mirror of https://github.com/axmolengine/axmol.git
Light Shader optimization
This commit is contained in:
parent
8cb3edf91f
commit
53ad652463
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@ -46,9 +46,9 @@ THE SOFTWARE.
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#include "CCPrecompiledShaders.h"
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#endif
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#define CC_MAX_DIRECTIONAL_LIGHT_NUM 2
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#define CC_MAX_POINT_LIGHT_NUM 2
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#define CC_MAX_SPOT_LIGHT_NUM 2
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#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
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#define CC_MAX_POINT_LIGHT_NUM 1
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#define CC_MAX_SPOT_LIGHT_NUM 1
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NS_CC_BEGIN
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@ -545,9 +545,9 @@ void GLProgram::bindAttribLocation(const std::string &attributeName, GLuint inde
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void GLProgram::updateUniforms()
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{
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_builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM);
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_builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM);
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_builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM);
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//_builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM);
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//_builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM);
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//_builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM);
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_builtInUniforms[UNIFORM_AMBIENT_COLOR] = glGetUniformLocation(_program, UNIFORM_NAME_AMBIENT_COLOR);
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_builtInUniforms[UNIFORM_P_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_P_MATRIX);
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_builtInUniforms[UNIFORM_MV_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MV_MATRIX);
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@ -565,11 +565,15 @@ void GLProgram::updateUniforms()
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_builtInUniforms[UNIFORM_SAMPLER2] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER2);
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_builtInUniforms[UNIFORM_SAMPLER3] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER3);
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_flags.usesLights = (
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_builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] != -1 ||
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_builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] != -1 ||
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_builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] != -1
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);
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//_flags.usesLights = (
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// _builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] != -1 ||
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// _builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] != -1 ||
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// _builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] != -1
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// );
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_flags.usesLights = CC_MAX_DIRECTIONAL_LIGHT_NUM ||
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CC_MAX_POINT_LIGHT_NUM ||
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CC_MAX_SPOT_LIGHT_NUM;
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_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
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_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
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_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
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@ -1017,7 +1021,7 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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sprintf(str, "CC_PointLightSource[%d].%s", enabledPointLightNum, "color");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_PointLightSource[%d].%s", enabledPointLightNum, "position");
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setUniformLocationWith4f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14], light->getRange());
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setUniformLocationWith4f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14], 1.0f / light->getRange());
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++enabledPointLightNum;
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}
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else
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@ -1034,7 +1038,7 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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sprintf(str, "CC_SpotLightSource[%d].%s", enabledSpotLightNum, "direction");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_SpotLightSource[%d].%s", enabledSpotLightNum, "params");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()), cosf(light->getOuterAngle()), light->getRange());
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setUniformLocationWith3f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()), cosf(light->getOuterAngle()), 1.0f / light->getRange());
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++enabledSpotLightNum;
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}
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}
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@ -1042,9 +1046,9 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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}
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setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM], enabledDirLightNum);
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setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_POINT_LIGHT_NUM], enabledPointLightNum);
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setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_SPOT_LIGHT_NUM], enabledSpotLightNum);
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//setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM], enabledDirLightNum);
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//setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_POINT_LIGHT_NUM], enabledPointLightNum);
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//setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_SPOT_LIGHT_NUM], enabledSpotLightNum);
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const auto& ambientColor = scene->getAmbientColor();
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setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_AMBIENT_COLOR], ambientColor.r, ambientColor.g, ambientColor.b, ambientColor.a);
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}
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@ -2,50 +2,61 @@
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const char* cc3D_ColorNormal_frag = STRINGIFY(
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\n#ifdef GL_ES\n
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varying lowp vec4 DestinationColor;
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varying mediump vec4 ePosition;
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varying mediump vec3 eNormal;
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\n#else\n
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varying vec4 DestinationColor;
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varying vec4 ePosition;
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varying vec3 eNormal;
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varying mediump vec2 TextureCoordOut;
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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varying mediump vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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varying mediump vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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varying mediump vec3 v_normal;
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\n#else\n
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varying vec2 TextureCoordOut;
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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varying vec3 v_normal;
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\n#endif\n
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uniform vec4 u_color;
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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void PointLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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void PointLight(int n, vec3 normal, inout vec4 intensity)
