#version 310 es #define YFLIP 0 #define SPECULAR 0 #define GLOSSMAP 0 #define DEBUG_NONE 0 #define DEBUG_DIFFUSE 1 #define DEBUG_SPECULAR 2 #define DEBUG_LIGHTING 3 #define DEBUG_FOG 4 #define DEBUG DEBUG_NONE #define FORWARD 0 #define DEFERRED 1 #define DEFERRED_VTEX 2 float saturate(float x) { return clamp(x, 0.0, 1.0); } layout(std140, binding = 0) uniform GlobalVSData { vec4 g_ViewProj_Row0; vec4 g_ViewProj_Row1; vec4 g_ViewProj_Row2; vec4 g_ViewProj_Row3; vec4 g_CamPos; vec4 g_CamRight; vec4 g_CamUp; vec4 g_CamFront; vec4 g_SunDir; vec4 g_SunColor; vec4 g_TimeParams; vec4 g_ResolutionParams; vec4 g_CamAxisRight; vec4 g_FogColor_Distance; vec4 g_ShadowVP_Row0; vec4 g_ShadowVP_Row1; vec4 g_ShadowVP_Row2; vec4 g_ShadowVP_Row3; }; vec4 ComputeFogFactor(vec3 WorldPos) { vec4 FogData; vec3 vEye = WorldPos - g_CamPos.xyz; vec3 nEye = normalize(vEye); FogData.w = exp(-dot(vEye, vEye) * g_FogColor_Distance.w * 0.75); float fog_sun_factor = pow(saturate(dot(nEye, g_SunDir.xyz)), 8.0); FogData.xyz = mix(vec3(1.0, 1.0, 1.0), vec3(0.6, 0.6, 0.9), nEye.y * 0.5 + 0.5); FogData.xyz = mix(FogData.xyz, vec3(0.95, 0.87, 0.78), fog_sun_factor); return FogData; } void ApplyFog(inout vec3 Color, vec4 FogData) { Color = mix(FogData.xyz, Color, FogData.w); } void ApplyLighting(inout mediump vec3 Color, mediump float DiffuseFactor) { mediump vec3 DiffuseLight = g_SunColor.xyz * DiffuseFactor; mediump vec3 AmbientLight = vec3(0.2, 0.35, 0.55) * 0.5; mediump vec3 Lighting = DiffuseLight + AmbientLight; #if DEBUG == DEBUG_LIGHTING Color = Lighting; #else Color *= Lighting; #endif } void ApplySpecular(inout mediump vec3 Color, mediump vec3 EyeVec, mediump vec3 Normal, mediump vec3 SpecularColor, mediump float Shininess, mediump float FresnelAmount) { mediump vec3 HalfAngle = normalize(-EyeVec + g_SunDir.xyz); mediump float v_dot_h = saturate(dot(HalfAngle, -EyeVec)); mediump float n_dot_l = saturate(dot(Normal, g_SunDir.xyz)); mediump float n_dot_h = saturate(dot(Normal, HalfAngle)); mediump float n_dot_v = saturate(dot(-EyeVec, Normal)); mediump float h_dot_l = saturate(dot(g_SunDir.xyz, HalfAngle)); const mediump float roughness_value = 0.25; mediump float r_sq = roughness_value * roughness_value; mediump float n_dot_h_sq = n_dot_h * n_dot_h; mediump float roughness_a = 1.0 / (4.0 * r_sq * n_dot_h_sq * n_dot_h_sq); mediump float roughness_b = n_dot_h_sq - 1.0; mediump float roughness_c = r_sq * n_dot_h_sq; mediump float roughness = saturate(roughness_a * exp(roughness_b / roughness_c)); FresnelAmount = 0.5; mediump float fresnel_term = pow(1.0 - n_dot_v, 5.0) * (1.0 - FresnelAmount) + FresnelAmount; mediump float geo_numerator = 2.0 * n_dot_h; mediump float geo_denominator = 1.0 / v_dot_h; mediump float geo_term = min(1.0, min(n_dot_v, n_dot_l) * geo_numerator * geo_denominator); #if SPECULAR || GLOSSMAP Color += SpecularColor * g_SunColor.xyz * fresnel_term * roughness * n_dot_l * geo_term / (n_dot_v * n_dot_l + 0.0001); #endif //Color = vec3(0.025 * 1.0 / (n_dot_v * n_dot_l)); } precision highp int; layout(binding = 0) uniform mediump sampler2D TexDisplacement; layout(binding = 1) uniform mediump sampler2D TexLOD; layout(location = 0) in vec4 Position; layout(location = 1) in vec4 LODWeights; layout(location = 0) out highp vec3 EyeVec; layout(location = 1) out highp vec4 TexCoord; layout(std140, binding = 4) uniform GlobalOcean { vec4 OceanScale; vec4 OceanPosition; vec4 InvOceanSize_PatchScale; vec4 NormalTexCoordScale; }; struct PatchData { vec4 Position; vec4 LODs; }; layout(std140, binding = 0) uniform Offsets { PatchData Patches[256]; }; vec2 lod_factor(vec2 uv) { float level = textureLod(TexLOD, uv, 0.0).x * (255.0 / 32.0); float floor_level = floor(level); float fract_level = level - floor_level; return vec2(floor_level, fract_level); } #ifdef VULKAN #define INSTANCE_ID gl_InstanceIndex #else #define INSTANCE_ID gl_InstanceID #endif vec2 warp_position() { float vlod = dot(LODWeights, Patches[INSTANCE_ID].LODs); vlod = mix(vlod, Patches[INSTANCE_ID].Position.w, all(equal(LODWeights, vec4(0.0)))); float floor_lod = floor(vlod); float fract_lod = vlod - floor_lod; uint ufloor_lod = uint(floor_lod); uvec4 uPosition = uvec4(Position); uvec2 mask = (uvec2(1u) << uvec2(ufloor_lod, ufloor_lod + 1u)) - 1u; uvec4 rounding; rounding.x = uPosition.x < 32u ? mask.x : 0u; rounding.y = uPosition.y < 32u ? mask.x : 0u; rounding.z = uPosition.x < 32u ? mask.y : 0u; rounding.w = uPosition.y < 32u ? mask.y : 0u; //rounding = uPosition.xyxy * mask.xxyy; vec4 lower_upper_snapped = vec4((uPosition.xyxy + rounding) & (~mask).xxyy); return mix(lower_upper_snapped.xy, lower_upper_snapped.zw, fract_lod); } void main() { vec2 PatchPos = Patches[INSTANCE_ID].Position.xz * InvOceanSize_PatchScale.zw; vec2 WarpedPos = warp_position(); vec2 VertexPos = PatchPos + WarpedPos; vec2 NormalizedPos = VertexPos * InvOceanSize_PatchScale.xy; vec2 NormalizedTex = NormalizedPos * NormalTexCoordScale.zw; vec2 lod = lod_factor(NormalizedPos); vec2 Offset = exp2(lod.x) * InvOceanSize_PatchScale.xy * NormalTexCoordScale.zw; vec3 Displacement = mix(textureLod(TexDisplacement, NormalizedTex + 0.5 * Offset, lod.x).yxz, textureLod(TexDisplacement, NormalizedTex + 1.0 * Offset, lod.x + 1.0).yxz, lod.y); vec3 WorldPos = vec3(NormalizedPos.x, 0.0, NormalizedPos.y) + Displacement; WorldPos *= OceanScale.xyz; WorldPos += OceanPosition.xyz; EyeVec = WorldPos - g_CamPos.xyz; TexCoord = vec4(NormalizedTex, NormalizedTex * NormalTexCoordScale.xy) + 0.5 * InvOceanSize_PatchScale.xyxy * NormalTexCoordScale.zwzw; gl_Position = WorldPos.x * g_ViewProj_Row0 + WorldPos.y * g_ViewProj_Row1 + WorldPos.z * g_ViewProj_Row2 + g_ViewProj_Row3; #if YFLIP gl_Position *= vec4(1.0, -1.0, 1.0, 1.0); #endif }