Restructured code layout of shaders

simple_math_single_header
Martin Felis 2017-06-25 16:01:45 +02:00
parent 455f59c4e1
commit a3d5bfcce5
22 changed files with 614 additions and 80 deletions

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vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec4 v_shadowcoord : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 0.0);
vec4 v_position : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
vec3 v_dir : TEXCOORD3 = vec3(0.0, 0.0, 0.0);
vec2 v_texcoord0 : TEXCOORD4 = vec2(0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;

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$input v_texcoord0
/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
SAMPLER2D(s_shadowMap0, 4);
uniform vec4 u_params2;
#define u_depthValuePow u_params2.x
void main()
{
float depth = unpackRgbaToFloat(texture2D(s_shadowMap0, v_texcoord0) );
vec3 rgba = pow(vec3_splat(depth), vec3_splat(u_depthValuePow) );
gl_FragColor = vec4(rgba, 1.0);
}

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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec2 a_texcoord0 : TEXCOORD0;

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$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -1,4 +1,4 @@
$input v_position $input v_view, v_normal, v_shadowcoord
/* /*
* Copyright 2013-2014 Dario Manesku. All rights reserved. * Copyright 2013-2014 Dario Manesku. All rights reserved.
@ -7,8 +7,5 @@ $input v_position
#include "../common/common.sh" #include "../common/common.sh"
void main() #define SHADOW_PACKED_DEPTH 0
{ #include "fs_sms_shadow.sh"
float depth = v_position.z/v_position.w * 0.5 + 0.5;
gl_FragColor = packFloatToRgba(depth);
}

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/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_lightPos;
uniform vec4 u_color;
uniform vec4 u_shadowMapParams;
#define u_shadowMapSize u_shadowMapParams.x
#define u_shadowMapBias u_shadowMapParams.y
#if SHADOW_PACKED_DEPTH
SAMPLER2D(u_shadowMap, 0);
# define Sampler sampler2D
#else
SAMPLER2DSHADOW(u_shadowMap, 0);
# define Sampler sampler2DShadow
#endif // SHADOW_PACKED_DEPTH
#if TEXTURED
SAMPLER2D(sceneDefaultTexture, 1);
#endif
vec2 lit(vec3 _ld, vec3 _n, vec3 _vd, float _exp)
{
//diff
float ndotl = dot(_n, _ld);
//spec
vec3 r = 2.0*ndotl*_n - _ld; //reflect(_ld, _n);
float rdotv = dot(r, _n);
float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), _exp) * (2.0 + _exp)/8.0;
return max(vec2(ndotl, spec), 0.0);
}
float hardShadow(Sampler _sampler, vec4 _shadowCoord, float _bias)
{
vec3 texCoord = _shadowCoord.xyz/_shadowCoord.w;
#if SHADOW_PACKED_DEPTH
return step(texCoord.z-_bias, unpackRgbaToFloat(texture2D(_sampler, texCoord.xy) ) );
#else
return shadow2D(_sampler, vec3(texCoord.xy, texCoord.z-_bias) );
#endif // SHADOW_PACKED_DEPTH
}
float PCF(Sampler _sampler, vec4 _shadowCoord, float _bias, vec2 _texelSize)
{
vec2 texCoord = _shadowCoord.xy/_shadowCoord.w;
bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
|| any(lessThan (texCoord, vec2_splat(0.0)))
;
if (outside)
{
return 1.0;
}
float result = 0.0;
vec2 offset = _texelSize * _shadowCoord.w;
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 1.5) * offset, 0.0, 0.0), _bias);
return result / 16.0;
}
void main()
{
vec3 color = u_color.xyz;
vec3 v = v_view;
vec3 vd = -normalize(v);
vec3 n = v_normal;
vec3 l = u_lightPos.xyz;
vec3 ld = normalize(l);
vec2 lc = lit(ld, n, vd, 1.0);
vec2 texelSize = vec2_splat(1.0/u_shadowMapSize);
float visibility = PCF(u_shadowMap, v_shadowcoord, u_shadowMapBias, texelSize);
vec3 ambient = 0.05 * color;
vec3 brdf = (lc.x * color + lc.y * color) * visibility;
#if TEXTURED
vec4 texcolor = toLinear (texture2D(sceneDefaultTexture, v_texcoord0) );
brdf = brdf * texcolor.xyz;
ambient = ambient * texcolor.xyz;
#endif
vec3 final = toGamma(abs(ambient + brdf) );
gl_FragColor = vec4(final, 1.0);
}

