162 lines
5.0 KiB
GLSL
162 lines
5.0 KiB
GLSL
#version 330-core
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// Using a sobel filter to create a normal map and then applying simple lighting.
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// This makes the darker areas less bumpy but I like it
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#define USE_LINEAR_FOR_BUMPMAP
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//#define SHOW_NORMAL_MAP
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//#define SHOW_ALBEDO
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in vec2 texcoords;
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uniform vec4 u_texbounds;
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uniform sampler2D u_texture;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform vec4 u_mouse;
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out vec4 fragColor;
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struct C_Sample
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{
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vec3 vAlbedo;
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vec3 vNormal;
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};
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C_Sample SampleMaterial(const in vec2 uv, sampler2D sampler, const in vec2 vTextureSize, const in float fNormalScale)
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{
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C_Sample result;
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vec2 vInvTextureSize = vec2(1.0) / vTextureSize;
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vec3 cSampleNegXNegY = texture(sampler, uv + (vec2(-1.0, -1.0)) * vInvTextureSize.xy).rgb;
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vec3 cSampleZerXNegY = texture(sampler, uv + (vec2( 0.0, -1.0)) * vInvTextureSize.xy).rgb;
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vec3 cSamplePosXNegY = texture(sampler, uv + (vec2( 1.0, -1.0)) * vInvTextureSize.xy).rgb;
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vec3 cSampleNegXZerY = texture(sampler, uv + (vec2(-1.0, 0.0)) * vInvTextureSize.xy).rgb;
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vec3 cSampleZerXZerY = texture(sampler, uv + (vec2( 0.0, 0.0)) * vInvTextureSize.xy).rgb;
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vec3 cSamplePosXZerY = texture(sampler, uv + (vec2( 1.0, 0.0)) * vInvTextureSize.xy).rgb;
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vec3 cSampleNegXPosY = texture(sampler, uv + (vec2(-1.0, 1.0)) * vInvTextureSize.xy).rgb;
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vec3 cSampleZerXPosY = texture(sampler, uv + (vec2( 0.0, 1.0)) * vInvTextureSize.xy).rgb;
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vec3 cSamplePosXPosY = texture(sampler, uv + (vec2( 1.0, 1.0)) * vInvTextureSize.xy).rgb;
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// convert to linear
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vec3 cLSampleNegXNegY = cSampleNegXNegY * cSampleNegXNegY;
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vec3 cLSampleZerXNegY = cSampleZerXNegY * cSampleZerXNegY;
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vec3 cLSamplePosXNegY = cSamplePosXNegY * cSamplePosXNegY;
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vec3 cLSampleNegXZerY = cSampleNegXZerY * cSampleNegXZerY;
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vec3 cLSampleZerXZerY = cSampleZerXZerY * cSampleZerXZerY;
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vec3 cLSamplePosXZerY = cSamplePosXZerY * cSamplePosXZerY;
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vec3 cLSampleNegXPosY = cSampleNegXPosY * cSampleNegXPosY;
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vec3 cLSampleZerXPosY = cSampleZerXPosY * cSampleZerXPosY;
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vec3 cLSamplePosXPosY = cSamplePosXPosY * cSamplePosXPosY;
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// Average samples to get albdeo colour
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result.vAlbedo = ( cLSampleNegXNegY + cLSampleZerXNegY + cLSamplePosXNegY
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+ cLSampleNegXZerY + cLSampleZerXZerY + cLSamplePosXZerY
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+ cLSampleNegXPosY + cLSampleZerXPosY + cLSamplePosXPosY ) / 9.0;
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vec3 vScale = vec3(0.3333);
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#ifdef USE_LINEAR_FOR_BUMPMAP
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float fSampleNegXNegY = dot(cLSampleNegXNegY, vScale);
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float fSampleZerXNegY = dot(cLSampleZerXNegY, vScale);
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float fSamplePosXNegY = dot(cLSamplePosXNegY, vScale);
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float fSampleNegXZerY = dot(cLSampleNegXZerY, vScale);
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float fSampleZerXZerY = dot(cLSampleZerXZerY, vScale);
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float fSamplePosXZerY = dot(cLSamplePosXZerY, vScale);
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float fSampleNegXPosY = dot(cLSampleNegXPosY, vScale);
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float fSampleZerXPosY = dot(cLSampleZerXPosY, vScale);
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float fSamplePosXPosY = dot(cLSamplePosXPosY, vScale);
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#else
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float fSampleNegXNegY = dot(cSampleNegXNegY, vScale);
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float fSampleZerXNegY = dot(cSampleZerXNegY, vScale);
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float fSamplePosXNegY = dot(cSamplePosXNegY, vScale);
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float fSampleNegXZerY = dot(cSampleNegXZerY, vScale);
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float fSampleZerXZerY = dot(cSampleZerXZerY, vScale);
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float fSamplePosXZerY = dot(cSamplePosXZerY, vScale);
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float fSampleNegXPosY = dot(cSampleNegXPosY, vScale);
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float fSampleZerXPosY = dot(cSampleZerXPosY, vScale);
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float fSamplePosXPosY = dot(cSamplePosXPosY, vScale);
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#endif
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// Sobel operator - http://en.wikipedia.org/wiki/Sobel_operator
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vec2 vEdge;
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vEdge.x = (fSampleNegXNegY - fSamplePosXNegY) * 0.25
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+ (fSampleNegXZerY - fSamplePosXZerY) * 0.5
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+ (fSampleNegXPosY - fSamplePosXPosY) * 0.25;
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vEdge.y = (fSampleNegXNegY - fSampleNegXPosY) * 0.25
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+ (fSampleZerXNegY - fSampleZerXPosY) * 0.5
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+ (fSamplePosXNegY - fSamplePosXPosY) * 0.25;
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result.vNormal = normalize(vec3(vEdge * fNormalScale, 1.0));
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return result;
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}
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out vec4 fragColor;
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void main()
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{
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vec2 uv = fragCoord.xy / u_resolution.xy;
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C_Sample materialSample;
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float fNormalScale = 10.0;
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materialSample = SampleMaterial( uv, u_texture, u_resolution.xy, fNormalScale );
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// Random Lighting...
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float fLightHeight = 0.2;
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float fViewHeight = 2.0;
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vec3 vSurfacePos = vec3(uv, 0.0);
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vec3 vViewPos = vec3(0.5, 0.5, fViewHeight);
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vec3 vLightPos = vec3( vec2(sin(u_time),cos(u_time)) * 0.25 + 0.5 , fLightHeight);
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if( u_mouse.z > 0.0 )
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{
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vLightPos = vec3(u_mouse.xy / u_resolution.xy, fLightHeight);
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}
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vec3 vDirToView = normalize( vViewPos - vSurfacePos );
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vec3 vDirToLight = normalize( vLightPos - vSurfacePos );
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float fNDotL = clamp( dot(materialSample.vNormal, vDirToLight), 0.0, 1.0);
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float fDiffuse = fNDotL;
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vec3 vHalf = normalize( vDirToView + vDirToLight );
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float fNDotH = clamp( dot(materialSample.vNormal, vHalf), 0.0, 1.0);
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float fSpec = pow(fNDotH, 10.0) * fNDotL * 0.5;
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vec3 vResult = materialSample.vAlbedo * fDiffuse + fSpec;
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vResult = sqrt(vResult);
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#ifdef SHOW_NORMAL_MAP
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vResult = materialSample.vNormal * 0.5 + 0.5;
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#endif
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#ifdef SHOW_ALBEDO
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vResult = sqrt(materialSample.vAlbedo);
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#endif
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fragColor = vec4(vResult,1.0);
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}
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