructionParam1;
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vec4 reconstructionParam2;
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vec4 mUVInversedBack;
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vec4 miscFlags;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform sampler2D Sampler_sampler_colorTex;
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uniform sampler2D Sampler_sampler_normalTex;
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varying vec4 _VSPS_Color;
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varying vec2 _VSPS_UV;
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varying vec3 _VSPS_WorldN;
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varying vec3 _VSPS_WorldB;
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varying vec3 _VSPS_WorldT;
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varying vec4 _VSPS_PosP;
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vec3 PositivePow(vec3 base, vec3 power)
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{
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return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
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}
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vec3 LinearToSRGB(vec3 c)
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{
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vec3 param = c;
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vec3 param_1 = vec3(0.4166666567325592041015625);
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return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
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}
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vec4 LinearToSRGB(vec4 c)
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{
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vec3 param = c.xyz;
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return vec4(LinearToSRGB(param), c.w);
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}
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vec4 ConvertFromSRGBTexture(vec4 c, bool isValid)
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{
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if (!isValid)
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{
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return c;
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}
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vec4 param = c;
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return LinearToSRGB(param);
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}
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vec3 SRGBToLinear(vec3 c)
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{
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return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
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}
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vec4 SRGBToLinear(vec4 c)
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{
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vec3 param = c.xyz;
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return vec4(SRGBToLinear(param), c.w);
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}
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vec4 ConvertToScreen(vec4 c, bool isValid)
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{
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if (!isValid)
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{
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return c;
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}
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vec4 param = c;
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return SRGBToLinear(param);
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}
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vec4 _main(PS_Input Input)
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{
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bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
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vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
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bool param_1 = convertColorSpace;
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vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
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vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
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vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
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float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
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vec3 _229 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
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Output = vec4(_229.x, _229.y, _229.z, Output.w);
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vec3 _237 = Output.xyz * CBPS0.fEmissiveScaling.x;
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Output = vec4(_237.x, _237.y, _237.z, Output.w);
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if (Output.w == 0.0)
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{
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discard;
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}
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vec4 param_2 = Output;
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bool param_3 = convertColorSpace;
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return ConvertToScreen(param_2, param_3);
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}
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void main()
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{
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.Color = _VSPS_Color;
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Input.UV = _VSPS_UV;
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Input.WorldN = _VSPS_WorldN;
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Input.WorldB = _VSPS_WorldB;
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Input.WorldT = _VSPS_WorldT;
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Input.PosP = _VSPS_PosP;
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vec4 _284 = _main(Input);
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gl_FragData[0] = _284;
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}
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)";
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static const char model_lit_ps_gl3[] = R"(#version 330
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#ifdef GL_ARB_shading_language_420pack
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#extension GL_ARB_shading_language_420pack : require
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#endif
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struct PS_Input
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{
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vec4 PosVS;
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vec4 Color;
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vec2 UV;
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vec3 WorldN;
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vec3 WorldB;
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vec3 WorldT;
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vec4 PosP;
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};
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struct PS_ConstanBuffer
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{
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vec4 fLightDirection;
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vec4 fLightColor;
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vec4 fLightAmbient;
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vec4 fFlipbookParameter;
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vec4 fUVDistortionParameter;
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vec4 fBlendTextureParameter;
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vec4 fCameraFrontDirection;
