/** * 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