$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0// in... /* * Copyright 2011-2018 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" SAMPLER2D(s_texColor, 0); SAMPLER2D(s_texNormal, 1); uniform vec4 u_lightPosRadius[4]; uniform vec4 u_lightRgbInnerR[4]; vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); //vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); vec3 reflected = 2.0*ndotl*_normal - _lightDir; float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } float fresnel(float _ndotl, float _bias, float _pow) { float facing = (1.0 - _ndotl); return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0); } vec4 lit(float _ndotl, float _rdotv, float _m) { float diff = max(0.0, _ndotl); float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m); return vec4(1.0, diff, spec, 1.0); } vec4 powRgba(vec4 _rgba, float _pow) { vec4 result; result.xyz = pow(_rgba.xyz, vec3_splat(_pow) ); result.w = _rgba.w; return result; } vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view) { vec3 lp = u_lightPosRadius[_idx].xyz - _wpos; float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w); vec3 lightDir = mul( normalize(lp), _tbn ); vec2 bln = blinn(lightDir, _normal, _view); vec4 lc = lit(bln.x, bln.y, 1.0); vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn; return rgb; } mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2) { #ifdef BGFX_SHADER_LANGUAGE_GLSL return mat3(c0, c1, c2); #else return transpose(mat3(c0, c1, c2)); #endif } void main() { mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal); vec3 normal; normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0; normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) ); vec3 view = normalize(v_view); vec3 lightColor; lightColor = calcLight(0, tbn, v_wpos, normal, view); lightColor += calcLight(1, tbn, v_wpos, normal, view); lightColor += calcLight(2, tbn, v_wpos, normal, view); lightColor += calcLight(3, tbn, v_wpos, normal, view); vec4 color = toLinear(texture2D(s_texColor, v_texcoord0) ); gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz; gl_FragColor.w = 1.0; gl_FragColor = toGamma(gl_FragColor); }