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vec4 fFalloffParameter;
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vec4 fFalloffBeginColor;
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vec4 fFalloffEndColor;
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vec4 fEmissiveScaling;
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vec4 fEdgeColor;
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vec4 fEdgeParameter;
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vec4 softParticleParam;
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vec4 reconstructionParam1;
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vec4 reconstructionParam2;
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vec4 mUVInversedBack;
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vec4 miscFlags;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform sampler2D Sampler_sampler_colorTex;
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uniform sampler2D Sampler_sampler_normalTex;
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uniform sampler2D Sampler_sampler_depthTex;
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centroid in vec4 _VSPS_Color;
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centroid in vec2 _VSPS_UV;
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in vec3 _VSPS_WorldN;
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in vec3 _VSPS_WorldB;
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in vec3 _VSPS_WorldT;
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in vec4 _VSPS_PosP;
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layout(location = 0) out vec4 _entryPointOutput;
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vec3 PositivePow(vec3 base, vec3 power)
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{
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return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
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}
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vec3 LinearToSRGB(vec3 c)
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{
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vec3 param = c;
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vec3 param_1 = vec3(0.4166666567325592041015625);
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return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
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}
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vec4 LinearToSRGB(vec4 c)
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{
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vec3 param = c.xyz;
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return vec4(LinearToSRGB(param), c.w);
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}
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vec4 ConvertFromSRGBTexture(vec4 c, bool isValid)
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{
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if (!isValid)
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{
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return c;
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}
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vec4 param = c;
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return LinearToSRGB(param);
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}
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float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
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{
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float distanceFar = softparticleParam.x;
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float distanceNear = softparticleParam.y;
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float distanceNearOffset = softparticleParam.z;
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vec2 rescale = reconstruct1.xy;
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vec4 params = reconstruct2;
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vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
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vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
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float dir = sign(depth.x);
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depth *= dir;
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float alphaFar = (depth.x - depth.y) / distanceFar;
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float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
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return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
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}
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vec3 SRGBToLinear(vec3 c)
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{
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return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
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}
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vec4 SRGBToLinear(vec4 c)
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{
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vec3 param = c.xyz;
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return vec4(SRGBToLinear(param), c.w);
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}
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vec4 ConvertToScreen(vec4 c, bool isValid)
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{
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if (!isValid)
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{
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return c;
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}
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vec4 param = c;
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return SRGBToLinear(param);
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}
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vec4 _main(PS_Input Input)
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{
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bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
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vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
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bool param_1 = convertColorSpace;
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vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
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vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
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vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
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float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
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vec3 _311 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
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Output = vec4(_311.x, _311.y, _311.z, Output.w);
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vec3 _319 = Output.xyz * CBPS0.fEmissiveScaling.x;
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Output = vec4(_319.x, _319.y, _319.z, Output.w);
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vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
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vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
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screenUV.y = 1.0 - screenUV.y;
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screenUV.y = 1.0 - screenUV.y;
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screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
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if (!(CBPS0.softParticleParam.w == 0.0))
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{
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float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
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float param_2 = backgroundZ;
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float param_3 = screenPos.z;