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{
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if (distance(CC_PointLightSource[n].position.xyz, ePosition.xyz) < CC_PointLightSource[n].position.w)
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{
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vec3 lightDir = CC_PointLightSource[n].position.xyz - ePosition.xyz;
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lightDir = normalize(lightDir);
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intensity.xyz += CC_PointLightSource[n].color * max(0.0, dot(lightDir, eNormal));
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}
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vec3 dir = v_vertexToPointLightDirection[n];
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vec3 ldir = dir * CC_PointLightSource[n].position.w;
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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intensity.xyz += CC_PointLightSource[n].color * max(0.0, dot(normalize(dir), normal)) * attenuation;
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intensity.w = 1.0;
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}
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\n#endif\n
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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void DirectionalLight(int n, vec3 eNormal, inout vec4 intensity)
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void DirectionalLight(int n, vec3 normal, inout vec4 intensity)
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{
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(-CC_DirLightSource[n].direction, eNormal));
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(-CC_DirLightSource[n].direction, normal));
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intensity.w = 1.0;
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}
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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void SpotLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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void SpotLight(int n, vec3 normal, inout vec4 intensity)
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{
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if (distance(CC_SpotLightSource[n].position, ePosition.xyz) < CC_SpotLightSource[n].params.z)
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{
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vec3 lightDir = CC_SpotLightSource[n].position - ePosition.xyz;
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lightDir = normalize(lightDir);
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float spotDot = dot(normalize(lightDir), -CC_SpotLightSource[n].direction);
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float innerCos = CC_SpotLightSource[n].params.x;
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float outerCos = CC_SpotLightSource[n].params.y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(lightDir, eNormal)) * factor;
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}
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vec3 dir = v_vertexToPointLightDirection[n];
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vec3 ldir = dir * CC_SpotLightSource[n].position.z;
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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float spotDot = dot(normalize(dir), -CC_SpotLightSource[n].direction);
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float innerCos = CC_SpotLightSource[n].params.x;
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float outerCos = CC_SpotLightSource[n].params.y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(normalize(dir), normal)) * factor * attenuation;
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intensity.w = 1.0;
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}
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\n#endif\n
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@ -54,12 +65,12 @@ void main(void)
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{
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vec4 intensity = vec4(0.0);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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vec3 normal = normalize(eNormal);
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vec3 normal = normalize(v_normal);
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\n#endif\n
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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for (int i = 0; i < CC_EnabledDirLightNum; ++i)
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for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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DirectionalLight(i, normal, intensity);
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}
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@ -68,25 +79,27 @@ void main(void)
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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for (int i = 0; i < CC_EnabledPointLightNum; ++i)
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for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
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{
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PointLight(i, ePosition, normal, intensity);
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PointLight(i, normal, intensity);
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}
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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for (int i = 0; i < CC_EnabledSpotLightNum; ++i)
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for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
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{
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SpotLight(i, ePosition, normal, intensity);
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SpotLight(i, normal, intensity);
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}
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\n#endif\n
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if (intensity.w == 0.0)
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gl_FragColor = u_color;
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else
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gl_FragColor = u_color * (CC_AmbientColor + intensity);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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gl_FragColor = u_color * (CC_AmbientColor + intensity);
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\n#else\n
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gl_FragColor = u_color;
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\n#endif\n
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}
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);
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@ -2,50 +2,61 @@
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const char* cc3D_ColorNormalTex_frag = STRINGIFY(
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\n#ifdef GL_ES\n
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varying mediump vec2 TextureCoordOut;
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varying mediump vec4 ePosition;
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varying mediump vec3 eNormal;
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\n#else\n
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varying vec2 TextureCoordOut;
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varying vec4 ePosition;
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varying vec3 eNormal;
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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varying mediump vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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varying mediump vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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varying mediump vec3 v_normal;
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\n#else\n
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varying vec2 TextureCoordOut;
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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varying vec3 v_normal;
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\n#endif\n
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uniform vec4 u_color;
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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void PointLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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void PointLight(int n, vec3 normal, inout vec4 intensity)
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{
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if (distance(CC_PointLightSource[n].position.xyz, ePosition.xyz) < CC_PointLightSource[n].position.w)
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{
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vec3 lightDir = CC_PointLightSource[n].position.xyz - ePosition.xyz;
