144 lines
5.1 KiB
GLSL
144 lines
5.1 KiB
GLSL
/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: FFPLib_Texturing
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// Program Desc: Texture functions of the FFP.
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// Program Type: Vertex/Pixel shader
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// Language: GLSL
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// Notes: Implements core functions for FFPTexturing class.
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// based on texturing operations needed by render system.
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// Implements texture coordinate processing:
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// see http://msdn.microsoft.com/en-us/library/bb206247.aspx
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// Implements texture blending operation:
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// see http://msdn.microsoft.com/en-us/library/bb206241.aspx
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut)
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{
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vOut = mul(m, vec4(v, 0.0, 1.0)).xy;
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}
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//-----------------------------------------------------------------------------
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void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut)
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{
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vOut = mul(m, v).xy;
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}
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//-----------------------------------------------------------------------------
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void FFP_TransformTexCoord(in mat4 m, in vec3 v, out vec3 vOut)
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{
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vOut = mul(m, vec4(v, 1.0)).xyz;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Normal(in mat3 mWorldIT,
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in vec3 vNormal,
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out vec3 vOut)
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{
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vOut = normalize(mul(mWorldIT, vNormal));
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorldView,
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in mat3 mWorldIT,
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in vec4 vPos,
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in vec3 vNormal,
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out vec2 vOut)
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{
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vec3 normal = normalize( mul(mWorldIT, vNormal));
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vec3 eyedir = normalize(mul(mWorldView, vPos)).xyz;
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vec3 r = reflect(eyedir, normal);
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r.z += 1.0;
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float two_p = 2.0 * length(r);
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vOut = vec2(0.5 + r.x / two_p, 0.5 - r.y / two_p);
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
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in mat4 mWorldIT,
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in vec3 vCamPos,
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in vec3 vNormal,
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in vec4 vPos,
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out vec3 vOut)
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{
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vec3 vWorldNormal = normalize(mul(mWorldIT, vec4(vNormal, 0.0)).xyz);
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vec3 vWorldPos = mul(mWorld, vPos).xyz;
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vec3 vEyeDir = normalize(vWorldPos - vCamPos);
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vec3 vReflect = reflect(vEyeDir, vWorldNormal);
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vReflect.z *= -1.0;
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vOut = vReflect;
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in float vIn0, in float vIn1, out float vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_DotProduct(in float vIn0, in float vIn1, out float vOut)
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{
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vOut = dot(vIn0, vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_DotProduct(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
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{
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vOut = vec2_splat(dot(vIn0, vIn1));
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}
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//-----------------------------------------------------------------------------
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void FFP_DotProduct(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
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{
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vOut = vec3_splat(dot(vIn0, vIn1));
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}
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//-----------------------------------------------------------------------------
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void FFP_DotProduct(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
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{
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vOut = vec4_splat(dot(vIn0, vIn1));
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} |