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vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec4 v_shadowcoord : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 0.0);
vec4 v_position : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
vec3 v_dir : TEXCOORD3 = vec3(0.0, 0.0, 0.0);
vec2 v_texcoord0 : TEXCOORD4 = vec2(0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;

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vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec4 v_shadowcoord : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 0.0);
vec4 v_position : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
vec3 v_dir : TEXCOORD3 = vec3(0.0, 0.0, 0.0);
vec2 v_texcoord0 : TEXCOORD4 = vec2(0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;

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$input a_position, a_normal
$output v_view, v_normal, v_shadowcoord
/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform mat4 u_lightMtx;
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
vec4 normal = a_normal * 2.0 - 1.0;
v_normal = normalize(normal.xyz);
v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
const float shadowMapOffset = 0.001;
vec3 posOffset = a_position + normal.xyz * shadowMapOffset;
v_shadowcoord = mul(u_lightMtx, vec4(posOffset, 1.0) );
}

386
shaders/skybox/shaderlib.sh Normal file
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/*
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef __SHADERLIB_SH__
#define __SHADERLIB_SH__
vec4 encodeRE8(float _r)
{
float exponent = ceil(log2(_r) );
return vec4(_r / exp2(exponent)
, 0.0
, 0.0
, (exponent + 128.0) / 255.0
);
}
float decodeRE8(vec4 _re8)
{
float exponent = _re8.w * 255.0 - 128.0;
return _re8.x * exp2(exponent);
}
vec4 encodeRGBE8(vec3 _rgb)
{
vec4 rgbe8;
float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z);
float exponent = ceil(log2(maxComponent) );
rgbe8.xyz = _rgb / exp2(exponent);
rgbe8.w = (exponent + 128.0) / 255.0;
return rgbe8;
}
vec3 decodeRGBE8(vec4 _rgbe8)
{
float exponent = _rgbe8.w * 255.0 - 128.0;
vec3 rgb = _rgbe8.xyz * exp2(exponent);
return rgb;
}
vec3 encodeNormalUint(vec3 _normal)
{
return _normal * 0.5 + 0.5;
}
vec3 decodeNormalUint(vec3 _encodedNormal)
{
return _encodedNormal * 2.0 - 1.0;
}
vec2 encodeNormalSphereMap(vec3 _normal)
{
return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5);
}
vec3 decodeNormalSphereMap(vec2 _encodedNormal)
{
float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0;
return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz);
}
vec2 octahedronWrap(vec2 _val)
{
// Reference:
// Octahedron normal vector encoding
// http://kriscg.blogspot.com/2014/04/octahedron-normal-vector-encoding.html
return (1.0 - abs(_val.yx) )
* mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) );
}
vec2 encodeNormalOctahedron(vec3 _normal)
{
_normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z);
_normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy);
_normal.xy = _normal.xy * 0.5 + 0.5;
return _normal.xy;
}
vec3 decodeNormalOctahedron(vec2 _encodedNormal)
{
_encodedNormal = _encodedNormal * 2.0 - 1.0;
vec3 normal;
normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y);
normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy);
return normalize(normal);
}
vec3 convertRGB2XYZ(vec3 _rgb)
{
// Reference:
// RGB/XYZ Matrices
// http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
vec3 xyz;
xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb);
xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb);
return xyz;
}
vec3 convertXYZ2RGB(vec3 _xyz)
{
vec3 rgb;
rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz);
rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz);
rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz);
return rgb;
}
vec3 convertXYZ2Yxy(vec3 _xyz)
{
// Reference:
// http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html
float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) );
return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv);
}
vec3 convertYxy2XYZ(vec3 _Yxy)
{
// Reference:
// http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html
vec3 xyz;
xyz.x = _Yxy.x*_Yxy.y/_Yxy.z;
xyz.y = _Yxy.x;
xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z;
return xyz;
}
vec3 convertRGB2Yxy(vec3 _rgb)
{
return convertXYZ2Yxy(convertRGB2XYZ(_rgb) );
}
vec3 convertYxy2RGB(vec3 _Yxy)
{
return convertXYZ2RGB(convertYxy2XYZ(_Yxy) );
}
vec3 convertRGB2Yuv(vec3 _rgb)
{
vec3 yuv;
yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) );
yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5;
yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5;
return yuv;
}
vec3 convertYuv2RGB(vec3 _yuv)
{
vec3 rgb;
rgb.x = _yuv.x + 1.403*(_yuv.y-0.5);
rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5);
