// Code generated by G3NSHADERS. DO NOT EDIT. // To regenerate this file install 'g3nshaders' and execute: // 'go generate' in this folder. package shaders const include_attributes_source = `// // Vertex attributes // layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec3 VertexNormal; layout(location = 2) in vec3 VertexColor; layout(location = 3) in vec2 VertexTexcoord; ` const include_bones_vertex_source = `#ifdef BONE_INFLUENCERS #if BONE_INFLUENCERS > 0 mat4 influence = mBones[int(matricesIndices[0])] * matricesWeights[0]; #if BONE_INFLUENCERS > 1 influence += mBones[int(matricesIndices[1])] * matricesWeights[1]; #if BONE_INFLUENCERS > 2 influence += mBones[int(matricesIndices[2])] * matricesWeights[2]; #if BONE_INFLUENCERS > 3 influence += mBones[int(matricesIndices[3])] * matricesWeights[3]; // #if BONE_INFLUENCERS > 4 // influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0]; // #if BONE_INFLUENCERS > 5 // influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1]; // #if BONE_INFLUENCERS > 6 // influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2]; // #if BONE_INFLUENCERS > 7 // influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3]; // #endif // #endif // #endif // #endif #endif #endif #endif finalWorld = finalWorld * influence; #endif #endif ` const include_bones_vertex_declaration_source = `#ifdef BONE_INFLUENCERS #if BONE_INFLUENCERS > 0 uniform mat4 mBones[TOTAL_BONES]; in vec4 matricesIndices; in vec4 matricesWeights; // #if BONE_INFLUENCERS > 4 // in vec4 matricesIndicesExtra; // in vec4 matricesWeightsExtra; // #endif #endif #endif ` const include_lights_source = `// // Lights uniforms // #if AMB_LIGHTS>0 // Ambient lights color uniform uniform vec3 AmbientLightColor[AMB_LIGHTS]; #endif #if DIR_LIGHTS>0 // Directional lights uniform array. Each directional light uses 2 elements uniform vec3 DirLight[2*DIR_LIGHTS]; // Macros to access elements inside the DirectionalLight uniform array #define DirLightColor(a) DirLight[2*a] #define DirLightPosition(a) DirLight[2*a+1] #endif #if POINT_LIGHTS>0 // Point lights uniform array. Each point light uses 3 elements uniform vec3 PointLight[3*POINT_LIGHTS]; // Macros to access elements inside the PointLight uniform array #define PointLightColor(a) PointLight[3*a] #define PointLightPosition(a) PointLight[3*a+1] #define PointLightLinearDecay(a) PointLight[3*a+2].x #define PointLightQuadraticDecay(a) PointLight[3*a+2].y #endif #if SPOT_LIGHTS>0 // Spot lights uniforms. Each spot light uses 5 elements uniform vec3 SpotLight[5*SPOT_LIGHTS]; // Macros to access elements inside the PointLight uniform array #define SpotLightColor(a) SpotLight[5*a] #define SpotLightPosition(a) SpotLight[5*a+1] #define SpotLightDirection(a) SpotLight[5*a+2] #define SpotLightAngularDecay(a) SpotLight[5*a+3].x #define SpotLightCutoffAngle(a) SpotLight[5*a+3].y #define SpotLightLinearDecay(a) SpotLight[5*a+3].z #define SpotLightQuadraticDecay(a) SpotLight[5*a+4].x #endif ` const include_material_source = `// // Material properties uniform // // Material parameters uniform array uniform vec3 Material[6]; // Macros to access elements inside the Material array #define MatAmbientColor Material[0] #define MatDiffuseColor Material[1] #define MatSpecularColor Material[2] #define MatEmissiveColor Material[3] #define MatShininess Material[4].x #define MatOpacity Material[4].y #define MatPointSize Material[4].z #define MatPointRotationZ Material[5].x #if MAT_TEXTURES > 0 // Texture unit sampler array uniform sampler2D MatTexture[MAT_TEXTURES]; // Texture parameters (3*vec2 per texture) uniform vec2 MatTexinfo[3*MAT_TEXTURES]; // Macros to access elements inside the MatTexinfo array #define MatTexOffset(a) MatTexinfo[(3*a)] #define MatTexRepeat(a) MatTexinfo[(3*a)+1] #define MatTexFlipY(a) bool(MatTexinfo[(3*a)+2].x) #define MatTexVisible(a) bool(MatTexinfo[(3*a)+2].y) // Alpha compositing (see here: https://ciechanow.ski/alpha-compositing/) vec4 Blend(vec4 texMixed, vec4 texColor) { texMixed.rgb *= texMixed.a; texColor.rgb *= texColor.a; texMixed = texColor + texMixed * (1 - texColor.a); if (texMixed.a > 0.0) { texMixed.rgb /= texMixed.a; } return