modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd \
modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd \
modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd \
+modules/evas/engines/gl_common/shader_3d/parallax_occlusion_vert.shd \
+modules/evas/engines/gl_common/shader_3d/parallax_occlusion_frag.shd \
$(NULL)
EXTRA_DIST += \
--- /dev/null
+/**
+ * Example illustrating usage of parallax occlusion shading and texture animation.
+ *
+ * Press "n" for use normal mapping shading. Pres "p" for use parallax occlusion mapping shading.
+ *
+ * @verbatim
+ * gcc -o evas-3d-parallax-occlusion evas-3d-parallax-occlusion.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
+ * @endverbatim
+ */
+
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
+
+#include <Eo.h>
+#include <Evas.h>
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include "evas-3d-primitives.h"
+
+#define WIDTH 400
+#define HEIGHT 400
+
+typedef struct _Scene_Data
+{
+ Eo *scene;
+ Eo *root_node;
+ Eo *camera_node;
+ Eo *light_node;
+ Eo *mesh_node;
+
+ Eo *camera;
+ Eo *light;
+ Eo *mesh;
+ Eo *material_rocks;
+ Eo *material_wood;
+ Eo *texture_rocks;
+ Eo *texture_rocks_n;
+ Eo *texture_wood;
+ Eo *texture_four_n;
+} Scene_Data;
+
+static Ecore_Evas *ecore_evas = NULL;
+static Evas *evas = NULL;
+static Eo *background = NULL;
+static Eo *image = NULL;
+
+static void
+_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
+{
+ Scene_Data *scene = (Scene_Data *)data;
+ Evas_Event_Key_Down *ev = event_info;
+
+ if (!strcmp("n", ev->key))
+ eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP));
+
+ if (!strcmp("p", ev->key))
+ eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION));
+}
+
+static void
+_on_delete(Ecore_Evas *ee EINA_UNUSED)
+{
+ ecore_main_loop_quit();
+}
+
+static void
+_on_canvas_resize(Ecore_Evas *ee)
+{
+ int w, h;
+
+ ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
+ eo_do(background, evas_obj_size_set(w, h));
+ eo_do(image, evas_obj_size_set(w, h));
+}
+
+static Eina_Bool
+_animate_scene(void *data)
+{
+ static float angle = 0.0f;
+ Scene_Data *scene = (Scene_Data *)data;
+
+ angle += 0.5;
+
+ eo_do(scene->mesh_node,
+ evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
+
+ eo_do(scene->mesh_node, evas_3d_node_mesh_frame_set(scene->mesh, 50 * (1 + sin(angle / 180.0 * M_PI))));
+ /* Rotate */
+ if (angle > 360.0) angle = 0.0f;
+
+ return EINA_TRUE;
+}
+
+static void
+_camera_setup(Scene_Data *data)
+{
+ data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
+
+ eo_do(data->camera,
+ evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
+
+ data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
+ eo_do(data->camera_node,
+ evas_3d_node_camera_set(data->camera),
+ evas_3d_node_position_set(0.0, 0.0, 10.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
+ EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
+ eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
+}
+
+static void
+_light_setup(Scene_Data *data)
+{
+ data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
+ eo_do(data->light,
+ evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
+ evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
+ evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
+
+ data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
+ eo_do(data->light_node,
+ evas_3d_node_light_set(data->light),
+ evas_3d_node_position_set(-20.0, 20.0, 50.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
+ EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
+ eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
+}
+
+static void
+_mesh_setup(Scene_Data *data)
+{
+ /* Setup material. */
+ data->material_rocks = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
+
+ data->texture_rocks = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+ data->texture_rocks_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+ eo_do(data->texture_rocks, evas_3d_texture_file_set("rocks.jpg", NULL),
+ evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
+ EVAS_3D_WRAP_MODE_REPEAT));
+ eo_do(data->texture_rocks_n, evas_3d_texture_file_set("rocks_NM_height.tga", NULL),
+ evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
+ EVAS_3D_WRAP_MODE_REPEAT));
+
+ eo_do(data->material_rocks,
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_rocks_n),
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_rocks),
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_rocks),
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_rocks),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
+
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
+ evas_3d_material_shininess_set(100.0));
+
+ data->material_wood = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
+
+ data->texture_wood = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+ data->texture_four_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+ eo_do(data->texture_wood, evas_3d_texture_file_set("wood.jpg", NULL),
+ evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
+ EVAS_3D_WRAP_MODE_REPEAT));
+ eo_do(data->texture_four_n, evas_3d_texture_file_set("four_NM_height.tga", NULL),
+ evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
+ EVAS_3D_WRAP_MODE_REPEAT));
+
+ eo_do(data->material_wood,
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_four_n),
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_wood),
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_wood),
+ evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_wood),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
+
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
+ evas_3d_material_shininess_set(100.0));
+
+ /* Setup mesh. */
+ data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ evas_3d_add_cube_frame(data->mesh, 0);
+
+ evas_3d_add_cube_frame(data->mesh, 100);
+ eo_do(data->mesh,
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION),
+ evas_3d_mesh_frame_material_set(0, data->material_rocks));
+
+ eo_do(data->mesh,
+ evas_3d_mesh_frame_material_set(100, data->material_wood));
+
+ data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
+ eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh),
+ evas_3d_node_scale_set(3, 3, 3));
+}
+
+static void
+_scene_setup(Scene_Data *data)
+{
+ data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
+ eo_do(data->scene,
+ evas_3d_scene_size_set(WIDTH, HEIGHT);
+ evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
+
+ data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
+
+ _camera_setup(data);
+ _light_setup(data);
+ _mesh_setup(data);
+
+ eo_do(data->scene,
+ evas_3d_scene_root_node_set(data->root_node),
+ evas_3d_scene_camera_node_set(data->camera_node));
+}
+
+int
+main(void)
+{
+ //Unless Evas 3D supports Software renderer, we set gl backened forcely.
+ setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
+
+ Scene_Data data;
+
+ if (!ecore_evas_init()) return 0;
+
+ ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
+
+ if (!ecore_evas) return 0;
+
+ ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
+ ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
+ ecore_evas_show(ecore_evas);
+
+ evas = ecore_evas_get(ecore_evas);
+
+ _scene_setup(&data);
+
+ /* Add a background rectangle objects. */
+ background = eo_add(EVAS_RECTANGLE_CLASS, evas);
+ eo_do(background,
+ evas_obj_color_set(0, 0, 0, 255),
+ evas_obj_size_set(WIDTH, HEIGHT),
+ evas_obj_visibility_set(EINA_TRUE));
+
+ /* Add an image object for 3D scene rendering. */
+ image = evas_object_image_filled_add(evas);
+ eo_do(image,
+ evas_obj_size_set(WIDTH, HEIGHT),
+ evas_obj_visibility_set(EINA_TRUE),
+ evas_object_focus_set(image, EINA_TRUE));
+
+ /* Set the image object as render target for 3D scene. */
+ eo_do(image, evas_obj_image_scene_set(data.scene));
+
+ /* Add animation timer callback. */
+ ecore_timer_add(0.01, _animate_scene, &data);
+ evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
+
+ /* Enter main loop. */
+ ecore_main_loop_begin();
+
+ ecore_evas_free(ecore_evas);
+ ecore_evas_shutdown();
+
+ return 0;
+}
EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER,
/**< rendering to additional frame bufer*/
EVAS_3D_SHADE_MODE_COLOR_PICK,
+ /**< Per-pixel parallax occlusion map shading */
+ EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION,
} Evas_3D_Shade_Mode;
/**
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_TEXCOORD, EINA_FALSE);
}
- else if (pdmesh->shade_mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
+ else if ((pdmesh->shade_mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) ||
+ (pdmesh->shade_mode == EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION))
{
BUILD(vertex_attrib, VERTEX_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_NORMAL, EINA_TRUE);
BUILD(material_texture, MATERIAL_NORMAL, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_TANGENT, EINA_FALSE);
+
+ if (pdmesh->shade_mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
+ BUILD(vertex_attrib, VERTEX_TANGENT, EINA_FALSE);
+ else BUILD(vertex_attrib, VERTEX_TANGENT, EINA_TRUE);
+
BUILD(material_color, MATERIAL_AMBIENT, EINA_FALSE);
BUILD(material_color, MATERIAL_DIFFUSE, EINA_FALSE);
BUILD(material_color, MATERIAL_SPECULAR, EINA_FALSE);
" vec3 normal;\n"
" vec4 color;\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
- " normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;\n"
- " normal += texture2D(uTextureNormal1, vTexCoord).rgb *\n"
+ " normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, vTexCoord).a;\n"
+ " normal += texture2D(uTextureNormal1, vTexCoord).rgb / texture2D(uTextureNormal1, vTexCoord).a *\n"
" (1.0 - uTextureNormalWeight);\n"
"#else\n"
- " normal = texture2D(uTextureNormal0, vTexCoord).rgb;\n"
+ " normal = texture2D(uTextureNormal0, vTexCoord).rgb / texture2D(uTextureNormal0, vTexCoord).a;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
" normal = 2.0 * normal - 1.0;\n"
"#ifndef VERTEX_TANGENT\n"
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
- " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
+ " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
" gl_FragColor = vec4(uColorPick);\n"
"}\n";
+static const char const parallax_occlusion_vert_glsl[] =
+ "uniform mat4 uMatrixMvp;\n"
+ "uniform mat3 uMatrixNormal;\n"
+ "uniform mat4 uMatrixModelview;\n"
+ "uniform vec4 uLightPosition;\n"
+ "varying vec3 vLightVector;\n"
+ "varying vec3 vLightHalfVector;\n"
+ "varying vec3 vEyeVector;\n"
+ "#ifdef SHADOWED\n"
+ "uniform mat4 uMatrixLight;\n"
+ "varying vec4 vLightPosition;\n"
+ "#endif //SHADOWED\n"
+ "#ifdef VERTEX_POSITION\n"
+ "attribute vec4 aPosition0;\n"
+ "#endif //VERTEX_POSITION\n"
+ "#ifdef VERTEX_POSITION_BLEND\n"
+ "attribute vec4 aPosition1;\n"
+ "uniform float uPositionWeight;\n"
+ "#endif //VERTEX_POSITION_BLEND\n"
+ "#ifdef VERTEX_NORMAL\n"
+ "attribute vec4 aNormal0;\n"