rgb.z = _yuv.x + 1.773*(_yuv.z-0.5);
return rgb;
}
vec3 convertRGB2YIQ(vec3 _rgb)
{
vec3 yiq;
yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb);
yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb);
yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb);
return yiq;
}
vec3 convertYIQ2RGB(vec3 _yiq)
{
vec3 rgb;
rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq);
rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq);
rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq);
return rgb;
}
vec3 toLinear(vec3 _rgb)
{
return pow(abs(_rgb), vec3_splat(2.2) );
}
vec4 toLinear(vec4 _rgba)
{
return vec4(toLinear(_rgba.xyz), _rgba.w);
}
vec3 toLinearAccurate(vec3 _rgb)
{
vec3 lo = _rgb / 12.92;
vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) );
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) );
return rgb;
}
vec4 toLinearAccurate(vec4 _rgba)
{
return vec4(toLinearAccurate(_rgba.xyz), _rgba.w);
}
float toGamma(float _r)
{
return pow(abs(_r), 1.0/2.2);
}
vec3 toGamma(vec3 _rgb)
{
return pow(abs(_rgb), vec3_splat(1.0/2.2) );
}
vec4 toGamma(vec4 _rgba)
{
return vec4(toGamma(_rgba.xyz), _rgba.w);
}
vec3 toGammaAccurate(vec3 _rgb)
{
vec3 lo = _rgb * 12.92;
vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055;
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) );
return rgb;
}
vec4 toGammaAccurate(vec4 _rgba)
{
return vec4(toGammaAccurate(_rgba.xyz), _rgba.w);
}
vec3 toReinhard(vec3 _rgb)
{
return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) );
}
vec4 toReinhard(vec4 _rgba)
{
return vec4(toReinhard(_rgba.xyz), _rgba.w);
}
vec3 toFilmic(vec3 _rgb)
{
_rgb = max(vec3_splat(0.0), _rgb - 0.004);
_rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06);
return _rgb;
}
vec4 toFilmic(vec4 _rgba)
{
return vec4(toFilmic(_rgba.xyz), _rgba.w);
}
vec3 toAcesFilmic(vec3 _rgb)
{
// Reference:
// ACES Filmic Tone Mapping Curve
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
float aa = 2.51f;
float bb = 0.03f;
float cc = 2.43f;
float dd = 0.59f;
float ee = 0.14f;
return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) );
}
vec4 toAcesFilmic(vec4 _rgba)
{
return vec4(toAcesFilmic(_rgba.xyz), _rgba.w);
}
vec3 luma(vec3 _rgb)
{
float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
return vec3_splat(yy);
}
vec4 luma(vec4 _rgba)
{
return vec4(luma(_rgba.xyz), _rgba.w);
}
vec3 conSatBri(vec3 _rgb, vec3 _csb)
{
vec3 rgb = _rgb * _csb.z;
rgb = mix(luma(rgb), rgb, _csb.y);
rgb = mix(vec3_splat(0.5), rgb, _csb.x);
return rgb;
}
vec4 conSatBri(vec4 _rgba, vec3 _csb)
{
return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w);
}
vec3 posterize(vec3 _rgb, float _numColors)
{
return floor(_rgb*_numColors) / _numColors;
}
vec4 posterize(vec4 _rgba, float _numColors)
{
return vec4(posterize(_rgba.xyz, _numColors), _rgba.w);
}
vec3 sepia(vec3 _rgb)
{
vec3 color;
color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) );
color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) );
color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) );
return color;
}
vec4 sepia(vec4 _rgba)
{
return vec4(sepia(_rgba.xyz), _rgba.w);
}
vec3 blendOverlay(vec3 _base, vec3 _blend)
{
vec3 lt = 2.0 * _base * _blend;
vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
return mix(lt, gte, step(vec3_splat(0.5), _base) );
}
vec4 blendOverlay(vec4 _base, vec4 _blend)
{
return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w);
}
vec3 adjustHue(vec3 _rgb, float _hue)
{
vec3 yiq = convertRGB2YIQ(_rgb);
float angle = _hue + atan2(yiq.z, yiq.y);
float len = length(yiq.yz);
return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) );
}
vec4 packFloatToRgba(float _value)
{
const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
vec4 comp = fract(_value * shift);
comp -= comp.xxyz * mask;
return comp;
}
float unpackRgbaToFloat(vec4 _rgba)
{
const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
return dot(_rgba, shift);
}
vec2 packHalfFloat(float _value)
{
const vec2 shift = vec2(256, 1.0);
const vec2 mask = vec2(0, 1.0 / 256.0);
vec2 comp = fract(_value * shift);
comp -= comp.xx * mask;
return comp;
}
float unpackHalfFloat(vec2 _rg)
{
const vec2 shift = vec2(1.0 / 256.0, 1.0);
return dot(_rg, shift);
}
float random(vec2 _uv)
{
return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
}
vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
{
// Reference:
// Seamless cube-map filtering
// http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
float ax = abs(_v.x);
float ay = abs(_v.y);
float az = abs(_v.z);
float vmax = max(max(ax, ay), az);
float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
if (ax != vmax) { _v.x *= scale; }
if (ay != vmax) { _v.y *= scale; }
if (az != vmax) { _v.z *= scale; }
return _v;
}
#endif // __SHADERLIB_SH__

