lambert.glsl
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/**
* http://en.wikipedia.org/wiki/Lambertian_reflectance
*/
@export ecgl.lambert.vertex
@import ecgl.common.transformUniforms
@import ecgl.common.uv.header
@import ecgl.common.attributes
@import ecgl.common.wireframe.vertexHeader
#ifdef VERTEX_COLOR
attribute vec4 a_Color : COLOR;
varying vec4 v_Color;
#endif
@import ecgl.common.vertexAnimation.header
varying vec3 v_Normal;
varying vec3 v_WorldPosition;
void main()
{
@import ecgl.common.uv.main
@import ecgl.common.vertexAnimation.main
gl_Position = worldViewProjection * vec4(pos, 1.0);
v_Normal = normalize((worldInverseTranspose * vec4(norm, 0.0)).xyz);
v_WorldPosition = (world * vec4(pos, 1.0)).xyz;
#ifdef VERTEX_COLOR
v_Color = a_Color;
#endif
@import ecgl.common.wireframe.vertexMain
}
@end
@export ecgl.lambert.fragment
#define LAYER_DIFFUSEMAP_COUNT 0
#define LAYER_EMISSIVEMAP_COUNT 0
#define NORMAL_UP_AXIS 1
#define NORMAL_FRONT_AXIS 2
@import ecgl.common.uv.fragmentHeader
varying vec3 v_Normal;
varying vec3 v_WorldPosition;
uniform sampler2D diffuseMap;
uniform sampler2D detailMap;
@import ecgl.common.layers.header
uniform float emissionIntensity: 1.0;
uniform vec4 color : [1.0, 1.0, 1.0, 1.0];
uniform mat4 viewInverse : VIEWINVERSE;
#ifdef ATMOSPHERE_ENABLED
uniform mat4 viewTranspose: VIEWTRANSPOSE;
uniform vec3 glowColor;
uniform float glowPower;
#endif
#ifdef AMBIENT_LIGHT_COUNT
@import clay.header.ambient_light
#endif
#ifdef AMBIENT_SH_LIGHT_COUNT
@import clay.header.ambient_sh_light
#endif
#ifdef DIRECTIONAL_LIGHT_COUNT
@import clay.header.directional_light
#endif
#ifdef VERTEX_COLOR
varying vec4 v_Color;
#endif
@import ecgl.common.ssaoMap.header
@import ecgl.common.bumpMap.header
@import clay.util.srgb
@import ecgl.common.wireframe.fragmentHeader
@import clay.plugin.compute_shadow_map
void main()
{
#ifdef SRGB_DECODE
gl_FragColor = sRGBToLinear(color);
#else
gl_FragColor = color;
#endif
#ifdef VERTEX_COLOR
// PENDING
#ifdef SRGB_DECODE
gl_FragColor *= sRGBToLinear(v_Color);
#else
gl_FragColor *= v_Color;
#endif
#endif
@import ecgl.common.albedo.main
@import ecgl.common.diffuseLayer.main
gl_FragColor *= albedoTexel;
vec3 N = v_Normal;
#ifdef DOUBLE_SIDED
vec3 eyePos = viewInverse[3].xyz;
vec3 V = normalize(eyePos - v_WorldPosition);
if (dot(N, V) < 0.0) {
N = -N;
}
#endif
float ambientFactor = 1.0;
#ifdef BUMPMAP_ENABLED
N = bumpNormal(v_WorldPosition, v_Normal, N);
// PENDING
ambientFactor = dot(v_Normal, N);
#endif
vec3 N2 = vec3(N.x, N[NORMAL_UP_AXIS], N[NORMAL_FRONT_AXIS]);
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
@import ecgl.common.ssaoMap.main
#ifdef AMBIENT_LIGHT_COUNT
for(int i = 0; i < AMBIENT_LIGHT_COUNT; i++)
{
// Multiply a dot factor to make sure the bump detail can be seen
// in the dark side
diffuseColor += ambientLightColor[i] * ambientFactor * ao;
}
#endif
#ifdef AMBIENT_SH_LIGHT_COUNT
for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++)
{{
diffuseColor += calcAmbientSHLight(_idx_, N2) * ambientSHLightColor[_idx_] * ao;
}}
#endif
#ifdef DIRECTIONAL_LIGHT_COUNT
#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)
float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT];
if(shadowEnabled)
{
computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir);
}
#endif
for(int i = 0; i < DIRECTIONAL_LIGHT_COUNT; i++)
{
vec3 lightDirection = -directionalLightDirection[i];
vec3 lightColor = directionalLightColor[i];
float shadowContrib = 1.0;
#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)
if (shadowEnabled)
{
shadowContrib = shadowContribsDir[i];
}
#endif
float ndl = dot(N, normalize(lightDirection)) * shadowContrib;
diffuseColor += lightColor * clamp(ndl, 0.0, 1.0);
}
#endif
gl_FragColor.rgb *= diffuseColor;
#ifdef ATMOSPHERE_ENABLED
float atmoIntensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower);
gl_FragColor.rgb += glowColor * atmoIntensity;
#endif
@import ecgl.common.emissiveLayer.main
@import ecgl.common.wireframe.fragmentMain
}
@end