2017-12-10 20:31:50 +00:00
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#include "resources/shaders.h"
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2017-10-21 20:14:35 +00:00
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2018-09-01 02:52:03 +00:00
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const char* lovrShaderVertexPrefix = ""
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2018-07-06 08:38:15 +00:00
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"#define VERTEX VERTEX \n"
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2017-11-25 20:29:40 +00:00
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"#define MAX_BONES 48 \n"
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2019-03-29 07:49:41 +00:00
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"#define MAX_DRAWS 256 \n"
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2018-08-30 10:38:31 +00:00
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"#define lovrView lovrViews[lovrViewportIndex] \n"
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"#define lovrProjection lovrProjections[lovrViewportIndex] \n"
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2019-03-29 07:49:41 +00:00
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"#define lovrModel lovrModels[lovrDrawID] \n"
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2018-12-08 02:19:03 +00:00
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"#define lovrTransform (lovrView * lovrModel) \n"
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"#define lovrNormalMatrix mat3(transpose(inverse(lovrTransform))) \n"
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2018-09-01 09:52:02 +00:00
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"#define lovrInstanceID (gl_InstanceID / lovrViewportCount) \n"
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"#define lovrPoseMatrix ("
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"lovrPose[lovrBones[0]] * lovrBoneWeights[0] +"
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"lovrPose[lovrBones[1]] * lovrBoneWeights[1] +"
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"lovrPose[lovrBones[2]] * lovrBoneWeights[2] +"
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"lovrPose[lovrBones[3]] * lovrBoneWeights[3]"
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") \n"
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2017-10-21 20:14:35 +00:00
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"in vec3 lovrPosition; \n"
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"in vec3 lovrNormal; \n"
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"in vec2 lovrTexCoord; \n"
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2017-10-23 08:33:49 +00:00
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"in vec4 lovrVertexColor; \n"
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2019-06-21 00:46:22 +00:00
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"in vec4 lovrTangent; \n"
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2019-02-14 17:45:29 +00:00
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"in uvec4 lovrBones; \n"
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2017-11-07 04:25:08 +00:00
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"in vec4 lovrBoneWeights; \n"
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2019-02-08 18:32:05 +00:00
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"in uint lovrDrawID; \n"
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2017-10-21 20:14:35 +00:00
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"out vec2 texCoord; \n"
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2017-10-23 08:33:49 +00:00
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"out vec4 vertexColor; \n"
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2018-12-11 05:30:55 +00:00
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"out vec4 lovrColor; \n"
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2019-03-29 07:49:41 +00:00
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"layout(std140) uniform lovrModelBlock { mat4 lovrModels[MAX_DRAWS]; }; \n"
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"layout(std140) uniform lovrColorBlock { vec4 lovrColors[MAX_DRAWS]; }; \n"
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2018-07-21 12:30:13 +00:00
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"uniform mat4 lovrViews[2]; \n"
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"uniform mat4 lovrProjections[2]; \n"
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2018-07-18 08:17:16 +00:00
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"uniform mat3 lovrMaterialTransform; \n"
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2017-10-22 23:14:53 +00:00
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"uniform float lovrPointSize; \n"
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2017-11-21 02:12:08 +00:00
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"uniform mat4 lovrPose[MAX_BONES]; \n"
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2018-08-31 23:45:05 +00:00
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"uniform int lovrViewportCount; \n"
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2018-09-01 02:52:03 +00:00
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"#if SINGLEPASS \n"
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2018-08-31 23:45:05 +00:00
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"#define lovrViewportIndex gl_ViewportIndex \n"
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"#else \n"
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"uniform int lovrViewportIndex; \n"
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"#endif \n"
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2019-05-28 10:43:54 +00:00
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"#ifndef FLAG_skinned \n"
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"#define FLAG_skinned false \n"
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"#endif \n"
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2017-10-22 22:39:21 +00:00
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"#line 0 \n";
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2017-10-21 20:14:35 +00:00
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2018-08-09 01:09:07 +00:00
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const char* lovrShaderVertexSuffix = ""
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"void main() { \n"
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" texCoord = (lovrMaterialTransform * vec3(lovrTexCoord, 1.)).xy; \n"
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" vertexColor = lovrVertexColor; \n"
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2019-03-29 07:49:41 +00:00
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" lovrColor = lovrColors[lovrDrawID]; \n"
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2018-09-01 02:52:03 +00:00
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"#if SINGLEPASS \n"
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2018-09-01 09:52:02 +00:00
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" gl_ViewportIndex = gl_InstanceID % lovrViewportCount; \n"
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2018-08-09 01:09:07 +00:00
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"#endif \n"