+ "#endif //VERTEX_NORMAL\n"
+ "#ifdef VERTEX_NORMAL_BLEND\n"
+ "attribute vec4 aNormal1;\n"
+ "uniform float uNormalWeight;\n"
+ "#endif //VERTEX_NORMAL_BLEND\n"
+ "#ifdef VERTEX_TANGENT\n"
+ "attribute vec4 aTangent0;\n"
+ "#endif //VERTEX_TANGENT\n"
+ "#ifdef VERTEX_TANGENT_BLEND\n"
+ "attribute vec4 aTangent1;\n"
+ "uniform float uTangentWeight;\n"
+ "#endif //VERTEX_TANGENT_BLEND\n"
+ "#ifdef VERTEX_TEXCOORD\n"
+ "attribute vec4 aTexCoord0;\n"
+ "#endif //VERTEX_TEXCOORD\n"
+ "#ifdef VERTEX_TEXCOORD_BLEND\n"
+ "attribute vec4 aTexCoord1;\n"
+ "uniform float uTexCoordWeight;\n"
+ "#endif //VERTEX_TEXCOORD_BLEND\n"
+ "#ifdef NEED_TEX_COORD\n"
+ "varying vec2 vTexCoord;\n"
+ "#endif //NEED_TEX_COORD\n"
+ "#ifdef LIGHT_ATTENUATION\n"
+ "varying float vLightDist;\n"
+ "#endif //LIGHT_ATTENUATION\n"
+ "void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)\n"
+ "{\n"
+ " vec3 n = normalize(uMatrixNormal * normal);\n"
+ " vec3 t = normalize(uMatrixNormal * tangent);\n"
+ " vec3 b = cross(n, t);\n"
+ " vec3 tmp;\n"
+ " position = uMatrixModelview * position;\n"
+ "#ifdef LIGHT_DIRECTIONAL\n"
+ " vec3 lightDir = uLightPosition.xyz;\n"
+ "#else\n"
+ " vec3 lightDir = uLightPosition.xyz - position.xyz;\n"
+ "#ifdef LIGHT_ATTENUATION\n"
+ " vLightDist = length(lightDir);\n"
+ "#endif //LIGHT_ATTENUATION\n"
+ " lightDir = normalize(lightDir);\n"
+ "#endif //LIGHT_DIRECTIONAL\n"
+ " tmp.x = dot(lightDir, t);\n"
+ " tmp.y = dot(lightDir, b);\n"
+ " tmp.z = dot(lightDir, n);\n"
+ " vLightVector = tmp;\n"
+ " tmp.x = dot(position.xyz, t);\n"
+ " tmp.y = dot(position.xyz, b);\n"
+ " tmp.z = dot(position.xyz, n);\n"
+ " vEyeVector = normalize(tmp);\n"
+ " vec3 hv = normalize(normalize(-position.xyz) + lightDir);\n"
+ " tmp.x = dot(hv, t);\n"
+ " tmp.y = dot(hv, b);\n"
+ " tmp.z = dot(hv, n);\n"
+ " vLightHalfVector = tmp;\n"
+ "}\n"
+ "void main()\n"
+ "{\n"
+ "#ifdef VERTEX_POSITION_BLEND\n"
+ " vec4 position = aPosition0 * uPositionWeight +\n"
+ " aPosition1 * (1.0 - uPositionWeight);\n"
+ " position = vec4(position.xyz, 1.0);\n"
+ "#else\n"
+ "#ifdef VERTEX_POSITION\n"
+ " vec4 position = vec4(aPosition0.xyz, 1.0);\n"
+ "#endif // VERTEX_POSITION\n"
+ "#endif //VERTEX_POSITION_BLEND\n"
+ "#ifdef VERTEX_NORMAL_BLEND\n"
+ " vec3 normal = aNormal0.xyz * uNormalWeight +\n"
+ " aNormal1.xyz * (1.0 - uNormalWeight);\n"
+ "#else\n"
+ "#ifdef VERTEX_NORMAL\n"
+ " vec3 normal = aNormal0.xyz;\n"
+ "#endif //VERTEX_NORMAL\n"
+ "#endif //VERTEX_NORMAL_BLEND\n"
+ "#ifdef VERTEX_TANGENT_BLEND\n"
+ " vec3 tangent = aTangent0.xyz * uTangentWeight +\n"
+ " aTangent1.xyz * (1.0 - uTangentWeight);\n"
+ "#else\n"
+ "#ifdef VERTEX_TANGENT\n"
+ " vec3 tangent = aTangent0.xyz;\n"
+ "#endif //VERTEX_TANGENT\n"
+ "#endif //VERTEX_TANGENT_BLEND\n"
+ "#ifdef VERTEX_TEXCOORD_BLEND\n"
+ " vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
+ " aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+ "#else\n"
+ "#ifdef VERTEX_TEXCOORD\n"
+ " vTexCoord = aTexCoord0.st;\n"
+ "#endif //VERTEX_TEXCOORD\n"
+ "#endif //VERTEX_TEXCOORD_BLEND\n"
+ " gl_Position = uMatrixMvp * position;\n"
+ " vertexParallaxOcclusion(position, normal, tangent);\n"
+ "#ifdef SHADOWED\n"
+ " vLightPosition = uMatrixLight * position;\n"
+ "#endif //SHADOWED\n"
+ "}\n";
+
+static const char const parallax_occlusion_frag_glsl[] =
+ "varying vec3 vLightVector;\n"
+ "varying vec3 vLightHalfVector;\n"
+ "uniform sampler2D uTextureNormal0;\n"
+ "varying vec3 vEyeVector;\n"
+ "#ifdef NEED_TEX_COORD\n"
+ "varying vec2 vTexCoord;\n"
+ "#endif //TEX_COORD\n"
+ "#ifdef FOG_ENABLED\n"
+ "uniform float uFogFactor;\n"
+ "uniform vec4 uFogColor;\n"
+ "#endif //FOG_ENABLED\n"
+ "#ifdef SHADOWED\n"
+ "varying vec4 vLightPosition;\n"
+ "uniform sampler2D uShadowMap;\n"
+ "float shadow;\n"
+ "#endif //SHADOWED\n"
+ "#ifdef NORMAL_TEXTURE_BLEND\n"
+ "uniform sampler2D uTextureNormal1;\n"
+ "uniform float uTextureNormalWeight;\n"
+ "#endif //NORMAL_TEXTURE_BLEND\n"
+ "#ifdef DIFFUSE\n"
+ "uniform vec4 uMaterialDiffuse;\n"
+ "uniform vec4 uLightDiffuse;\n"
+ "#ifdef DIFFUSE_TEXTURE\n"