texMixed; } #endif ` const include_morphtarget_vertex_source = `#ifdef MORPHTARGETS #include [MORPHTARGETS] #endif ` const include_morphtarget_vertex2_source = ` vPosition += MorphPosition{i} * morphTargetInfluences[{i}]; #ifdef MORPHTARGETS_NORMAL vNormal += MorphNormal{i} * morphTargetInfluences[{i}]; #endif` const include_morphtarget_vertex_declaration_source = `#ifdef MORPHTARGETS uniform float morphTargetInfluences[MORPHTARGETS]; #include [MORPHTARGETS] #endif ` const include_morphtarget_vertex_declaration2_source = ` in vec3 MorphPosition{i}; #ifdef MORPHTARGETS_NORMAL in vec3 MorphNormal{i}; #endif ` const include_phong_model_source = `/*** phong lighting model Parameters: position: input vertex position in camera coordinates normal: input vertex normal in camera coordinates camDir: input camera directions matAmbient: input material ambient color matDiffuse: input material diffuse color ambdiff: output ambient+diffuse color spec: output specular color Uniforms: AmbientLightColor[] DiffuseLightColor[] DiffuseLightPosition[] PointLightColor[] PointLightPosition[] PointLightLinearDecay[] PointLightQuadraticDecay[] MatSpecularColor MatShininess *****/ void phongModel(vec4 position, vec3 normal, vec3 camDir, vec3 matAmbient, vec3 matDiffuse, out vec3 ambdiff, out vec3 spec) { vec3 ambientTotal = vec3(0.0); vec3 diffuseTotal = vec3(0.0); vec3 specularTotal = vec3(0.0); bool noLights = true; const float EPS = 0.00001; float specular; #if AMB_LIGHTS>0 noLights = false; // Ambient lights for (int i = 0; i < AMB_LIGHTS; ++i) { ambientTotal += AmbientLightColor[i] * matAmbient; } #endif #if DIR_LIGHTS>0 noLights = false; // Directional lights for (int i = 0; i < DIR_LIGHTS; ++i) { vec3 lightDirection = normalize(DirLightPosition(i)); // Vector from fragment to light source float dotNormal = dot(lightDirection, normal); // Dot product between light direction and fragment normal if (dotNormal > EPS) { // If the fragment is lit diffuseTotal += DirLightColor(i) * matDiffuse * dotNormal; #ifdef BLINN specular = pow(max(dot(normal, normalize(lightDirection + camDir)), 0.0), MatShininess); #else specular = pow(max(dot(reflect(-lightDirection, normal), camDir), 0.0), MatShininess); #endif specularTotal += DirLightColor(i) * MatSpecularColor * specular; } } #endif #if POINT_LIGHTS>0 noLights = false; // Point lights for (int i = 0; i < POINT_LIGHTS; ++i) { vec3 lightDirection = PointLightPosition(i) - vec3(position); // Vector from fragment to light source float lightDistance = length(lightDirection); // Distance from fragment to light source lightDirection = lightDirection / lightDistance; // Normalize lightDirection float dotNormal = dot(lightDirection, normal); // Dot product between light direction and fragment normal if (dotNormal > EPS) { // If the fragment is lit float attenuation = 1.0 / (1.0 + lightDistance * (PointLightLinearDecay(i) + PointLightQuadraticDecay(i) * lightDistance)); vec3 attenuatedColor = PointLightColor(i) * attenuation; diffuseTotal += attenuatedColor * matDiffuse * dotNormal; #ifdef BLINN specular = pow(max(dot(normal, normalize(lightDirection + camDir)), 0.0), MatShininess); #else specular = pow(max(dot(reflect(-lightDirection, normal), camDir), 0.0), MatShininess); #endif specularTotal += attenuatedColor * MatSpecularColor * specular; } } #endif #if SPOT_LIGHTS>0 noLights = false; for (int i = 0; i < SPOT_LIGHTS; ++i) { // Calculates the direction and distance from the current vertex to this spot light. vec3 lightDirection = SpotLightPosition(i) - vec3(position); // Vector from fragment to light source float lightDistance = length(lightDirection); // Distance from fragment to light source lightDirection = lightDirection / lightDistance; // Normalize lightDirection float angleDot = dot(-lightDirection, SpotLightDirection(i)); float angle = acos(angleDot); float cutoff = radians(clamp(SpotLightCutoffAngle(i), 0.0, 90.0)); if (angle < cutoff) { // Check if fragment is inside spotlight beam float dotNormal = dot(lightDirection, normal); // Dot product between light direction and fragment normal if (dotNormal > EPS) { // If the fragment is lit float attenuation = 