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/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
uniform vec4 u_params[12];
#define u_mtx0 u_params[0]
#define u_mtx1 u_params[1]
#define u_mtx2 u_params[2]
#define u_mtx3 u_params[3]
#define u_glossiness u_params[4].x
#define u_reflectivity u_params[4].y
#define u_exposure u_params[4].z
#define u_bgType u_params[4].w
#define u_metalOrSpec u_params[5].x
#define u_unused u_params[5].yzw
#define u_doDiffuse u_params[6].x
#define u_doSpecular u_params[6].y
#define u_doDiffuseIbl u_params[6].z
#define u_doSpecularIbl u_params[6].w
#define u_camPos u_params[7].xyz
#define u_unused7 u_params[7].w
#define u_rgbDiff u_params[8]
#define u_rgbSpec u_params[9]
#define u_lightDir u_params[10].xyz
#define u_unused10 u_params[10].w
#define u_lightCol u_params[11].xyz
#define u_unused11 u_params[11].w

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@ -0,0 +1,13 @@
vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec4 v_shadowcoord : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 0.0);
vec4 v_position : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
vec3 v_dir : TEXCOORD3 = vec3(0.0, 0.0, 0.0);
vec2 v_texcoord0 : TEXCOORD4 = vec2(0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;

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@ -1,15 +0,0 @@
$input a_position
$output v_position
/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_position = gl_Position;
}