+ "uniform sampler2D uTextureDiffuse0;\n"
+ "#endif //DIFFUSE_TEXTURE\n"
+ "#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ "uniform sampler2D uTextureDiffuse1;\n"
+ "uniform float uTextureDiffuseWeight;\n"
+ "#endif //DIFFUSE_TEXTURE_BLEND\n"
+ "#endif //DIFFUSE\n"
+ "#ifdef SPECULAR\n"
+ "uniform vec4 uLightSpecular;\n"
+ "uniform float uMaterialShininess;\n"
+ "uniform vec4 uMaterialSpecular;\n"
+ "#ifdef SPECULAR_TEXTURE\n"
+ "uniform sampler2D uTextureSpecular0;\n"
+ "#endif //SPECULAR_TEXTURE\n"
+ "#ifdef SPECULAR_TEXTURE_BLEND\n"
+ "uniform sampler2D uTextureSpecular1;\n"
+ "uniform float uTextureSpecularWeight;\n"
+ "#endif //SPECULAR_TEXTURE_BLEND\n"
+ "#endif //SPECULAR\n"
+ "#ifdef AMBIENT\n"
+ "uniform vec4 uMaterialAmbient;\n"
+ "uniform vec4 uLightAmbient;\n"
+ "#ifdef AMBIENT_TEXTURE\n"
+ "uniform sampler2D uTextureAmbient0;\n"
+ "#endif //AMBIENT_TEXTURE\n"
+ "#ifdef AMBIENT_TEXTURE_BLEND\n"
+ "uniform sampler2D uTextureAmbient1;\n"
+ "uniform float uTextureAmbientWeight;\n"
+ "#endif //AMBIENT_TEXTURE_BLEND\n"
+ "#endif //AMBIENT\n"
+ "#ifdef EMISSION\n"
+ "uniform vec4 uMaterialEmission;\n"
+ "#ifdef EMISSION_TEXTURE\n"
+ "uniform sampler2D uTextureEmission0;\n"
+ "#endif //EMISSION_TEXTURE\n"
+ "#ifdef EMISSION_TEXTURE_BLEND\n"
+ "uniform sampler2D uTextureEmission1;\n"
+ "uniform float uTextureEmissionWeight;\n"
+ "#endif //EMISSION_TEXTURE_BLEND\n"
+ "#endif //EMISSION\n"
+ "#ifdef LIGHT_SPOT\n"
+ "uniform vec3 uLightSpotDir;\n"
+ "uniform float uLightSpotExp;\n"
+ "uniform float uLightSpotCutoffCos;\n"
+ "#endif //LIGHT_SPOT\n"
+ "#ifdef LIGHT_ATTENUATION\n"
+ "varying float vLightDist;\n"
+ "#endif //LIGHT_ATTENUATION\n"
+ "const float parallaxScale = 0.2;\n"
+ "vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)\n"
+ "{\n"
+ " const float minLayers = 10.0;\n"
+ " const float maxLayers = 30.0;\n"
+ " float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));\n"
+ " vec2 texStep = parallaxScale * view.xy / view.z / numLayers;\n"
+ " float layerHeight = 1.0 / numLayers;\n"
+ " float curLayerHeight = 0.0;\n"
+ " vec2 dtex = parallaxScale * view.xy / view.z / numLayers;\n"
+ " vec2 currentTextureCoords = tex;\n"
+ "#ifdef NORMAL_TEXTURE_BLEND\n"
+ " float heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;\n"
+ " heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *\n"
+ " (1.0 - uTextureNormalWeight);\n"
+ "#else\n"
+ " float heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;\n"
+ "#endif //NORMAL_TEXTURE_BLEND\n"
+ " while(heightFromTexture > curLayerHeight)\n"
+ " {\n"
+ " curLayerHeight += layerHeight;\n"
+ " currentTextureCoords -= dtex;\n"
+ "#ifdef NORMAL_TEXTURE_BLEND\n"
+ " heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;\n"
+ " heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *\n"
+ " (1.0 - uTextureNormalWeight);\n"
+ "#else\n"
+ " heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;\n"
+ "#endif //NORMAL_TEXTURE_BLEND\n"
+ " }\n"
+ " vec2 prevTCoords = currentTextureCoords + texStep;\n"
+ " float nextH = heightFromTexture - curLayerHeight;\n"
+ "#ifdef NORMAL_TEXTURE_BLEND\n"
+ " float prevH = (1.0 - texture2D(uTextureNormal0, prevTCoords).a\n"
+ " - curLayerHeight + layerHeight) * uTextureNormalWeight;\n"
+ " prevH += (1.0 - texture2D(uTextureNormal1, prevTCoords).a\n"
+ " - curLayerHeight + layerHeight) * (1.0 - uTextureNormalWeight);\n"
+ "#else\n"
+ " float prevH = 1.0 - texture2D(uTextureNormal0, prevTCoords).a\n"
+ " - curLayerHeight + layerHeight;\n"
+ "#endif //NORMAL_TEXTURE_BLEND\n"
+ " float weight = nextH / (nextH - prevH);\n"
+ " vec2 finalTexCoords = prevTCoords * weight + currentTextureCoords * (1.0-weight);\n"
+ " parallaxHeight = curLayerHeight + prevH * weight + nextH * (1.0 - weight);\n"
+ " return finalTexCoords;\n"
+ "}\n"
+ "void fragmentParallaxMap()\n"
+ "{\n"
+ " float factor;\n"
+ " vec3 normal;\n"
+ " vec4 color;\n"
+ " float parallaxHeight;\n"
+ " vec2 tex = parallaxMapping(vEyeVector, vTexCoord, parallaxHeight);\n"
+ " vec3 lv = normalize(vLightVector);\n"
+ "#ifdef NORMAL_TEXTURE_BLEND\n"