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2018-09-01 09:52:02 +00:00
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" gl_PointSize = lovrPointSize; \n"
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2019-05-28 10:43:54 +00:00
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" vec4 vertexPosition = vec4(lovrPosition, 1.); \n"
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" if (FLAG_skinned) { \n"
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" vertexPosition = lovrPoseMatrix * vertexPosition; \n"
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" } \n"
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" gl_Position = position(lovrProjection, lovrTransform, vertexPosition); \n"
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2018-08-09 01:09:07 +00:00
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"}";
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2018-09-01 02:52:03 +00:00
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const char* lovrShaderFragmentPrefix = ""
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2018-07-06 08:38:15 +00:00
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"#define PIXEL PIXEL \n"
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"#define FRAGMENT FRAGMENT \n"
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2017-10-21 20:14:35 +00:00
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"in vec2 texCoord; \n"
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2017-10-23 08:33:49 +00:00
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"in vec4 vertexColor; \n"
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2018-12-11 05:30:55 +00:00
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"in vec4 lovrColor; \n"
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2018-02-15 08:37:02 +00:00
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"out vec4 lovrCanvas[gl_MaxDrawBuffers]; \n"
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2018-02-12 03:16:40 +00:00
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"uniform float lovrMetalness; \n"
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"uniform float lovrRoughness; \n"
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2017-10-21 21:32:41 +00:00
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"uniform vec4 lovrDiffuseColor; \n"
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2018-02-12 03:16:40 +00:00
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"uniform vec4 lovrEmissiveColor; \n"
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2017-10-21 21:59:34 +00:00
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"uniform sampler2D lovrDiffuseTexture; \n"
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2018-02-12 03:16:40 +00:00
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"uniform sampler2D lovrEmissiveTexture; \n"
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"uniform sampler2D lovrMetalnessTexture; \n"
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"uniform sampler2D lovrRoughnessTexture; \n"
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"uniform sampler2D lovrOcclusionTexture; \n"
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"uniform sampler2D lovrNormalTexture; \n"
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2017-10-22 22:39:21 +00:00
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"uniform samplerCube lovrEnvironmentTexture; \n"
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2018-08-31 23:45:05 +00:00
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"uniform int lovrViewportCount; \n"
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2018-09-01 02:52:03 +00:00
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"#if SINGLEPASS \n"
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2018-08-31 23:45:05 +00:00
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"#define lovrViewportIndex gl_ViewportIndex \n"
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"#else \n"
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"uniform int lovrViewportIndex; \n"
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"#endif \n"
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2017-10-22 22:39:21 +00:00
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"#line 0 \n";
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2017-10-21 20:14:35 +00:00
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const char* lovrShaderFragmentSuffix = ""
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"void main() { \n"
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2018-02-15 08:37:02 +00:00
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"#ifdef MULTICANVAS \n"
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" colors(lovrColor, lovrDiffuseTexture, texCoord); \n"
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"#else \n"
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" lovrCanvas[0] = color(lovrColor, lovrDiffuseTexture, texCoord); \n"
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"#endif \n"
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2017-10-21 20:14:35 +00:00
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"}";
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2018-08-09 01:05:29 +00:00
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const char* lovrShaderComputePrefix = ""
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2018-08-11 05:21:35 +00:00
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"#version 430 \n"
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2018-08-09 01:09:54 +00:00
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"#line 0 \n";
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2018-08-09 01:05:29 +00:00
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2018-08-07 23:58:14 +00:00
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const char* lovrShaderComputeSuffix = ""
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"void main() { \n"
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" compute(); \n"
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"}";
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2019-06-20 21:09:55 +00:00
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const char* lovrUnlitVertexShader = ""
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2017-10-21 20:14:35 +00:00
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"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
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" return projection * transform * vertex; \n"
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"}";
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2019-06-20 21:09:55 +00:00
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const char* lovrUnlitFragmentShader = ""
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2017-10-21 20:14:35 +00:00
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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2017-10-23 08:33:49 +00:00
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" return graphicsColor * lovrDiffuseColor * vertexColor * texture(image, uv); \n"
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2017-10-21 20:14:35 +00:00
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"}";
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2019-06-20 21:21:35 +00:00
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const char* lovrStandardVertexShader = ""