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@ -1050,7 +1050,7 @@ void Renderer::setupShaders() {
memcpy(IBL::uniforms.m_lightDir, IBL::settings.m_lightDir, 3*sizeof(float) ); memcpy(IBL::uniforms.m_lightDir, IBL::settings.m_lightDir, 3*sizeof(float) );
memcpy(IBL::uniforms.m_lightCol, IBL::settings.m_lightCol, 3*sizeof(float) ); memcpy(IBL::uniforms.m_lightCol, IBL::settings.m_lightCol, 3*sizeof(float) );
s_renderStates[RenderState::Skybox].m_program = RenderProgram("shaders/src/vs_ibl_skybox.sc", "shaders/src/fs_ibl_skybox.sc"); s_renderStates[RenderState::Skybox].m_program = RenderProgram("shaders/skybox/vs_ibl_skybox.sc", "shaders/skybox/fs_ibl_skybox.sc");
// Get renderer capabilities info. // Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps(); const bgfx::Caps* caps = bgfx::getCaps();
@ -1061,9 +1061,9 @@ void Renderer::setupShaders() {
if (shadowSamplerSupported) if (shadowSamplerSupported)
{ {
// Depth textures and shadow samplers are supported. // Depth textures and shadow samplers are supported.
s_renderStates[RenderState::ShadowMap].m_program = RenderProgram("shaders/src/vs_sms_mesh.sc", "shaders/src/fs_sms_shadow.sc"); s_renderStates[RenderState::ShadowMap].m_program = RenderProgram("shaders/shadowmap/vs_sms_mesh.sc", "shaders/shadowmap/fs_sms_shadow.sc");
s_renderStates[RenderState::Scene].m_program = RenderProgram("shaders/src/vs_sms_mesh.sc", "shaders/src/fs_sms_mesh.sc"); s_renderStates[RenderState::Scene].m_program = RenderProgram("shaders/scene/vs_sms_mesh.sc", "shaders/scene/fs_sms_mesh.sc");
s_renderStates[RenderState::SceneTextured].m_program = RenderProgram("shaders/src/vs_sms_mesh_textured.sc", "shaders/src/fs_sms_mesh_textured.sc"); s_renderStates[RenderState::SceneTextured].m_program = RenderProgram("shaders/scene/vs_sms_mesh_textured.sc", "shaders/scene/fs_sms_mesh_textured.sc");
lights[0].shadowMapTexture= bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL); lights[0].shadowMapTexture= bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
bgfx::TextureHandle fbtextures[] = { lights[0].shadowMapTexture }; bgfx::TextureHandle fbtextures[] = { lights[0].shadowMapTexture };
@ -1073,24 +1073,14 @@ void Renderer::setupShaders() {
{ {
// Depth textures and shadow samplers are not supported. Use float // Depth textures and shadow samplers are not supported. Use float
// depth packing into color buffer instead. // depth packing into color buffer instead.
s_renderStates[RenderState::ShadowMap].m_program.program = bgfxutils::loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd"); assert(false);
s_renderStates[RenderState::Scene].m_program.program = bgfxutils::loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
s_renderStates[RenderState::SceneTextured].m_program.program = bgfxutils::loadProgram("vs_sms_mesh_textured", "fs_sms_mesh_pd_textured");
lights[0].shadowMapTexture = bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
bgfx::TextureHandle fbtextures[] =
{
lights[0].shadowMapTexture,
bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
};
lights[0].shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
} }
s_renderStates[RenderState::Lines].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines.sc"); s_renderStates[RenderState::Lines].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines.sc");
s_renderStates[RenderState::LinesOccluded].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines_occluded.sc"); s_renderStates[RenderState::LinesOccluded].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines_occluded.sc");
s_renderStates[RenderState::Debug].m_program = RenderProgram("shaders/src/vs_debug.sc", "shaders/src/fs_debug.sc"); s_renderStates[RenderState::Debug].m_program = RenderProgram("shaders/debug/vs_debug.sc", "shaders/debug/fs_debug.sc");
} }
void Renderer::setupRenderPasses() { void Renderer::setupRenderPasses() {
@ -1689,9 +1679,6 @@ void Renderer::paintGL() {
// process submitted rendering primitives. // process submitted rendering primitives.
bgfx::frame(); bgfx::frame();
// ImGui::SetNextWindowSize (ImVec2(400.f, 300.0f), ImGuiSetCond_Once);
// ImGui::SetNextWindowPos (ImVec2(10.f, 300.0f), ImGuiSetCond_Once);
//
if (ImGui::BeginDock("Render Settings")) { if (ImGui::BeginDock("Render Settings")) {
if(ImGui::DragFloat3 ("Light0 Pos", lights[0].pos.data(), 1.0f, -10.0f, 10.0f)) { if(ImGui::DragFloat3 ("Light0 Pos", lights[0].pos.data(), 1.0f, -10.0f, 10.0f)) {
} }