+ " normal = texture2D(uTextureNormal0, tex).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, tex).a;\n"
+ " normal += texture2D(uTextureNormal1, tex).rgb *\n"
+ " (1.0 - uTextureNormalWeight) / texture2D(uTextureNormal1, tex).a;\n"
+ "#else\n"
+ " normal = texture2D(uTextureNormal0, tex).rgb / texture2D(uTextureNormal0, tex).a;\n"
+ "#endif //NORMAL_TEXTURE_BLEND\n"
+ " normal = 2.0 * normal - 1.0;\n"
+ " normal = normalize(normal);\n"
+ " factor = dot(lv, normal);\n"
+ "#ifdef LIGHT_SPOT\n"
+ " float f = dot(-lv, normalize(uLightSpotDir));\n"
+ " if (f > uLightSpotCutoffCos)\n"
+ " factor *= pow(f, uLightSpotExp);\n"
+ " else\n"
+ " factor = 0.0;\n"
+ "#endif //LIGHT_SPOT\n"
+ " if (factor > 0.0)\n"
+ " {\n"
+ "#ifdef DIFFUSE\n"
+ "#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " color = texture2D(uTextureDiffuse0, tex) * uTextureDiffuseWeight +\n"
+ " texture2D(uTextureDiffuse1, tex) * (1.0 - uTextureDiffuseWeight);\n"
+ "#else\n"
+ "#ifdef DIFFUSE_TEXTURE\n"
+ " color = texture2D(uTextureDiffuse0, tex);\n"
+ "#else\n"
+ " color = uMaterialDiffuse;\n"
+ "#endif //DIFFUSE_TEXTURE\n"
+ "#endif //DIFFUSE_TEXTURE_BLEND\n"
+ " gl_FragColor = uLightDiffuse * color * factor;\n"
+ "#else\n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ "#endif //DIFFUSE\n"
+ "#ifdef SPECULAR\n"
+ " factor = dot(normalize(vLightHalfVector), normal);\n"
+ " if (factor > 0.0)\n"
+ " {\n"
+ " factor = pow(factor, uMaterialShininess);\n"
+ "#ifdef SPECULAR_TEXTURE_BLEND\n"
+ " color = texture2D(uTextureSpecular0, tex) * uTextureSpecularWeight +\n"
+ " texture2D(uTextureSpecular1, tex) * (1.0 - uTextureSpecularWeight);\n"
+ "#else\n"
+ "#ifdef SPECULAR_TEXTURE\n"
+ " color = texture2D(uTextureSpecular0, tex);\n"
+ "#else\n"
+ " color = uMaterialSpecular;\n"
+ "#endif //SPECULAR_TEXTURE\n"
+ "#endif //SPECULAR_TEXTURE_BLEND\n"
+ " gl_FragColor += uLightSpecular * color * factor;\n"
+ " }\n"
+ "#endif //SPECULAR\n"
+ "#ifdef SHADOWED\n"
+ " gl_FragColor *= shadow;\n"
+ "#endif //SHADOWED\n"
+ " }\n"
+ " else\n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ "#ifdef AMBIENT\n"
+ "#ifdef AMBIENT_TEXTURE_BLEND\n"
+ " color = texture2D(uTextureAmbient0, tex) * uTextureAmbientWeight +\n"
+ " texture2D(uTextureAmbient1, tex) * (1.0 - uTextureAmbientWeight);\n"
+ "#else\n"
+ "#ifdef AMBIENT_TEXTURE\n"
+ " color = texture2D(uTextureAmbient0, tex);\n"
+ "#else\n"
+ " color = uMaterialAmbient;\n"
+ "#endif //AMBIENT_TEXTURE\n"
+ "#endif //AMBIENT_TEXTURE_BLEND\n"
+ " gl_FragColor += uLightAmbient * color;\n"
+ "#endif //AMBIENT\n"
+ "#ifdef LIGHT_ATTENUATION\n"
+ " gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));\n"
+ "#endif //LIGHT_ATTENUATION\n"
+ "#ifdef EMISSION\n"
+ "#ifdef EMISSION_TEXTURE_BLEND\n"
+ " color = texture2D(uTextureEmission0, tex) * uTextureEmissionWeight +\n"
+ " texture2D(uTextureEmission1, tex) * (1.0 - uTextureEmissionWeight);\n"
+ "#else\n"
+ "#ifdef EMISSION_TEXTURE\n"
+ " color = texture2D(uTextureEmission0, tex);\n"
+ "#else\n"
+ " color = uMaterialEmission;\n"
+ "#endif //EMISSION_TEXTURE\n"
+ "#endif //EMISSION_TEXTURE_BLEND\n"
+ " gl_FragColor += color;\n"
+ "#endif //EMISSION\n"
+ "}\n"
+ "#ifdef SHADOWED\n"
+ "float pcf(vec4 lpos, float size)\n"
+ "{\n"
+ " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
+ " float i, j, randx, randy, shadow;\n"
+ " shadow = 0.0;\n"
+ " for (i = -4.0; i < 4.0; i++)\n"
+ " for (j = -4.0; j < 4.0; j++)\n"
+ " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
+ " return shadow / 64.0;\n"
+ "}\n"
+ "#endif //SHADOWED\n"
+ "void main() {\n"
+ "#ifdef SHADOWED\n"
+ " shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
+ "#endif //SHADOWED\n"
+ " fragmentParallaxMap();\n"
+ "#ifdef FOG_ENABLED\n"
+ " float z = gl_FragCoord.z / gl_FragCoord.w;\n"
+ " float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
+ " fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
+ " gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
+ "#endif //FOG_ENABLED\n"
+ "}\n";
+
static const char *vertex_shaders[] =
{
vertex_color_vert_glsl,
normal_map_vert_glsl,
