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