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vec4 param_4 = CBPS0.softParticleParam;
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vec4 param_5 = CBPS0.reconstructionParam1;
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vec4 param_6 = CBPS0.reconstructionParam2;
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Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
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}
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if (Output.w == 0.0)
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{
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discard;
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}
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vec4 param_7 = Output;
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bool param_8 = convertColorSpace;
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return ConvertToScreen(param_7, param_8);
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}
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void main()
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{
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.Color = _VSPS_Color;
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Input.UV = _VSPS_UV;
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Input.WorldN = _VSPS_WorldN;
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Input.WorldB = _VSPS_WorldB;
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Input.WorldT = _VSPS_WorldT;
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Input.PosP = _VSPS_PosP;
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vec4 _431 = _main(Input);
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_entryPointOutput = _431;
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}
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)";
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#endif
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static const char model_lit_ps_gles2[] = R"(
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precision mediump float;
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precision highp int;
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struct PS_Input
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{
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highp vec4 PosVS;
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highp vec4 Color;
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highp vec2 UV;
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highp vec3 WorldN;
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highp vec3 WorldB;
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highp vec3 WorldT;
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highp vec4 PosP;
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};
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struct PS_ConstanBuffer
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{
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highp vec4 fLightDirection;
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highp vec4 fLightColor;
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highp vec4 fLightAmbient;
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highp vec4 fFlipbookParameter;
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highp vec4 fUVDistortionParameter;
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highp vec4 fBlendTextureParameter;
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highp vec4 fCameraFrontDirection;
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highp vec4 fFalloffParameter;
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highp vec4 fFalloffBeginColor;
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highp vec4 fFalloffEndColor;
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highp vec4 fEmissiveScaling;
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highp vec4 fEdgeColor;
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highp vec4 fEdgeParameter;
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highp vec4 softParticleParam;
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highp vec4 reconstructionParam1;
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highp vec4 reconstructionParam2;
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highp vec4 mUVInversedBack;
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highp vec4 miscFlags;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform sampler2D Sampler_sampler_colorTex;
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uniform sampler2D Sampler_sampler_normalTex;
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varying vec4 _VSPS_Color;
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varying vec2 _VSPS_UV;
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varying vec3 _VSPS_WorldN;
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varying vec3 _VSPS_WorldB;
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varying vec3 _VSPS_WorldT;
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varying vec4 _VSPS_PosP;
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highp vec3 PositivePow(highp vec3 base, highp vec3 power)
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{
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return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
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}
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highp vec3 LinearToSRGB(highp vec3 c)
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{
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highp vec3 param = c;
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highp vec3 param_1 = vec3(0.4166666567325592041015625);
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return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
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}
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highp vec4 LinearToSRGB(highp vec4 c)
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{
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highp vec3 param = c.xyz;
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return vec4(LinearToSRGB(param), c.w);
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}
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highp vec4 ConvertFromSRGBTexture(highp vec4 c, bool isValid)
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{
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if (!isValid)
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{
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return c;
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}
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highp vec4 param = c;
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return LinearToSRGB(param);
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}
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highp vec3 SRGBToLinear(highp vec3 c)
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{
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return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
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}
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highp vec4 SRGBToLinear(highp vec4 c)
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{
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highp vec3 param = c.xyz;
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return vec4(SRGBToLinear(param), c.w);
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}
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highp vec4 ConvertToScreen(highp vec4 c, bool isValid)
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||
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{
|
||
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if (!isValid)
|
||
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{
|
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return c;
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}
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highp vec4 param = c;