shadow_map_vert_glsl,
color_pick_vert_glsl,
+ parallax_occlusion_vert_glsl,
};
static const char *fragment_shaders[] =
normal_map_frag_glsl,
shadow_map_frag_glsl,
color_pick_frag_glsl,
+ parallax_occlusion_frag_glsl,
};
vec4 color;
#ifdef NORMAL_TEXTURE_BLEND
- normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;
- normal += texture2D(uTextureNormal1, vTexCoord).rgb *
+ normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, vTexCoord).a;
+ normal += texture2D(uTextureNormal1, vTexCoord).rgb / texture2D(uTextureNormal1, vTexCoord).a *
(1.0 - uTextureNormalWeight);
#else
- normal = texture2D(uTextureNormal0, vTexCoord).rgb;
+ normal = texture2D(uTextureNormal0, vTexCoord).rgb / texture2D(uTextureNormal0, vTexCoord).a;
#endif //NORMAL_TEXTURE_BLEND
normal = 2.0 * normal - 1.0;
shadow = 0.0;
for (i = -4.0; i < 4.0; i++)
for (j = -4.0; j < 4.0; j++)
- shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
+ shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);
return shadow / 64.0;
}
#endif //SHADOWED
--- /dev/null
+varying vec3 vLightVector;
+varying vec3 vLightHalfVector;
+uniform sampler2D uTextureNormal0;
+varying vec3 vEyeVector;
+
+#ifdef NEED_TEX_COORD
+varying vec2 vTexCoord;
+#endif //TEX_COORD
+
+#ifdef FOG_ENABLED
+uniform float uFogFactor;
+uniform vec4 uFogColor;
+#endif //FOG_ENABLED
+
+#ifdef SHADOWED
+varying vec4 vLightPosition;
+uniform sampler2D uShadowMap;
+float shadow;
+#endif //SHADOWED
+
+#ifdef NORMAL_TEXTURE_BLEND
+uniform sampler2D uTextureNormal1;
+uniform float uTextureNormalWeight;
+#endif //NORMAL_TEXTURE_BLEND
+
+#ifdef DIFFUSE
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uLightDiffuse;
+
+#ifdef DIFFUSE_TEXTURE
+uniform sampler2D uTextureDiffuse0;
+#endif //DIFFUSE_TEXTURE
+
+#ifdef DIFFUSE_TEXTURE_BLEND
+uniform sampler2D uTextureDiffuse1;
+uniform float uTextureDiffuseWeight;
+#endif //DIFFUSE_TEXTURE_BLEND
+
+#endif //DIFFUSE
+
+#ifdef SPECULAR
+uniform vec4 uLightSpecular;
+uniform float uMaterialShininess;
+uniform vec4 uMaterialSpecular;
+
+#ifdef SPECULAR_TEXTURE
+uniform sampler2D uTextureSpecular0;
+#endif //SPECULAR_TEXTURE
+
+#ifdef SPECULAR_TEXTURE_BLEND
+uniform sampler2D uTextureSpecular1;
+uniform float uTextureSpecularWeight;
+#endif //SPECULAR_TEXTURE_BLEND
+
+#endif //SPECULAR
+
+#ifdef AMBIENT
+uniform vec4 uMaterialAmbient;
+uniform vec4 uLightAmbient;
+
+#ifdef AMBIENT_TEXTURE
+uniform sampler2D uTextureAmbient0;
+#endif //AMBIENT_TEXTURE
+
+#ifdef AMBIENT_TEXTURE_BLEND
+uniform sampler2D uTextureAmbient1;
+uniform float uTextureAmbientWeight;
+#endif //AMBIENT_TEXTURE_BLEND
+
+#endif //AMBIENT
+
+#ifdef EMISSION
+uniform vec4 uMaterialEmission;
+
+#ifdef EMISSION_TEXTURE
+uniform sampler2D uTextureEmission0;
+#endif //EMISSION_TEXTURE
+
+#ifdef EMISSION_TEXTURE_BLEND
+uniform sampler2D uTextureEmission1;
+uniform float uTextureEmissionWeight;
+#endif //EMISSION_TEXTURE_BLEND
+
+#endif //EMISSION
+
+#ifdef LIGHT_SPOT
+uniform vec3 uLightSpotDir;
+uniform float uLightSpotExp;
+uniform float uLightSpotCutoffCos;
+#endif //LIGHT_SPOT
+
+#ifdef LIGHT_ATTENUATION
+varying float vLightDist;
+#endif //LIGHT_ATTENUATION
+
+const float parallaxScale = 0.2;
+
+vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)
+{
+ const float minLayers = 10.0;
+ const float maxLayers = 30.0;
+ float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));
+ vec2 texStep = parallaxScale * view.xy / view.z / numLayers;
+
+ float layerHeight = 1.0 / numLayers;
+ float curLayerHeight = 0.0;
+ vec2 dtex = parallaxScale * view.xy / view.z / numLayers;
+
+ vec2 currentTextureCoords = tex;
+
+#ifdef NORMAL_TEXTURE_BLEND
+ float heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;
+ heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *
+ (1.0 - uTextureNormalWeight);
+#else
+ float heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;
+#endif //NORMAL_TEXTURE_BLEND
+
+ while(heightFromTexture > curLayerHeight)
+ {
+ curLayerHeight += layerHeight;
+ currentTextureCoords -= dtex;
+
+#ifdef NORMAL_TEXTURE_BLEND