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2019-06-21 00:46:22 +00:00
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"out vec3 vViewPosition; \n"
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2019-06-20 21:21:35 +00:00
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"out vec3 vWorldPosition; \n"
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2019-06-21 00:46:22 +00:00
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"out mat3 vTangentMatrix; \n"
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2019-06-20 21:21:35 +00:00
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"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
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2019-06-21 00:46:22 +00:00
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" vViewPosition = vec3(transform * vertex); \n"
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2019-06-20 21:21:35 +00:00
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" vWorldPosition = vec3(lovrModel * vertex); \n"
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2019-06-21 00:46:22 +00:00
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" vec3 normal = normalize(mat3(lovrModel) * lovrNormal); // TODO non-uniform scale \n"
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" vec3 tangent = normalize(mat3(lovrModel) * lovrTangent.xyz); \n"
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" vec3 bitangent = cross(normal, tangent) * lovrTangent.w; \n"
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" vTangentMatrix = mat3(tangent, bitangent, normal); \n"
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" return projection * transform * vertex; \n"
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2019-06-20 21:21:35 +00:00
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"}";
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const char* lovrStandardFragmentShader = ""
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2019-06-21 00:46:22 +00:00
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"#define PI 3.14159265358979 \n"
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"in vec3 vViewPosition; \n"
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2019-06-20 21:21:35 +00:00
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"in vec3 vWorldPosition; \n"
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2019-06-21 00:46:22 +00:00
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"in mat3 vTangentMatrix; \n"
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"uniform vec3 uWorldLightDirection = vec3(-1., -1., -1.); \n"
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""
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"float D_GGX(float NoH, float roughness) { \n"
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" float alpha = roughness * roughness; \n"
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" float alpha2 = alpha * alpha; \n"
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" float denom = (NoH * NoH) * (alpha2 - 1.) + 1.; \n"
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" return alpha2 / (PI * denom * denom); \n"
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"} \n"
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""
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"float G_SmithGGXCorrelated(float NoV, float NoL, float roughness) { \n"
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" float alpha = roughness * roughness; \n"
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" float alpha2 = alpha * alpha; \n"
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" float GGXV = NoL * sqrt(alpha2 + (1. - alpha2) * (NoV * NoV)); \n"
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" float GGXL = NoV * sqrt(alpha2 + (1. - alpha2) * (NoL * NoL)); \n"
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" return .5 / max(GGXV + GGXL, 1e-5); \n"
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"} \n"
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""
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"vec3 F_Schlick(vec3 F0, float LoH) { \n"
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" return F0 + (vec3(1.) - F0) * pow(1. - LoH, 5.); \n"
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"} \n"
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""
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2019-06-20 21:21:35 +00:00
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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2019-06-21 00:46:22 +00:00
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" vec3 normal = vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.); \n"
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" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb; \n"
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2019-06-21 01:20:07 +00:00
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" vec3 emissive = texture(lovrEmissiveTexture, uv).rgb * lovrEmissiveColor.rgb; \n"
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2019-06-21 01:22:49 +00:00
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" float occlusion = texture(lovrOcclusionTexture, uv).r; \n"
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2019-06-21 00:46:22 +00:00
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" float metalness = texture(lovrMetalnessTexture, uv).b * lovrMetalness; \n"
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" float roughness = max(texture(lovrRoughnessTexture, uv).g * lovrRoughness, .05); \n"
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" vec3 F0 = mix(vec3(.04), baseColor, metalness); \n"
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""
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" vec3 N = normalize(normal); \n"
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" vec3 V = normalize(-vViewPosition); \n"
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" vec3 L = normalize(-uWorldLightDirection); \n"
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" vec3 H = normalize(V + L); \n"
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""
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" float NoV = abs(dot(N, V)) + 1e-5; \n"
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" float NoL = clamp(dot(N, L), 0., 1.); \n"
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" float NoH = clamp(dot(N, H), 0., 1.); \n"
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" float LoH = clamp(dot(L, H), 0., 1.); \n"
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""
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" float D = D_GGX(NoH, roughness); \n"
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" float G = G_SmithGGXCorrelated(NoV, NoL, roughness); \n"
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" vec3 F = F_Schlick(F0, LoH); \n"
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""
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" vec3 specular = vec3(D * G * F); \n"
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" vec3 diffuse = (vec3(1.) - F) * (1. - metalness) * baseColor; \n"
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2019-06-21 01:22:49 +00:00
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" vec3 color = (diffuse + specular) * NoL * occlusion + emissive; \n"
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2019-06-21 00:46:22 +00:00