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lightDir = normalize(lightDir);
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intensity.xyz += CC_PointLightSource[n].color * max(0.0, dot(lightDir, eNormal));
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}
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vec3 dir = v_vertexToPointLightDirection[n];
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vec3 ldir = dir * CC_PointLightSource[n].position.w;
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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intensity.xyz += CC_PointLightSource[n].color * max(0.0, dot(normalize(dir), normal)) * attenuation;
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intensity.w = 1.0;
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}
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\n#endif\n
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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void DirectionalLight(int n, vec3 eNormal, inout vec4 intensity)
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void DirectionalLight(int n, vec3 normal, inout vec4 intensity)
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{
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(-CC_DirLightSource[n].direction, eNormal));
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(-CC_DirLightSource[n].direction, normal));
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intensity.w = 1.0;
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}
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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void SpotLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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void SpotLight(int n, vec3 normal, inout vec4 intensity)
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{
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if (distance(CC_SpotLightSource[n].position, ePosition.xyz) < CC_SpotLightSource[n].params.z)
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{
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vec3 lightDir = CC_SpotLightSource[n].position - ePosition.xyz;
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lightDir = normalize(lightDir);
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float spotDot = dot(normalize(lightDir), -CC_SpotLightSource[n].direction);
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float innerCos = CC_SpotLightSource[n].params.x;
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float outerCos = CC_SpotLightSource[n].params.y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(lightDir, eNormal)) * factor;
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}
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vec3 dir = v_vertexToPointLightDirection[n];
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vec3 ldir = dir * CC_SpotLightSource[n].position.z;
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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float spotDot = dot(normalize(dir), -CC_SpotLightSource[n].direction);
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float innerCos = CC_SpotLightSource[n].params.x;
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float outerCos = CC_SpotLightSource[n].params.y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(normalize(dir), normal)) * factor * attenuation;
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intensity.w = 1.0;
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}
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\n#endif\n
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@ -54,12 +65,12 @@ void main(void)
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{
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vec4 intensity = vec4(0.0);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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vec3 normal = normalize(eNormal);
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vec3 normal = normalize(v_normal);
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\n#endif\n
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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for (int i = 0; i < CC_EnabledDirLightNum; ++i)
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for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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DirectionalLight(i, normal, intensity);
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}
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@ -68,25 +79,27 @@ void main(void)
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\n#if CC_MAX_POINT_LIGHT_NUM\n
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for (int i = 0; i < CC_EnabledPointLightNum; ++i)
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for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
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{
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PointLight(i, ePosition, normal, intensity);
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PointLight(i, normal, intensity);
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}
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\n#endif\n
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\n#if CC_MAX_SPOT_LIGHT_NUM\n
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for (int i = 0; i < CC_EnabledSpotLightNum; ++i)
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for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
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{
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SpotLight(i, ePosition, normal, intensity);
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SpotLight(i, normal, intensity);
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}
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\n#endif\n
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if (intensity.w == 0.0)
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
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else
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * (CC_AmbientColor + intensity);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * (CC_AmbientColor + intensity);
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\n#else\n
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
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\n#endif\n
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}
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||||
);
|
||||
|
|
|
@ -5,15 +5,36 @@ attribute vec4 a_position;
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attribute vec2 a_texCoord;
|
||||
attribute vec3 a_normal;
|
||||
varying vec2 TextureCoordOut;
|
||||
varying vec4 ePosition;
|
||||
varying vec3 eNormal;
|
||||
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
varying vec3 v_normal;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
|
||||
eNormal = CC_NormalMatrix * a_normal;
|
||||
vec4 ePosition = CC_MVMatrix * a_position;
|
||||
\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToPointLightDirection[i] = CC_PointLightSource[i].position.xyz - ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
ePosition = CC_MVMatrix * a_position;
|
||||
|
||||
\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToSpotLightDirection[i] = CC_SpotLightSource[i].position.xyz - ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
|
||||
v_normal = CC_NormalMatrix * a_normal;
|
||||
\n#endif\n
|
||||
|
||||
TextureCoordOut = a_texCoord;
|
||||
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
|
||||
gl_Position = CC_PMatrix * ePosition;
|
||||
|
@ -36,8 +57,14 @@ uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
|
|||
|
||||
// Varyings
|
||||
varying vec2 TextureCoordOut;
|
||||
varying vec4 ePosition;
|
||||
varying vec3 eNormal;
|
||||
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
varying vec3 v_normal;
|
||||
|
||||
void getPositionAndNormal(out vec4 position, out vec3 normal)
|
||||
{
|
||||
|
@ -86,7 +113,7 @@ void getPositionAndNormal(out vec4 position, out vec3 normal)
|
|||
position.w = p.w;
|
||||
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
|
||||
vec4 n = vec4(a_normal, 0.0);
|
||||
vec3 n = vec4(a_normal, 0.0);
|
||||
normal.x = dot(n, matrixPalette1);
|
||||
normal.y = dot(n, matrixPalette2);
|
||||
normal.z = dot(n, matrixPalette3);
|
||||
|
@ -99,10 +126,25 @@ void main()
|
|||
vec3 normal;
|
||||
getPositionAndNormal(position, normal);
|
||||
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
|
||||
eNormal = CC_NormalMatrix * normal;
|
||||
vec4 ePosition = CC_MVMatrix * position;
|
||||
\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToPointLightDirection[i] = CC_PointLightSource[i].position.xyz- ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
ePosition = CC_MVMatrix * position;
|
||||
|
||||
\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToSpotLightDirection[i] = CC_SpotLightSource[i].position.xyz - ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
|
||||
v_normal = CC_NormalMatrix * normal;
|
||||
\n#endif\n
|
||||
|
||||
TextureCoordOut = a_texCoord;
|
||||
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
|
||||
gl_Position = CC_PMatrix * ePosition;
|
||||
|
|
Loading…
Reference in New Issue