1.0 / (1.0 + lightDistance * (SpotLightLinearDecay(i) + SpotLightQuadraticDecay(i) * lightDistance)); float spotFactor = pow(angleDot, SpotLightAngularDecay(i)); vec3 attenuatedColor = SpotLightColor(i) * attenuation * spotFactor; diffuseTotal += attenuatedColor * matDiffuse * dotNormal; #ifdef BLINN specular = pow(max(dot(normal, normalize(lightDirection + camDir)), 0.0), MatShininess); #else specular = pow(max(dot(reflect(-lightDirection, normal), camDir), 0.0), MatShininess); #endif specularTotal += attenuatedColor * MatSpecularColor * specular; } } } #endif if (noLights) { diffuseTotal = matDiffuse; } // Sets output colors ambdiff = ambientTotal + MatEmissiveColor + diffuseTotal; spec = specularTotal; } ` const basic_fragment_source = `precision highp float; in vec3 Color; out vec4 FragColor; void main() { FragColor = vec4(Color, 1.0); } ` const basic_vertex_source = `#include // Model uniforms uniform mat4 MVP; // Final output color for fragment shader out vec3 Color; void main() { Color = VertexColor; gl_Position = MVP * vec4(VertexPosition, 1.0); } ` const panel_fragment_source = `precision highp float; // Texture uniforms uniform sampler2D MatTexture; uniform vec2 MatTexinfo[3]; // Macros to access elements inside the MatTexinfo array #define MatTexOffset MatTexinfo[0] #define MatTexRepeat MatTexinfo[1] #define MatTexFlipY bool(MatTexinfo[2].x) // not used #define MatTexVisible bool(MatTexinfo[2].y) // not used // Inputs from vertex shader in vec2 FragTexcoord; // Input uniform uniform vec4 Panel[8]; #define Bounds Panel[0] // panel bounds in texture coordinates #define Border Panel[1] // panel border in texture coordinates #define Padding Panel[2] // panel padding in texture coordinates #define Content Panel[3] // panel content area in texture coordinates #define BorderColor Panel[4] // panel border color #define PaddingColor Panel[5] // panel padding color #define ContentColor Panel[6] // panel content color #define TextureValid bool(Panel[7].x) // texture valid flag // Output out vec4 FragColor; /*** * Checks if current fragment texture coordinate is inside the * supplied rectangle in texture coordinates: * rect[0] - position x [0,1] * rect[1] - position y [0,1] * rect[2] - width [0,1] * rect[3] - height [0,1] */ bool checkRect(vec4 rect) { if (FragTexcoord.x < rect[0]) { return false; } if (FragTexcoord.x > rect[0] + rect[2]) { return false; } if (FragTexcoord.y < rect[1]) { return false; } if (FragTexcoord.y > rect[1] + rect[3]) { return false; } return true; } void main() { // Discard fragment outside of received bounds // Bounds[0] - xmin // Bounds[1] - ymin // Bounds[2] - xmax // Bounds[3] - ymax if (FragTexcoord.x <= Bounds[0] || FragTexcoord.x >= Bounds[2]) { discard; } if (FragTexcoord.y <= Bounds[1] || FragTexcoord.y >= Bounds[3]) { discard; } // Check if fragment is inside content area if (checkRect(Content)) { // If no texture, the color will be the material color. vec4 color = ContentColor; if (TextureValid) { // Adjust texture coordinates to fit texture inside the content area vec2 offset = vec2(-Content[0], -Content[1]); vec2 factor = vec2(1.0/Content[2], 1.0/Content[3]); vec2 texcoord = (FragTexcoord + offset) * factor; vec4 texColor = texture(MatTexture, texcoord * MatTexRepeat + MatTexOffset); // Mix content color with texture color. // Note that doing a simple linear interpolation (e.g. using mix()) is not correct! // The right formula can be found here: https://en.wikipedia.org/wiki/Alpha_compositing#Alpha_blending // For a more in-depth discussion: http://apoorvaj.io/alpha-compositing-opengl-blending-and-premultiplied-alpha.html#toc4 // Another great discussion here: https://ciechanow.ski/alpha-compositing/ // Alpha premultiply the content color vec4 contentPre = ContentColor; contentPre.rgb *= contentPre.a; // Alpha premultiply the content color vec4 texPre = texColor; texPre.rgb *= texPre.a; // Combine colors to obtain the alpha premultiplied final color color = texPre + contentPre * (1.0 - texPre.a); // Un-alpha-premultiply color.rgb /= color.a; } FragColor = color; return; } // Checks if fragment is inside paddings area if (checkRect(Padding)) { FragColor = PaddingColor; return; } // Checks if fragment is inside borders area if (checkRect(Border)) { FragColor = BorderColor; return; } // Fragment is in margins area (always transparent) FragColor = vec4(1,1,1,0); } ` const panel_vertex_source = `#include // Model uniforms uniform mat4 ModelMatrix; // Outputs for fragment shader out vec2 FragTexcoord; void main() { // Always flip texture coordinates vec2 texcoord = VertexTexcoord; texcoord.y = 1.0 - texcoord.y; FragTexcoord = texcoord; // Set position vec4 pos = vec4(VertexPosition.xyz, 1); gl_Position = ModelMatrix * pos; } ` const physical_fragment_source = `// // Physically Based Shading of a microfacet surface material - Fragment Shader // Modified from reference implementation at https://github.com/KhronosGroup/glTF-WebGL-PBR // // References: // [1] Real Shading in Unreal Engine 4 // http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf // [2] Physically Based Shading at Disney // http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf // [3] README.md - Environment Maps // https://github.com/KhronosGroup/glTF-WebGL-PBR/#environment-maps // [4] "An Inexpensive BRDF Model for Physically based Rendering" by Christophe Schlick // https://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf //#extension GL_EXT_shader_texture_lod: enable //#extension GL_OES_standard_derivatives : enable precision highp float; //uniform vec3 u_LightDirection; //uniform vec3 u_LightColor; //#ifdef USE_IBL //uniform samplerCube u_DiffuseEnvSampler; //uniform samplerCube u_SpecularEnvSampler; //uniform sampler2D u_brdfLUT; //#endif #ifdef HAS_BASECOLORMAP uniform sampler2D uBaseColorSampler; #endif #ifdef HAS_METALROUGHNESSMAP uniform sampler2D uMetallicRoughnessSampler; #endif #ifdef HAS_NORMALMAP uniform sampler2D uNormalSampler; //uniform float uNormalScale; #endif #ifdef HAS_EMISSIVEMAP uniform sampler2D uEmissiveSampler; #endif #ifdef HAS_OCCLUSIONMAP uniform sampler2D uOcclusionSampler; uniform float uOcclusionStrength; #endif // Material parameters uniform array uniform vec4 Material[3]; // Macros to access elements inside the Material array #define uBaseColor Material[0] #define uEmissiveColor Material[1] #define uMetallicFactor Material[2].x #define uRoughnessFactor Material[2].y #include // Inputs from vertex shader in vec3 Position; // Vertex position in camera coordinates. in vec3 Normal; // Vertex normal in camera coordinates. in vec3 CamDir; // Direction from vertex to camera in vec2 FragTexcoord; // Final fragment color out vec4 FragColor; // Encapsulate the various inputs used by the various functions in the shading equation // We store values in this struct to simplify the integration of alternative implementations // of the shading terms, outlined in the Readme.MD Appendix. struct PBRLightInfo { float NdotL; // cos angle between normal and light direction float NdotV; // cos angle between normal and view direction float NdotH; // cos angle between normal and half vector float LdotH; // cos angle between light direction and half vector float VdotH; // cos angle between view direction and half vector }; struct PBRInfo { float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) float metalness; // metallic value at the surface vec3 reflectance0; // full reflectance color (normal incidence angle) vec3 reflectance90; // reflectance color at grazing angle float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) vec3 diffuseColor; // color contribution from diffuse lighting vec3 specularColor; // color contribution from specular lighting }; const float M_PI = 3.141592653589793; const float c_MinRoughness = 0.04; vec4 SRGBtoLINEAR(vec4 srgbIn) { //#ifdef MANUAL_SRGB // #ifdef SRGB_FAST_APPROXIMATION // vec3 linOut = pow(srgbIn.xyz,vec3(2.2)); // #else //SRGB_FAST_APPROXIMATION vec3 bLess = step(vec3(0.04045),srgbIn.xyz); vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess ); // #endif //SRGB_FAST_APPROXIMATION return vec4(linOut,srgbIn.w); //#else //MANUAL_SRGB // return srgbIn; //#endif //MANUAL_SRGB } // Find the normal for this fragment, pulling either from a predefined normal map // or from the interpolated mesh