+ heightFromTexture = (1.0 - texture2D(uTextureNormal0, currentTextureCoords).a) * uTextureNormalWeight;
+ heightFromTexture += (1.0 - texture2D(uTextureNormal1, currentTextureCoords).a) *
+ (1.0 - uTextureNormalWeight);
+#else
+ heightFromTexture = 1.0 - texture2D(uTextureNormal0, currentTextureCoords).a;
+#endif //NORMAL_TEXTURE_BLEND
+ }
+
+ vec2 prevTCoords = currentTextureCoords + texStep;
+ float nextH = heightFromTexture - curLayerHeight;
+
+#ifdef NORMAL_TEXTURE_BLEND
+ float prevH = (1.0 - texture2D(uTextureNormal0, prevTCoords).a
+ - curLayerHeight + layerHeight) * uTextureNormalWeight;
+ prevH += (1.0 - texture2D(uTextureNormal1, prevTCoords).a
+ - curLayerHeight + layerHeight) * (1.0 - uTextureNormalWeight);
+#else
+ float prevH = 1.0 - texture2D(uTextureNormal0, prevTCoords).a
+ - curLayerHeight + layerHeight;
+#endif //NORMAL_TEXTURE_BLEND
+
+ float weight = nextH / (nextH - prevH);
+ vec2 finalTexCoords = prevTCoords * weight + currentTextureCoords * (1.0-weight);
+ parallaxHeight = curLayerHeight + prevH * weight + nextH * (1.0 - weight);
+
+ return finalTexCoords;
+}
+
+void fragmentParallaxMap()
+{
+ float factor;
+ vec3 normal;
+ vec4 color;
+
+ float parallaxHeight;
+ vec2 tex = parallaxMapping(vEyeVector, vTexCoord, parallaxHeight);
+
+ vec3 lv = normalize(vLightVector);
+
+#ifdef NORMAL_TEXTURE_BLEND
+ normal = texture2D(uTextureNormal0, tex).rgb * uTextureNormalWeight / texture2D(uTextureNormal0, tex).a;
+ normal += texture2D(uTextureNormal1, tex).rgb *
+ (1.0 - uTextureNormalWeight) / texture2D(uTextureNormal1, tex).a;
+#else
+ normal = texture2D(uTextureNormal0, tex).rgb / texture2D(uTextureNormal0, tex).a;
+#endif //NORMAL_TEXTURE_BLEND
+
+ normal = 2.0 * normal - 1.0;
+
+ normal = normalize(normal);
+
+ factor = dot(lv, normal);
+
+#ifdef LIGHT_SPOT
+ float f = dot(-lv, normalize(uLightSpotDir));
+
+ if (f > uLightSpotCutoffCos)
+ factor *= pow(f, uLightSpotExp);
+ else
+ factor = 0.0;
+#endif //LIGHT_SPOT
+
+ if (factor > 0.0)
+ {
+
+#ifdef DIFFUSE
+
+#ifdef DIFFUSE_TEXTURE_BLEND
+ color = texture2D(uTextureDiffuse0, tex) * uTextureDiffuseWeight +
+ texture2D(uTextureDiffuse1, tex) * (1.0 - uTextureDiffuseWeight);
+#else
+
+#ifdef DIFFUSE_TEXTURE
+ color = texture2D(uTextureDiffuse0, tex);
+#else
+ color = uMaterialDiffuse;
+#endif //DIFFUSE_TEXTURE
+
+#endif //DIFFUSE_TEXTURE_BLEND
+
+ gl_FragColor = uLightDiffuse * color * factor;
+
+#else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+#endif //DIFFUSE
+
+#ifdef SPECULAR
+
+ factor = dot(normalize(vLightHalfVector), normal);
+ if (factor > 0.0)
+ {
+ factor = pow(factor, uMaterialShininess);
+
+#ifdef SPECULAR_TEXTURE_BLEND
+ color = texture2D(uTextureSpecular0, tex) * uTextureSpecularWeight +
+ texture2D(uTextureSpecular1, tex) * (1.0 - uTextureSpecularWeight);
+#else
+#ifdef SPECULAR_TEXTURE
+ color = texture2D(uTextureSpecular0, tex);
+#else
+ color = uMaterialSpecular;
+#endif //SPECULAR_TEXTURE
+
+#endif //SPECULAR_TEXTURE_BLEND
+
+ gl_FragColor += uLightSpecular * color * factor;
+ }
+
+#endif //SPECULAR
+
+#ifdef SHADOWED
+ gl_FragColor *= shadow;
+#endif //SHADOWED
+
+ }
+ else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+#ifdef AMBIENT
+#ifdef AMBIENT_TEXTURE_BLEND
+ color = texture2D(uTextureAmbient0, tex) * uTextureAmbientWeight +
+ texture2D(uTextureAmbient1, tex) * (1.0 - uTextureAmbientWeight);
+#else
+
+#ifdef AMBIENT_TEXTURE
+ color = texture2D(uTextureAmbient0, tex);
+#else
+ color = uMaterialAmbient;
+#endif //AMBIENT_TEXTURE
+
+#endif //AMBIENT_TEXTURE_BLEND
+
+ gl_FragColor += uLightAmbient * color;
+#endif //AMBIENT
+
+#ifdef LIGHT_ATTENUATION
+ gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));
+#endif //LIGHT_ATTENUATION
+
+#ifdef EMISSION
+
+#ifdef EMISSION_TEXTURE_BLEND
+ color = texture2D(uTextureEmission0, tex) * uTextureEmissionWeight +
+ texture2D(uTextureEmission1, tex) * (1.0 - uTextureEmissionWeight);
+#else
+
+#ifdef EMISSION_TEXTURE
+ color = texture2D(uTextureEmission0, tex);
+#else
+ color = uMaterialEmission;
+#endif //EMISSION_TEXTURE
+
+#endif //EMISSION_TEXTURE_BLEND
+
+ gl_FragColor += color;
+#endif //EMISSION
