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uniform mat4 mWorld;
uniform vec3 eyePosition;
uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow uniforms
uniform vec3 v_LightDirection;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
uniform float f_shadow_strength;
uniform float f_timeofday;
varying float cosLight;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float f_normal_length;
#endif
varying vec3 eyeVec;
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
float mtsmoothstep(in float edge0, in float edge1, in float x)
{
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
#endif
float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
if (normal.y < 0.0)
return dot(v, vec3(0.670820, 0.447213, 0.836660));
return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
void main(void)
{
varTexCoord = (mTexture * inTexCoord0).st;
gl_Position = mWorldViewProj * inVertexPosition;
vPosition = gl_Position.xyz;
vNormal = inVertexNormal;
worldPosition = (mWorld * inVertexPosition).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(inVertexNormal) == 0.0
? 1.0
: directional_ambient(normalize(inVertexNormal));
#endif
#ifdef GL_ES
varColor = inVertexColor.bgra;
#else
varColor = inVertexColor;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
cosLight = max(0.0, dot(vNormal, -v_LightDirection));
float texelSize = 0.51;
float slopeScale = clamp(1.0 - cosLight, 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
} else if (f_timeofday >= 0.8) {
adj_shadow_strength = f_shadow_strength * 0.5 *
mtsmoothstep(0.8, 0.83, f_timeofday);
} else {
adj_shadow_strength = f_shadow_strength *
mtsmoothstep(0.20, 0.25, f_timeofday) *
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
}
f_normal_length = length(vNormal);
#endif
}
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