normal and tangent attributes. vec3 getNormal() { // Retrieve the tangent space matrix //#ifndef HAS_TANGENTS vec3 pos_dx = dFdx(Position); vec3 pos_dy = dFdy(Position); vec3 tex_dx = dFdx(vec3(FragTexcoord, 0.0)); vec3 tex_dy = dFdy(vec3(FragTexcoord, 0.0)); vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t); //#ifdef HAS_NORMALS vec3 ng = normalize(Normal); //#else // vec3 ng = cross(pos_dx, pos_dy); //#endif t = normalize(t - ng * dot(ng, t)); vec3 b = normalize(cross(ng, t)); mat3 tbn = mat3(t, b, ng); //#else // HAS_TANGENTS // mat3 tbn = v_TBN; //#endif #ifdef HAS_NORMALMAP float uNormalScale = 1.0; vec3 n = texture(uNormalSampler, FragTexcoord).rgb; n = normalize(tbn * ((2.0 * n - 1.0) * vec3(uNormalScale, uNormalScale, 1.0))); #else // The tbn matrix is linearly interpolated, so we need to re-normalize vec3 n = normalize(tbn[2].xyz); #endif return n; } // Calculation of the lighting contribution from an optional Image Based Light source. // Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1]. // See our README.md on Environment Maps [3] for additional discussion. vec3 getIBLContribution(PBRInfo pbrInputs, PBRLightInfo pbrLight, vec3 n, vec3 reflection) { float mipCount = 9.0; // resolution of 512x512 float lod = (pbrInputs.perceptualRoughness * mipCount); // retrieve a scale and bias to F0. See [1], Figure 3 vec3 brdf = vec3(0.5,0.5,0.5);//SRGBtoLINEAR(texture(u_brdfLUT, vec2(pbrLight.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb; vec3 diffuseLight = vec3(0.5,0.5,0.5);//SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb; //#ifdef USE_TEX_LOD // vec3 specularLight = SRGBtoLINEAR(textureCubeLodEXT(u_SpecularEnvSampler, reflection, lod)).rgb; //#else vec3 specularLight = vec3(0.5,0.5,0.5);//SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb; //#endif vec3 diffuse = diffuseLight * pbrInputs.diffuseColor; vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y); // For presentation, this allows us to disable IBL terms // diffuse *= u_ScaleIBLAmbient.x; // specular *= u_ScaleIBLAmbient.y; return diffuse + specular; } // Basic Lambertian diffuse // Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog // See also [1], Equation 1 vec3 diffuse(PBRInfo pbrInputs) { return pbrInputs.diffuseColor / M_PI; } // The following equation models the Fresnel reflectance term of the spec equation (aka F()) // Implementation of fresnel from [4], Equation 15 vec3 specularReflection(PBRInfo pbrInputs, PBRLightInfo pbrLight) { return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrLight.VdotH, 0.0, 1.0), 5.0); } // This calculates the specular geometric attenuation (aka G()), // where rougher material will reflect less light back to the viewer. // This implementation is based on [1] Equation 4, and we adopt their modifications to // alphaRoughness as input as originally proposed in [2]. float geometricOcclusion(PBRInfo pbrInputs, PBRLightInfo pbrLight) { float NdotL = pbrLight.NdotL; float NdotV = pbrLight.NdotV; float r = pbrInputs.alphaRoughness; float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); return attenuationL * attenuationV; } // The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) // Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz // Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. float microfacetDistribution(PBRInfo pbrInputs, PBRLightInfo pbrLight) { float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; float f = (pbrLight.NdotH * roughnessSq - pbrLight.NdotH) * pbrLight.NdotH + 1.0; return roughnessSq / (M_PI * f * f); } vec3 pbrModel(PBRInfo pbrInputs, vec3 lightColor, vec3 lightDir) { vec3 n = getNormal(); // normal at surface point vec3 v = normalize(CamDir); // Vector from surface point to camera vec3 l = normalize(lightDir); // Vector from surface point to light vec3 h = normalize(l+v); // Half vector between both l and v vec3 reflection = -normalize(reflect(v, n)); float NdotL = clamp(dot(n, l), 0.001, 1.0); float NdotV = abs(dot(n, v)) + 0.001; float NdotH = clamp(dot(n, h), 0.0, 1.0); float LdotH = clamp(dot(l, h), 0.0, 1.0); float VdotH = clamp(dot(v, h), 0.0, 1.0); PBRLightInfo pbrLight = PBRLightInfo( NdotL, NdotV, NdotH, LdotH, VdotH ); // Calculate the shading terms for the microfacet specular shading model vec3 F = specularReflection(pbrInputs, pbrLight); float G = geometricOcclusion(pbrInputs, pbrLight); float D = microfacetDistribution(pbrInputs, pbrLight); // Calculation of analytical lighting contribution vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) vec3 color = NdotL * lightColor * (diffuseContrib + specContrib); return color; } void main() { float perceptualRoughness = uRoughnessFactor; float metallic = uMetallicFactor; #ifdef HAS_METALROUGHNESSMAP // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel. // This layout intentionally reserves the 'r' channel for (optional) occlusion map data vec4 mrSample = texture(uMetallicRoughnessSampler, FragTexcoord); perceptualRoughness = mrSample.g * perceptualRoughness; metallic = mrSample.b * metallic; #endif perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0); metallic = clamp(metallic, 0.0, 1.0); // Roughness is authored as perceptual roughness; as is convention, // convert to material roughness by squaring the perceptual roughness [2]. float alphaRoughness = perceptualRoughness * perceptualRoughness; // The albedo may be defined from a base texture or a flat color #ifdef HAS_BASECOLORMAP vec4 baseColor = SRGBtoLINEAR(texture(uBaseColorSampler, FragTexcoord)) * uBaseColor; #else vec4 baseColor = uBaseColor; #endif vec3 f0 = vec3(0.04); vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); diffuseColor *= 1.0 - metallic; vec3 specularColor = mix(f0, baseColor.rgb, uMetallicFactor); // Compute reflectance. float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflectance to 0%. float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); vec3 specularEnvironmentR0 = specularColor.rgb; vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; PBRInfo pbrInputs = PBRInfo( perceptualRoughness, metallic, specularEnvironmentR0, specularEnvironmentR90, alphaRoughness, diffuseColor, specularColor ); // vec3 normal = getNormal(); vec3 color = vec3(0.0); #if AMB_LIGHTS>0 // Ambient lights for (int i = 0; i < AMB_LIGHTS; i++) { color += AmbientLightColor[i] * pbrInputs.diffuseColor; } #endif #if DIR_LIGHTS>0 // Directional lights for (int i = 0; i < DIR_LIGHTS; i++) { // Diffuse reflection // DirLightPosition is the direction of the current light vec3 lightDirection = normalize(DirLightPosition(i)); // PBR color += pbrModel(pbrInputs, DirLightColor(i), lightDirection); } #endif #if POINT_LIGHTS>0 // Point lights for (int i = 0; i < POINT_LIGHTS; i++) { // Common calculations // Calculates the direction and distance from the current vertex to this point light. vec3 lightDirection = PointLightPosition(i) - vec3(Position); float lightDistance = length(lightDirection); // Normalizes the lightDirection lightDirection = lightDirection / lightDistance; // Calculates the attenuation due to the distance of the light float attenuation = 1.0 / (1.0 + PointLightLinearDecay(i) * lightDistance + PointLightQuadraticDecay(i) * lightDistance * lightDistance); vec3 attenuatedColor = PointLightColor(i) * attenuation; // PBR color += pbrModel(pbrInputs, attenuatedColor, lightDirection); } #endif #if SPOT_LIGHTS>0 for (int i = 0; i < SPOT_LIGHTS; i++) { // Calculates the direction and distance from the current vertex to this spot light. vec3 lightDirection = SpotLightPosition(i) - vec3(Position); float lightDistance = length(lightDirection); lightDirection = lightDirection / lightDistance; // Calculates the attenuation due to the distance of the light float attenuation = 1.0 / (1.0 + SpotLightLinearDecay(i) * lightDistance + SpotLightQuadraticDecay(i) * lightDistance * lightDistance); // Calculates the angle between the vertex direction and spot direction // If this angle is greater than the cutoff the spotlight will not contribute // to the final color. float angle = acos(dot(-lightDirection, SpotLightDirection(i))); float cutoff = radians(clamp(SpotLightCutoffAngle(i), 0.0, 90.0)); if (angle < cutoff) { float spotFactor = pow(dot(-lightDirection, SpotLightDirection(i)), SpotLightAngularDecay(i)); vec3 attenuatedColor = SpotLightColor(i) * attenuation * spotFactor; // PBR color += pbrModel(pbrInputs, attenuatedColor, lightDirection); } } #endif // Calculate lighting contribution from image based lighting source (IBL) //#ifdef USE_IBL // color += getIBLContribution(pbrInputs, n, reflection); //#endif // Apply optional PBR terms for additional (optional) shading #ifdef HAS_OCCLUSIONMAP float ao = texture(uOcclusionSampler, FragTexcoord).r; color = mix(color, color * ao, 1.0);//, uOcclusionStrength); #endif #ifdef HAS_EMISSIVEMAP vec3 emissive = SRGBtoLINEAR(texture(uEmissiveSampler, FragTexcoord)).rgb * vec3(uEmissiveColor); #else vec3 emissive = vec3(uEmissiveColor); #endif color += emissive; // Base Color // FragColor = baseColor; // Normal // FragColor = vec4(n, 1.0); // Emissive Color // FragColor = vec4(emissive, 1.0); // F // color = F; // G // color = vec3(G); // D // color = vec3(D); // Specular // color = specContrib; // Diffuse // color = diffuseContrib; // Roughness // color = vec3(perceptualRoughness); // Metallic // color = vec3(metallic); // Final fragment color FragColor = vec4(pow(color,vec3(1.0/2.2)), baseColor.a); } ` const physical_vertex_source = `// // Physically Based Shading of a microfacet surface material - Vertex Shader // Modified from reference implementation at https://github.com/KhronosGroup/glTF-WebGL-PBR // #include // Model uniforms uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVP; #include #include // Output variables for Fragment shader out vec3 Position; out vec3 Normal; out vec3 CamDir; out vec2 FragTexcoord; void main() { // Transform this vertex position to camera coordinates. Position = vec3(ModelViewMatrix * vec4(VertexPosition, 1.0)); // Transform this vertex normal to camera coordinates. Normal = normalize(NormalMatrix * VertexNormal); // Calculate the direction vector from the vertex to the camera // The camera is at 0,0,0 CamDir = normalize(-Position.xyz); // Output texture coordinates to fragment shader FragTexcoord = VertexTexcoord; vec3 vPosition = VertexPosition; mat4 finalWorld = mat4(1.0); #include #include gl_Position = MVP * finalWorld * vec4(vPosition, 1.0); } ` const point_fragment_source = `precision highp float; #include // Inputs from vertex shader in vec3 Color; flat in mat2 Rotation; // Output out vec4 FragColor; void main() { // Compute final texture color vec4 texMixed = vec4(1); #if MAT_TEXTURES > 0 vec2 pointCoord = Rotation * gl_PointCoord - vec2(0.5) + vec2(0.5); bool firstTex = true; if (MatTexVisible(0)) { vec4 texColor = texture(MatTexture[0], pointCoord * MatTexRepeat(0) + MatTexOffset(0)); if (firstTex) { texMixed = texColor; firstTex = false; } else { texMixed = Blend(texMixed, texColor); } } #if MAT_TEXTURES > 1 if (MatTexVisible(1)) { vec4 texColor = texture(MatTexture[1], pointCoord * MatTexRepeat(1) + MatTexOffset(1)); if (firstTex) { texMixed = texColor; firstTex = false; } else { texMixed = Blend(texMixed, texColor); } } #if MAT_TEXTURES > 2 if (MatTexVisible(2)) { vec4 texColor = texture(MatTexture[2], pointCoord * MatTexRepeat(2) + MatTexOffset(2)); if (firstTex) { texMixed = texColor; firstTex = false; } else { texMixed = Blend(texMixed, texColor); } } #endif #endif #endif // Generates final color FragColor = min(vec4(Color, MatOpacity) * texMixed, vec4(1)); } ` const point_vertex_source = `#include // Model uniforms uniform mat4 MVP; uniform mat4 MV; // Material uniforms #include // Outputs for fragment shader out vec3 Color; flat out mat2 Rotation; void main() { // Rotation matrix for fragment shader float rotSin = sin(MatPointRotationZ); float rotCos = cos(MatPointRotationZ); Rotation = mat2(rotCos, rotSin, - rotSin, rotCos); // Sets the vertex position vec4 pos = MVP * vec4(VertexPosition, 1.0); gl_Position = pos; // Sets the size of the rasterized point decreasing with distance vec4 posMV = MV * vec4(VertexPosition, 1.0); gl_PointSize = MatPointSize / -posMV.z; // Outputs color Color = MatEmissiveColor; } ` const standard_fragment_source = `precision highp float; // Inputs from vertex shader in vec4 Position; // Fragment position in camera coordinates in vec3 Normal; // Fragment normal in camera coordinates in vec2 FragTexcoord; // Fragment