+
+}
+
+#ifdef SHADOWED
+float pcf(vec4 lpos, float size)
+{
+ vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
+ float i, j, randx, randy, shadow;
+ shadow = 0.0;
+ for (i = -4.0; i < 4.0; i++)
+ for (j = -4.0; j < 4.0; j++)
+ shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
+ return shadow / 64.0;
+}
+#endif //SHADOWED
+
+void main() {
+
+#ifdef SHADOWED
+ shadow = pcf(vLightPosition, 1.0 / 200.0);
+#endif //SHADOWED
+
+ fragmentParallaxMap();
+
+#ifdef FOG_ENABLED
+ float z = gl_FragCoord.z / gl_FragCoord.w;
+ float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
+ gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
+#endif //FOG_ENABLED
+
+}
+
--- /dev/null
+uniform mat4 uMatrixMvp;
+uniform mat3 uMatrixNormal;
+uniform mat4 uMatrixModelview;
+uniform vec4 uLightPosition;
+varying vec3 vLightVector;
+varying vec3 vLightHalfVector;
+varying vec3 vEyeVector;
+
+#ifdef SHADOWED
+uniform mat4 uMatrixLight;
+varying vec4 vLightPosition;
+#endif //SHADOWED
+
+#ifdef VERTEX_POSITION
+attribute vec4 aPosition0;
+#endif //VERTEX_POSITION
+
+#ifdef VERTEX_POSITION_BLEND
+attribute vec4 aPosition1;
+uniform float uPositionWeight;
+#endif //VERTEX_POSITION_BLEND
+
+#ifdef VERTEX_NORMAL
+attribute vec4 aNormal0;
+#endif //VERTEX_NORMAL
+
+#ifdef VERTEX_NORMAL_BLEND
+attribute vec4 aNormal1;
+uniform float uNormalWeight;
+#endif //VERTEX_NORMAL_BLEND
+
+#ifdef VERTEX_TANGENT
+attribute vec4 aTangent0;
+#endif //VERTEX_TANGENT
+
+#ifdef VERTEX_TANGENT_BLEND
+attribute vec4 aTangent1;
+uniform float uTangentWeight;
+#endif //VERTEX_TANGENT_BLEND
+
+#ifdef VERTEX_TEXCOORD
+attribute vec4 aTexCoord0;
+#endif //VERTEX_TEXCOORD
+
+#ifdef VERTEX_TEXCOORD_BLEND
+attribute vec4 aTexCoord1;
+uniform float uTexCoordWeight;
+#endif //VERTEX_TEXCOORD_BLEND
+
+#ifdef NEED_TEX_COORD
+varying vec2 vTexCoord;
+#endif //NEED_TEX_COORD
+
+#ifdef LIGHT_ATTENUATION
+varying float vLightDist;
+#endif //LIGHT_ATTENUATION
+
+void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)
+{
+ vec3 n = normalize(uMatrixNormal * normal);
+ vec3 t = normalize(uMatrixNormal * tangent);
+ vec3 b = cross(n, t);
+ vec3 tmp;
+
+ position = uMatrixModelview * position;
+
+#ifdef LIGHT_DIRECTIONAL
+ vec3 lightDir = uLightPosition.xyz;
+#else
+ vec3 lightDir = uLightPosition.xyz - position.xyz;
+
+#ifdef LIGHT_ATTENUATION
+ vLightDist = length(lightDir);
+#endif //LIGHT_ATTENUATION
+
+ lightDir = normalize(lightDir);
+#endif //LIGHT_DIRECTIONAL
+
+ tmp.x = dot(lightDir, t);
+ tmp.y = dot(lightDir, b);
+ tmp.z = dot(lightDir, n);
+ vLightVector = tmp;
+
+ tmp.x = dot(position.xyz, t);
+ tmp.y = dot(position.xyz, b);
+ tmp.z = dot(position.xyz, n);
+ vEyeVector = normalize(tmp);
+
+ vec3 hv = normalize(normalize(-position.xyz) + lightDir);
+ tmp.x = dot(hv, t);
+ tmp.y = dot(hv, b);
+ tmp.z = dot(hv, n);
+ vLightHalfVector = tmp;
+}
+
+void main()
+{
+
+#ifdef VERTEX_POSITION_BLEND
+ vec4 position = aPosition0 * uPositionWeight +
+ aPosition1 * (1.0 - uPositionWeight);
+ position = vec4(position.xyz, 1.0);
+#else
+
+#ifdef VERTEX_POSITION
+ vec4 position = vec4(aPosition0.xyz, 1.0);
+#endif // VERTEX_POSITION
+
+#endif //VERTEX_POSITION_BLEND
+
+#ifdef VERTEX_NORMAL_BLEND
+ vec3 normal = aNormal0.xyz * uNormalWeight +
+ aNormal1.xyz * (1.0 - uNormalWeight);
+#else
+
+#ifdef VERTEX_NORMAL
+ vec3 normal = aNormal0.xyz;
+#endif //VERTEX_NORMAL
+
+#endif //VERTEX_NORMAL_BLEND
+
+#ifdef VERTEX_TANGENT_BLEND
+ vec3 tangent = aTangent0.xyz * uTangentWeight +
+ aTangent1.xyz * (1.0 - uTangentWeight);
+#else
+
+#ifdef VERTEX_TANGENT
+ vec3 tangent = aTangent0.xyz;
+#endif //VERTEX_TANGENT
+
+#endif //VERTEX_TANGENT_BLEND
+
+#ifdef VERTEX_TEXCOORD_BLEND
+ vTexCoord = aTexCoord0.st * uTexCoordWeight +
+ aTexCoord1.st * (1.0 - uTexCoordWeight);
+#else
+
+#ifdef VERTEX_TEXCOORD
+ vTexCoord = aTexCoord0.st;
+#endif //VERTEX_TEXCOORD
+
+#endif //VERTEX_TEXCOORD_BLEND
+
+ gl_Position = uMatrixMvp * position;
+
+ vertexParallaxOcclusion(position, normal, tangent);
+
+#ifdef SHADOWED
+ vLightPosition = uMatrixLight * position;
+#endif //SHADOWED
+}