2021-01-31 20:59:55 +03:00
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$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2
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/*
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* Copyright 2021 elven cache. All rights reserved.
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2022-01-15 22:59:06 +03:00
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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2021-01-31 20:59:55 +03:00
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*/
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#include "../common/common.sh"
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// struct ModelUniforms
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uniform vec4 u_modelParams[2];
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#define u_color (u_modelParams[0].xyz)
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#define u_lightPosition (u_modelParams[1].xyz)
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int ModHelper (float a, float b)
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{
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return int( a - (b*floor(a/b)));
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}
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vec3 GetGridColor (vec2 position, float width, vec3 color)
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{
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position = abs(floor( position + vec2(-width, -width) ));
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int posXMod = ModHelper(position.x, 2.0);
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int posYMod = ModHelper(position.y, 2.0);
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float gridColorScale = (posXMod == posYMod) ? 0.75 : 1.25;
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return toLinear(color) * gridColorScale;
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}
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void main()
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{
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vec3 worldSpacePosition = v_texcoord1.xyz; // contains ws pos
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vec2 gridCoord = worldSpacePosition.xz; // assuming y is up
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vec3 gridColor = GetGridColor(gridCoord.xy, 0.002, u_color);
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// get vertex normal
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vec3 normal = normalize(v_normal);
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vec3 light = (u_lightPosition - worldSpacePosition);
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light = normalize(light);
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float NdotL = saturate(dot(normal, light));
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float diffuse = NdotL * 1.0;
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vec3 V = v_texcoord2.xyz; // contains view vector
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vec3 H = normalize(V+light);
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float NdotH = saturate(dot(normal, H));
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float specular = 5.0 * pow(NdotH, 256);
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float ambient = 0.1;
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float lightAmount = ambient + diffuse;
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vec3 color = gridColor * lightAmount + specular;
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2021-02-05 07:28:54 +03:00
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// leave color in linear space for better dof filter result
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2021-01-31 20:59:55 +03:00
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gl_FragColor = vec4(color, 1.0);
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}
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