for(; x < s.align; ++x) { nextval; } \ dst += d.pitch - maxx*d.bpp; \ } \ dst += maxx*d.bpp - maxy*d.pitch; \ } \ dst += (s.align-1)*d.pitch; \ } \ s.replace(d); \ } DECODEDDS(decodedxt1, s.compressed == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? 4 : 3, ushort color0 = lilswap(*(const ushort *)src); ushort color1 = lilswap(*(const ushort *)&src[2]); uint bits = lilswap(*(const uint *)&src[4]); bvec4 rgba[4]; rgba[0] = bvec4(bvec::from565(color0), 0xFF); rgba[1] = bvec4(bvec::from565(color1), 0xFF); if(color0 > color1) { rgba[2].lerp(rgba[0], rgba[1], 2, 1, 3); rgba[3].lerp(rgba[0], rgba[1], 1, 2, 3); } else { rgba[2].lerp(rgba[0], rgba[1], 1, 1, 2); rgba[3] = bvec4(0, 0, 0, 0); } , memcpy(dst, rgba[bits & 3].v, d.bpp); , bits >>= 2;
void main() { vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vec4( diffuse, opacity ); vec3 totalAmbientLight = vec3( 1.0 ); vec3 shadowMask = vec3( 1.0 ); #if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT) gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5; #endif #ifdef USE_MAP vec4 texelColor = texture2D( map, vUv ); texelColor.xyz = inputToLinear( texelColor.xyz ); diffuseColor *= texelColor; #endif #ifdef USE_COLOR diffuseColor.rgb *= vColor; #endif #ifdef USE_ALPHAMAP diffuseColor.a *= texture2D( alphaMap, vUv ).g; #endif #ifdef ALPHATEST if ( diffuseColor.a < ALPHATEST ) discard; #endif float specularStrength; #ifdef USE_SPECULARMAP vec4 texelSpecular = texture2D( specularMap, vUv ); specularStrength = texelSpecular.r; #else specularStrength = 1.0; #endif #ifdef USE_AOMAP totalAmbientLight *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0; #endif #ifdef USE_SHADOWMAP for ( int i = 0; i < MAX_SHADOWS; i ++ ) { float texelSizeY = 1.0 / shadowMapSize[ i ].y; float shadow = 0.0; #if defined( POINT_LIGHT_SHADOWS ) bool isPointLight = shadowDarkness[ i ] < 0.0; if ( isPointLight ) { float realShadowDarkness = abs( shadowDarkness[ i ] ); vec3 lightToPosition = vShadowCoord[ i ].xyz; #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) vec3 bd3D = normalize( lightToPosition ); float dp = length( lightToPosition ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow ); #if defined( SHADOWMAP_TYPE_PCF ) const float Dr = 1.25; #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) const float Dr = 2.25; #endif float os = Dr * 2.0 * texelSizeY; const vec3 Gsd = vec3( - 1, 0, 1 ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzy * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxy * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxy * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzy * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxz * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxx * os, texelSizeY ) ), shadowBias[ i ], shadow ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzx * os, texelSizeY ) ), shadowBias[ i ], shadow ); shadow *= realShadowDarkness * ( 1.0 / 21.0 ); #else vec3 bd3D = normalize( lightToPosition ); float dp = length( lightToPosition ); adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow ); shadow *= realShadowDarkness; #endif } else { #endif float texelSizeX = 1.0 / shadowMapSize[ i ].x; vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w; bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 ); bool inFrustum = all( inFrustumVec ); bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 ); bool frustumTest = all( frustumTestVec ); if ( frustumTest ) { #if defined( SHADOWMAP_TYPE_PCF ) /* for ( float y = -1.25; y <= 1.25; y += 1.25 ) for ( float x = -1.25; x <= 1.25; x += 1.25 ) { vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ); float fDepth = unpackDepth( rgbaDepth ); if ( fDepth < shadowCoord.z ) shadow += 1.0; } shadow /= 9.0; */ shadowCoord.z += shadowBias[ i ]; const float ShadowDelta = 1.0 / 9.0; float xPixelOffset = texelSizeX; float yPixelOffset = texelSizeY; float dx0 = - 1.25 * xPixelOffset; float dy0 = - 1.25 * yPixelOffset; float dx1 = 1.25 * xPixelOffset; float dy1 = 1.25 * yPixelOffset; float fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) ); if ( fDepth < shadowCoord.z ) shadow += ShadowDelta; shadow *= shadowDarkness[ i ]; #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) shadowCoord.z += shadowBias[ i ]; float xPixelOffset = texelSizeX; float yPixelOffset = texelSizeY; float dx0 = - 1.0 * xPixelOffset; float dy0 = - 1.0 * yPixelOffset; float dx1 = 1.0 * xPixelOffset; float dy1 = 1.0 * yPixelOffset; mat3 shadowKernel; mat3 depthKernel; depthKernel[ 0 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) ); depthKernel[ 0 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) ); depthKernel[ 0 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) ); depthKernel[ 1 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) ); depthKernel[ 1 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) ); depthKernel[ 1 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) ); depthKernel[ 2 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) ); depthKernel[ 2 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) ); depthKernel[ 2 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) ); vec3 shadowZ = vec3( shadowCoord.z ); shadowKernel[ 0 ] = vec3( lessThan( depthKernel[ 0 ], shadowZ ) ); shadowKernel[ 0 ] *= vec3( 0.25 ); shadowKernel[ 1 ] = vec3( lessThan( depthKernel[ 1 ], shadowZ ) ); shadowKernel[ 1 ] *= vec3( 0.25 ); shadowKernel[ 2 ] = vec3( lessThan( depthKernel[ 2 ], shadowZ ) ); shadowKernel[ 2 ] *= vec3( 0.25 ); vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[ i ].xy ); shadowKernel[ 0 ] = mix( shadowKernel[ 1 ], shadowKernel[ 0 ], fractionalCoord.x ); shadowKernel[ 1 ] = mix( shadowKernel[ 2 ], shadowKernel[ 1 ], fractionalCoord.x ); vec4 shadowValues; shadowValues.x = mix( shadowKernel[ 0 ][ 1 ], shadowKernel[ 0 ][ 0 ], fractionalCoord.y ); shadowValues.y = mix( shadowKernel[ 0 ][ 2 ], shadowKernel[ 0 ][ 1 ], fractionalCoord.y ); shadowValues.z = mix( shadowKernel[ 1 ][ 1 ], shadowKernel[ 1 ][ 0 ], fractionalCoord.y ); shadowValues.w = mix( shadowKernel[ 1 ][ 2 ], shadowKernel[ 1 ][ 1 ], fractionalCoord.y ); shadow = dot( shadowValues, vec4( 1.0 ) ) * shadowDarkness[ i ]; #else shadowCoord.z += shadowBias[ i ]; vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy ); float fDepth = unpackDepth( rgbaDepth ); if ( fDepth < shadowCoord.z ) shadow = shadowDarkness[ i ]; #endif } #ifdef SHADOWMAP_DEBUG if ( inFrustum ) { if ( i == 0 ) { outgoingLight *= vec3( 1.0, 0.5, 0.0 ); } else if ( i == 1 ) { outgoingLight *= vec3( 0.0, 1.0, 0.8 ); } else { outgoingLight *= vec3( 0.0, 0.5, 1.0 ); } } #endif #if defined( POINT_LIGHT_SHADOWS ) } #endif shadowMask = shadowMask * vec3( 1.0 - shadow ); } #endif outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask; #ifdef USE_ENVMAP #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition ); vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); #ifdef ENVMAP_MODE_REFLECTION vec3 reflectVec = reflect( cameraToVertex, worldNormal ); #else vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio ); #endif #else vec3 reflectVec = vReflect; #endif #ifdef DOUBLE_SIDED float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 ); #else float flipNormal = 1.0; #endif #ifdef ENVMAP_TYPE_CUBE vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); #elif defined( ENVMAP_TYPE_EQUIREC ) vec2 sampleUV; sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 ); sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5; vec4 envColor = texture2D( envMap, sampleUV ); #elif defined( ENVMAP_TYPE_SPHERE ) vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0)); vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 ); #endif envColor.xyz = inputToLinear( envColor.xyz ); #ifdef ENVMAP_BLENDING_MULTIPLY outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); #elif defined( ENVMAP_BLENDING_MIX ) outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); #elif defined( ENVMAP_BLENDING_ADD ) outgoingLight += envColor.xyz * specularStrength * reflectivity; #endif #endif outgoingLight = linearToOutput( outgoingLight ); #ifdef USE_FOG #ifdef USE_LOGDEPTHBUF_EXT float depth = gl_FragDepthEXT / gl_FragCoord.w; #else float depth = gl_FragCoord.z / gl_FragCoord.w; #endif #ifdef FOG_EXP2 float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) ); #else float fogFactor = smoothstep( fogNear, fogFar, depth ); #endif outgoingLight = mix( outgoingLight, fogColor, fogFactor ); #endif gl_FragColor = vec4( outgoingLight, diffuseColor.a ); }