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" return vec4(color, 1.); \n"
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2019-06-20 21:21:35 +00:00
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"}";
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2018-03-11 07:18:07 +00:00
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const char* lovrCubeVertexShader = ""
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2018-08-23 19:51:53 +00:00
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"out vec3 texturePosition[2]; \n"
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2017-10-21 20:14:35 +00:00
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"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
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2018-09-04 03:59:12 +00:00
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" texturePosition[lovrViewportIndex] = inverse(mat3(transform)) * (inverse(projection) * vertex).xyz; \n"
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2018-03-05 08:10:10 +00:00
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" return vertex; \n"
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2017-10-21 20:14:35 +00:00
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"}";
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2018-03-11 07:18:07 +00:00
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const char* lovrCubeFragmentShader = ""
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2018-08-23 19:51:53 +00:00
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"in vec3 texturePosition[2]; \n"
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2017-10-21 20:14:35 +00:00
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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2018-09-04 13:42:04 +00:00
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" return graphicsColor * texture(lovrEnvironmentTexture, texturePosition[lovrViewportIndex] * vec3(-1, 1, 1)); \n"
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2017-10-21 20:14:35 +00:00
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"}";
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2018-03-05 10:02:25 +00:00
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const char* lovrPanoFragmentShader = ""
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2018-08-23 19:51:53 +00:00
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"in vec3 texturePosition[2]; \n"
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2018-03-05 10:02:25 +00:00
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"#define PI 3.141592653589 \n"
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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2018-08-30 10:38:31 +00:00
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" vec3 direction = texturePosition[lovrViewportIndex]; \n"
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2018-09-04 03:59:12 +00:00
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" float theta = acos(-direction.y / length(direction)); \n"
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" float phi = atan(direction.x, -direction.z); \n"
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2018-06-10 06:17:46 +00:00
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" uv = vec2(.5 + phi / (2. * PI), theta / PI); \n"
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2018-03-05 10:02:25 +00:00
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" return graphicsColor * texture(lovrDiffuseTexture, uv); \n"
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"}";
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2017-10-21 20:14:35 +00:00
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const char* lovrFontFragmentShader = ""
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"float median(float r, float g, float b) { \n"
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" return max(min(r, g), min(max(r, g), b)); \n"
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"} \n"
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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" vec3 col = texture(image, uv).rgb; \n"
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" float sdf = median(col.r, col.g, col.b); \n"
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" float w = fwidth(sdf); \n"
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" float alpha = smoothstep(.5 - w, .5 + w, sdf); \n"
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2018-10-25 23:15:41 +00:00
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" if (alpha <= 0.0) discard; \n"
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2017-10-21 20:14:35 +00:00
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" return vec4(graphicsColor.rgb, graphicsColor.a * alpha); \n"
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"}";
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2018-03-19 19:12:34 +00:00
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const char* lovrFillVertexShader = ""
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2017-10-21 20:14:35 +00:00
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"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
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" return vertex; \n"
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"}";
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2018-09-01 08:57:38 +00:00
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const char* lovrShaderScalarUniforms[] = {
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"lovrMetalness",
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"lovrRoughness"
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};
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const char* lovrShaderColorUniforms[] = {
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"lovrDiffuseColor",
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"lovrEmissiveColor"
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};
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const char* lovrShaderTextureUniforms[] = {
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"lovrDiffuseTexture",
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"lovrEmissiveTexture",
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"lovrMetalnessTexture",
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"lovrRoughnessTexture",
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"lovrOcclusionTexture",
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"lovrNormalTexture",
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"lovrEnvironmentTexture"
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};
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2018-09-26 00:10:09 +00:00
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const char* lovrShaderAttributeNames[] = {
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"lovrPosition",
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"lovrNormal",
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"lovrTexCoord",
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"lovrVertexColor",
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"lovrTangent",
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"lovrBones",
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"lovrBoneWeights"
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};
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