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return SRGBToLinear(param);
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}
|
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|
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highp vec4 _main(PS_Input Input)
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||
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{
|
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bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
|
||
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highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
|
||
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bool param_1 = convertColorSpace;
|
||
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highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
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||
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highp vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
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||
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highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
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||
|
highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
|
||
|
highp vec3 _229 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
|
||
|
Output = vec4(_229.x, _229.y, _229.z, Output.w);
|
||
|
highp vec3 _237 = Output.xyz * CBPS0.fEmissiveScaling.x;
|
||
|
Output = vec4(_237.x, _237.y, _237.z, Output.w);
|
||
|
if (Output.w == 0.0)
|
||
|
{
|
||
|
discard;
|
||
|
}
|
||
|
highp vec4 param_2 = Output;
|
||
|
bool param_3 = convertColorSpace;
|
||
|
return ConvertToScreen(param_2, param_3);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
PS_Input Input;
|
||
|
Input.PosVS = gl_FragCoord;
|
||
|
Input.Color = _VSPS_Color;
|
||
|
Input.UV = _VSPS_UV;
|
||
|
Input.WorldN = _VSPS_WorldN;
|
||
|
Input.WorldB = _VSPS_WorldB;
|
||
|
Input.WorldT = _VSPS_WorldT;
|
||
|
Input.PosP = _VSPS_PosP;
|
||
|
highp vec4 _284 = _main(Input);
|
||
|
gl_FragData[0] = _284;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
static const char model_lit_ps_gles3[] = R"(#version 300 es
|
||
|
precision mediump float;
|
||
|
precision highp int;
|
||
|
|
||
|
struct PS_Input
|
||
|
{
|
||
|
highp vec4 PosVS;
|
||
|
highp vec4 Color;
|
||
|
highp vec2 UV;
|
||
|
highp vec3 WorldN;
|
||
|
highp vec3 WorldB;
|
||
|
highp vec3 WorldT;
|
||
|
highp vec4 PosP;
|
||
|
};
|
||
|
|
||
|
struct PS_ConstanBuffer
|
||
|
{
|
||
|
highp vec4 fLightDirection;
|
||
|
highp vec4 fLightColor;
|
||
|
highp vec4 fLightAmbient;
|
||
|
highp vec4 fFlipbookParameter;
|
||
|
highp vec4 fUVDistortionParameter;
|
||
|
highp vec4 fBlendTextureParameter;
|
||
|
highp vec4 fCameraFrontDirection;
|
||
|
highp vec4 fFalloffParameter;
|
||
|
highp vec4 fFalloffBeginColor;
|
||
|
highp vec4 fFalloffEndColor;
|
||
|
highp vec4 fEmissiveScaling;
|
||
|
highp vec4 fEdgeColor;
|
||
|
highp vec4 fEdgeParameter;
|
||
|
highp vec4 softParticleParam;
|
||
|
highp vec4 reconstructionParam1;
|
||
|
highp vec4 reconstructionParam2;
|
||
|
highp vec4 mUVInversedBack;
|
||
|
highp vec4 miscFlags;
|
||
|
};
|
||
|
|
||
|
uniform PS_ConstanBuffer CBPS0;
|
||
|
|
||
|
uniform highp sampler2D Sampler_sampler_colorTex;
|
||
|
uniform highp sampler2D Sampler_sampler_normalTex;
|
||
|
uniform highp sampler2D Sampler_sampler_depthTex;
|
||
|
|
||
|
centroid in highp vec4 _VSPS_Color;
|
||
|
centroid in highp vec2 _VSPS_UV;
|
||
|
in highp vec3 _VSPS_WorldN;
|
||
|
in highp vec3 _VSPS_WorldB;
|
||
|
in highp vec3 _VSPS_WorldT;
|
||
|
in highp vec4 _VSPS_PosP;
|
||
|
layout(location = 0) out highp vec4 _entryPointOutput;
|
||
|
|
||
|
highp vec3 PositivePow(highp vec3 base, highp vec3 power)
|
||
|
{
|
||
|
return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
|
||
|
}
|
||
|
|
||
|
highp vec3 LinearToSRGB(highp vec3 c)
|
||
|
{
|
||
|
highp vec3 param = c;
|
||
|
highp vec3 param_1 = vec3(0.4166666567325592041015625);
|
||
|
return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
|
||
|
}
|
||
|
|
||
|
highp vec4 LinearToSRGB(highp vec4 c)
|
||
|
{
|
||
|
highp vec3 param = c.xyz;
|
||
|
return vec4(LinearToSRGB(param), c.w);
|
||
|
}
|
||
|
|
||
|
highp vec4 ConvertFromSRGBTexture(highp vec4 c, bool isValid)
|
||
|
{
|
||
|
if (!isValid)
|
||
|
{
|
||
|
return c;
|
||
|
}
|
||
|
highp vec4 param = c;
|
||
|
return LinearToSRGB(param);
|
||
|
}
|
||
|
|
||
|
highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
|
||
|
{
|
||
|
highp float distanceFar = softparticleParam.x;
|
||
|
highp float distanceNear = softparticleParam.y;
|
||
|
highp float distanceNearOffset = softparticleParam.z;
|
||
|
highp vec2 rescale = reconstruct1.xy;
|
||
|
highp vec4 params = reconstruct2;
|
||
|
highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
|
||
|
highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
|
||
|
highp float dir = sign(depth.x);
|
||
|
depth *= dir;
|
||
|
highp float alphaFar = (depth.x - depth.y) / distanceFar;
|
||
|
highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
|
||
|
return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
|
||
|
}
|
||
|
|
||
|
highp vec3 SRGBToLinear(highp vec3 c)
|
||
|
{
|
||
|
return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
|
||
|
}
|
||
|
|
||
|
highp vec4 SRGBToLinear(highp vec4 c)
|
||
|
{
|
||
|
highp vec3 param = c.xyz;
|
||
|
return vec4(SRGBToLinear(param), c.w);
|
||
|
}
|
||
|
|
||
|
highp vec4 ConvertToScreen(highp vec4 c, bool isValid)
|
||
|
{
|
||
|
if (!isValid)
|
||
|
{
|
||
|
return c;
|
||
|
}
|
||
|
highp vec4 param = c;
|
||
|
return SRGBToLinear(param);
|
||
|
}
|
||
|
|
||
|
highp vec4 _main(PS_Input Input)
|
||
|
{
|
||
|
bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
|
||
|
highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
|
||
|
bool param_1 = convertColorSpace;
|
||
|
highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
|
||
|
highp vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
|
||
|
highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
|
||
|
highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
|
||
|
highp vec3 _311 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
|
||
|
Output = vec4(_311.x, _311.y, _311.z, Output.w);
|
||
|
highp vec3 _319 = Output.xyz * CBPS0.fEmissiveScaling.x;
|
||
|
Output = vec4(_319.x, _319.y, _319.z, Output.w);
|
||
|
highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
|
||
|
highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
|
||
|
screenUV.y = 1.0 - screenUV.y;
|
||
|
screenUV.y = 1.0 - screenUV.y;
|
||
|
screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
|
||
|
if (!(CBPS0.softParticleParam.w == 0.0))
|
||
|
{
|
||
|
highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
|
||
|
highp float param_2 = backgroundZ;
|
||
|
highp float param_3 = screenPos.z;
|
||
|
highp vec4 param_4 = CBPS0.softParticleParam;
|
||
|
highp vec4 param_5 = CBPS0.reconstructionParam1;
|
||
|
highp vec4 param_6 = CBPS0.reconstructionParam2;
|
||
|
Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
|
||
|
}
|
||
|
if (Output.w == 0.0)
|
||
|
{
|
||
|
discard;
|
||
|
}
|
||
|
highp vec4 param_7 = Output;
|
||
|
bool param_8 = convertColorSpace;
|
||
|
return ConvertToScreen(param_7, param_8);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
PS_Input Input;
|
||
|
Input.PosVS = gl_FragCoord;
|
||
|
Input.Color = _VSPS_Color;
|
||
|
Input.UV = _VSPS_UV;
|
||
|
Input.WorldN = _VSPS_WorldN;
|
||
|
Input.WorldB = _VSPS_WorldB;
|
||
|
Input.WorldT = _VSPS_WorldT;
|
||
|
Input.PosP = _VSPS_PosP;
|
||
|
highp vec4 _431 = _main(Input);
|
||
|
_entryPointOutput = _431;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
|
||
|
static const char* get_model_lit_ps (EffekseerRendererGL::OpenGLDeviceType deviceType)
|
||
|
{
|
||
|
#if !defined(__EMSCRIPTEN__)
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
|
||
|
return model_lit_ps_gl3;
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
|
||
|
return model_lit_ps_gl2;
|
||
|
#endif
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
|
||
|
return model_lit_ps_gles3;
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
|
||
|
return model_lit_ps_gles2;
|
||
|
return nullptr;
|
||
|
}
|
||
|
|