#version 300 es precision highp float; precision highp sampler2D; #define INTENSITY_INSIDE_RATIO {intensityInsideRatio} #define SHADOW_TRACE_COUNT {shadowTraceCount} #define FLOAT_LINEAR_ENABLED {floatLinearEnabled} // 0.0 == lights add (overlaps brighten & merge); 1.0 == lights take the // per-channel max (overlaps never exceed the brighter light). See main(). #define LIGHT_OVERLAP_REDUCTION float({lightOverlapReduction}) {macroDefinitions} uniform float shadingNdcPixelSize; uniform float distanceNdcPixelSize; uniform float ditherStrength; uniform float ditherSeed; uniform vec2 squareToAspectRatioTimes2; uniform vec3 ambientLight; uniform sampler2D distanceTexture; uniform sampler2D colorTexture; in vec2 position; in vec2 uvCoordinates; vec4 getColor(vec2 target) { return texture(colorTexture, target); } float getDistance(vec2 target) { #if FLOAT_LINEAR_ENABLED return texture(distanceTexture, target)[0]; #else return texture(distanceTexture, target)[0] / 8.0; #endif } float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) { float rayLength = startingDistance; for (int i = 0; i < SHADOW_TRACE_COUNT; i++) { rayLength += max(0.0, getDistance(uvCoordinates + direction * rayLength)); } return min(1.0, pow(rayLength / lightCenterDistance, 0.3)); } #ifdef CIRCLE_LIGHT_COUNT #if CIRCLE_LIGHT_COUNT > 0 uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT]; uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT]; uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT]; vec3 colorInPosition(int lightIndex, out float lightCenterDistance) { lightCenterDistance = distance(circleLightCenters[lightIndex], position); return circleLightColors[lightIndex] / pow( lightCenterDistance / circleLightIntensities[lightIndex] + 1.0, 2.0 ); } #endif #endif #ifdef FLASHLIGHT_COUNT #if FLASHLIGHT_COUNT > 0 uniform vec2 flashlightCenters[FLASHLIGHT_COUNT]; uniform float flashlightIntensities[FLASHLIGHT_COUNT]; uniform vec3 flashlightColors[FLASHLIGHT_COUNT]; uniform vec2 flashlightDirections[FLASHLIGHT_COUNT]; uniform float flashlightStartCutoffs[FLASHLIGHT_COUNT]; float intensityInDirection(vec2 lightDirection, vec2 targetDirection) { return smoothstep( 0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, -lightDirection) - 0.9) ); } vec3 colorInPosition(int lightIndex, vec2 positionDirection, out float lightCenterDistance) { lightCenterDistance = distance(flashlightCenters[lightIndex], position); return intensityInDirection(flashlightDirections[lightIndex], positionDirection) * flashlightColors[lightIndex] / pow( lightCenterDistance / flashlightIntensities[lightIndex] + 1.0, 2.0 ); } #endif #endif float ditherNoise() { float ign = fract(52.9829189 * fract( dot(gl_FragCoord.xy + ditherSeed, vec2(0.06711056, 0.00583715)) )); float t = 2.0 * ign - 1.0; return sign(t) * (1.0 - sqrt(1.0 - abs(t))); } out vec4 fragmentColor; void main() { vec4 rgbaColorAtPosition = getColor(uvCoordinates); vec3 colorAtPosition = rgbaColorAtPosition.rgb; float startingDistance = getDistance(uvCoordinates); // Each light contributes to two accumulators: an additive sum (overlaps // brighten and glows bridge into one another) and a per-channel max // (overlaps read as just the brightest light). LIGHT_OVERLAP_REDUCTION // blends between them. Ambient stays a separate additive base, so a single // light is identical to pure-additive (sum == max for one light). vec3 lightSum = vec3(0.0); vec3 lightMax = vec3(0.0); vec3 lightSumInside = vec3(0.0); vec3 lightMaxInside = vec3(0.0); #ifdef CIRCLE_LIGHT_COUNT #if CIRCLE_LIGHT_COUNT > 0 for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) { float lightCenterDistance; vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance); vec2 direction = normalize(circleLightCenters[i] - position) / squareToAspectRatioTimes2; vec3 shadowed = lightColorAtPosition * shadowTransparency( startingDistance, lightCenterDistance, direction ); lightSum += shadowed; lightMax = max(lightMax, shadowed); lightSumInside += lightColorAtPosition; lightMaxInside = max(lightMaxInside, lightColorAtPosition); } #endif #endif #ifdef FLASHLIGHT_COUNT #if FLASHLIGHT_COUNT > 0 for (int i = 0; i < FLASHLIGHT_COUNT; i++) { vec2 originalDirection = normalize(flashlightCenters[i] - position); float lightCenterDistance; vec3 lightColorAtPosition = colorInPosition( i, originalDirection, lightCenterDistance ); if (lightCenterDistance < flashlightStartCutoffs[i]) { continue; } vec2 direction = originalDirection / squareToAspectRatioTimes2; if (length(lightColorAtPosition) < 0.0) { continue; } vec3 shadowed = lightColorAtPosition * shadowTransparency( startingDistance, lightCenterDistance, direction ); lightSum += shadowed; lightMax = max(lightMax, shadowed); lightSumInside += lightColorAtPosition; lightMaxInside = max(lightMaxInside, lightColorAtPosition); } #endif #endif vec3 lighting = ambientLight + mix(lightSum, lightMax, LIGHT_OVERLAP_REDUCTION); vec3 lightingInside = ambientLight + mix(lightSumInside, lightMaxInside, LIGHT_OVERLAP_REDUCTION); vec3 outsideColor = {backgroundColor}.rgb * lighting; vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO; float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0); vec3 antialiasedColor = mix(insideColor, outsideColor, edge); fragmentColor = vec4( antialiasedColor + ditherNoise() * ditherStrength / 255.0, rgbaColorAtPosition.a ); }