mirror of
https://github.com/mamedev/mame.git
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97 lines
2.2 KiB
Scala
97 lines
2.2 KiB
Scala
$input v_texcoord0, v_ts_light_pos, v_ts_view_pos, v_ts_frag_pos
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#include "../common/common.sh"
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SAMPLER2D(s_texColor, 0);
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SAMPLER2D(s_texNormal, 1);
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SAMPLER2D(s_texDepth, 2);
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uniform vec4 u_pomParam;
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#define u_shading_type u_pomParam.x
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#define u_show_diffuse_texture u_pomParam.y
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#define u_parallax_scale u_pomParam.z
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#define u_num_steps u_pomParam.w
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vec2 parallax_uv(vec2 uv, vec3 view_dir)
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{
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float depth_scale = float(u_parallax_scale) / 1000.0;
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if (u_shading_type == 2.0)
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{
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// Parallax mapping
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float depth = texture2D(s_texDepth, uv).r;
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vec2 p = view_dir.xy * (depth * depth_scale) / view_dir.z;
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return uv - p;
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}
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else
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{
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float layer_depth = 1.0 / float(u_num_steps);
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float cur_layer_depth = 0.0;
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vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * u_num_steps);
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vec2 cur_uv = uv;
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float depth_from_tex = texture2D(s_texDepth, cur_uv).r;
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for (int i = 0; i < 32; i++)
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{
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cur_layer_depth += layer_depth;
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cur_uv -= delta_uv;
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depth_from_tex = texture2D(s_texDepth, cur_uv).r;
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if (depth_from_tex < cur_layer_depth)
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{
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break;
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}
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}
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if (u_shading_type == 3.0)
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{
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// Steep parallax mapping
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return cur_uv;
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}
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else
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{
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// Parallax occlusion mapping
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vec2 prev_uv = cur_uv + delta_uv;
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float next = depth_from_tex - cur_layer_depth;
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float prev = texture2D(s_texDepth, prev_uv).r - cur_layer_depth + layer_depth;
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float weight = next / (next - prev);
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return mix(cur_uv, prev_uv, weight);
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}
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}
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}
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void main()
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{
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vec3 light_dir = normalize(v_ts_light_pos - v_ts_frag_pos);
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vec3 view_dir = normalize(v_ts_view_pos - v_ts_frag_pos);
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// Only perturb the texture coordinates if a parallax technique is selected
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vec2 uv = (u_shading_type < 2.0) ? v_texcoord0 : parallax_uv(v_texcoord0, view_dir);
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vec3 albedo;
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if (u_show_diffuse_texture == 0.0)
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{
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albedo = vec3(1.0, 1.0, 1.0);
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}
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else
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{
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albedo = texture2D(s_texColor, uv).rgb;
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}
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vec3 ambient = 0.3 * albedo;
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vec3 normal;
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if (u_shading_type == 0.0)
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{
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normal = vec3(0.0, 0.0, 1.0);
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}
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else
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{
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normal.xy = texture2DBc5(s_texNormal, uv) * 2.0 - 1.0;
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
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}
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float diffuse = max(dot(light_dir, normal), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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}
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