texture coordinates #include #include #include // Final fragment color out vec4 FragColor; void main() { // Compute final texture color vec4 texMixed = vec4(1); #if MAT_TEXTURES > 0 bool firstTex = true; if (MatTexVisible(0)) { vec4 texColor = texture(MatTexture[0], FragTexcoord * MatTexRepeat(0) + MatTexOffset(0)); if (firstTex) { texMixed = texColor; firstTex = false; } else { texMixed = Blend(texMixed, texColor); } } #if MAT_TEXTURES > 1 if (MatTexVisible(1)) { vec4 texColor = texture(MatTexture[1], FragTexcoord * MatTexRepeat(1) + MatTexOffset(1)); if (firstTex) { texMixed = texColor; firstTex = false; } else { texMixed = Blend(texMixed, texColor); } } #if MAT_TEXTURES > 2 if (MatTexVisible(2)) { vec4 texColor = texture(MatTexture[2], FragTexcoord * MatTexRepeat(2) + MatTexOffset(2)); if (firstTex) { texMixed = texColor; firstTex = false; } else { texMixed = Blend(texMixed, texColor); } } #endif #endif #endif // Combine material with texture colors vec4 matDiffuse = vec4(MatDiffuseColor, MatOpacity) * texMixed; vec4 matAmbient = vec4(MatAmbientColor, MatOpacity) * texMixed; // Normalize interpolated normal as it may have shrinked vec3 fragNormal = normalize(Normal); // Calculate the direction vector from the fragment to the camera (origin) vec3 camDir = normalize(-Position.xyz); // Workaround for gl_FrontFacing vec3 fdx = dFdx(Position.xyz); vec3 fdy = dFdy(Position.xyz); vec3 faceNormal = normalize(cross(fdx,fdy)); if (dot(fragNormal, faceNormal) < 0.0) { // Back-facing fragNormal = -fragNormal; } // Calculates the Ambient+Diffuse and Specular colors for this fragment using the Phong model. vec3 Ambdiff, Spec; phongModel(Position, fragNormal, camDir, vec3(matAmbient), vec3(matDiffuse), Ambdiff, Spec); // Final fragment color FragColor = min(vec4(Ambdiff + Spec, matDiffuse.a), vec4(1.0)); } ` const standard_vertex_source = `#include // Model uniforms uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVP; #include #include #include // Output variables for Fragment shader out vec4 Position; out vec3 Normal; out vec2 FragTexcoord; void main() { // Transform vertex position to camera coordinates Position = ModelViewMatrix * vec4(VertexPosition, 1.0); // Transform vertex normal to camera coordinates Normal = normalize(NormalMatrix * VertexNormal); vec2 texcoord = VertexTexcoord; #if MAT_TEXTURES > 0 // Flip texture coordinate Y if requested. if (MatTexFlipY(0)) { texcoord.y = 1.0 - texcoord.y; } #endif FragTexcoord = texcoord; vec3 vPosition = VertexPosition; mat4 finalWorld = mat4(1.0); #include #include // Output projected and transformed vertex position gl_Position = MVP * finalWorld * vec4(vPosition, 1.0); } ` // Maps include name with its source code var includeMap = map[string]string{ "attributes": include_attributes_source, "bones_vertex": include_bones_vertex_source, "bones_vertex_declaration": include_bones_vertex_declaration_source, "lights": include_lights_source, "material": include_material_source, "morphtarget_vertex": include_morphtarget_vertex_source, "morphtarget_vertex2": include_morphtarget_vertex2_source, "morphtarget_vertex_declaration": include_morphtarget_vertex_declaration_source, "morphtarget_vertex_declaration2": include_morphtarget_vertex_declaration2_source, "phong_model": include_phong_model_source, } // Maps shader name with its source code var shaderMap = map[string]string{ "basic_fragment": basic_fragment_source, "basic_vertex": basic_vertex_source, "panel_fragment": panel_fragment_source, "panel_vertex": panel_vertex_source, "physical_fragment": physical_fragment_source, "physical_vertex": physical_vertex_source, "point_fragment": point_fragment_source, "point_vertex": point_vertex_source, "standard_fragment": standard_fragment_source, "standard_vertex": standard_vertex_source, } // Maps program name with Proginfo struct with shaders names var programMap = map[string]ProgramInfo{ "basic": {"basic_vertex", "basic_fragment", ""}, "panel": {"panel_vertex", "panel_fragment", ""}, "physical": {"physical_vertex", "physical_fragment", ""}, "point": {"point_vertex", "point_fragment", ""}, "standard": {"standard_vertex", "standard_fragment", ""}, }