// stripped down version of Nicholas' Static Sky // hybrid lighting shader that exposed vector_insert_todo // bug #define gl_Vertex _glesVertex attribute vec4 _glesVertex; #define gl_Color _glesColor attribute vec4 _glesColor; #define gl_Normal _glesNormal attribute vec3 _glesNormal; #define gl_MultiTexCoord0 _glesMultiTexCoord0 attribute vec4 _glesMultiTexCoord0; #define gl_MultiTexCoord1 _glesMultiTexCoord1 attribute vec4 _glesMultiTexCoord1; #define TANGENT _glesTANGENT attribute vec4 _glesTANGENT; vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return texture2DLod( s, coord.xy, coord.w); } mat3 xll_constructMat3_mf4x4( mat4 m) { return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2])); } struct Lamp { mediump vec4 posRange; mediump vec4 colorImp; }; struct v2f { highp vec4 pos; mediump vec3 diffuse; }; struct HybridAppData { highp vec4 vertex; highp vec4 tangent; highp vec3 normal; highp vec4 texcoord; lowp vec4 bakedCol; mediump vec2 bakedDir; }; uniform highp vec4 _Time; uniform highp vec4 _SinTime; uniform highp vec4 _CosTime; uniform highp vec3 _WorldSpaceCameraPos; uniform highp vec4 _ProjectionParams; uniform highp vec4 _ScreenParams; uniform highp vec4 _ZBufferParams; uniform highp vec4 _WorldSpaceLightPos0; uniform highp vec4 _LightPositionRange; uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 glstate_matrix_invtrans_modelview0; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp mat4 glstate_matrix_transpose_modelview0; uniform highp mat4 glstate_matrix_projection; uniform lowp vec4 glstate_lightmodel_ambient; uniform highp float _RenderExposure; uniform mediump vec2 _DynLampInfo_bufferSize; uniform sampler2D _DynLampInfo; uniform highp float LightVertOffset; uniform sampler2D LightVertTexture; uniform highp vec4 LightVertTextureSize; void CalcDynamicLight( in highp vec3 worldVert, in highp vec3 worldNorm, in Lamp lamp[4], inout mediump vec3 hybridDir, inout mediump vec3 hybridCol ) { mediump vec4 atten; highp int i = 0; for ( ; (i < 4); (i++)) { highp vec3 lightToVert = (lamp[i].posRange.xyz - worldVert); highp float lengthSq = dot( lightToVert, lightToVert); highp vec3 lightToVertNorm = (lightToVert * inversesqrt(lengthSq)); atten[i] = (lengthSq * lamp[i].posRange.w); mediump float nDotL = dot( lightToVertNorm, worldNorm); mediump float weight = (atten[i] * nDotL); } highp int j = 0; for ( ; (j < 4); (j++)) { hybridCol += (lamp[j].colorImp.xyz * atten[j]); } } void LoadBakedLight( out mediump vec3 hybridCol, out mediump vec3 hybridDir ) { } mediump vec4 DoSampleGPUBuffer( in sampler2D buffer, in mediump vec2 coord, in mediump vec2 dimensions ) { return xll_tex2Dlod( buffer, vec4( (coord / dimensions), 0.0, 0.0)); } void ReadLightArray3( in highp ivec4 lightIdx, out Lamp l0, out Lamp l1, out Lamp l2, out Lamp l3 ) { l0.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.x), 1.0), _DynLampInfo_bufferSize); l0.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.x), 2.0), _DynLampInfo_bufferSize); l1.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.y), 1.0), _DynLampInfo_bufferSize); l1.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.y), 2.0), _DynLampInfo_bufferSize); l2.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.z), 1.0), _DynLampInfo_bufferSize); l2.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.z), 2.0), _DynLampInfo_bufferSize); l3.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.w), 1.0), _DynLampInfo_bufferSize); l3.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.w), 2.0), _DynLampInfo_bufferSize); } void DoCalcHybridLight2( in highp vec3 worldVert, in highp vec3 worldNorm, out mediump vec3 hybridCol, in lowp vec4 bakedColor, in mediump vec2 bakedDir ) { mediump vec3 hybridDir; LoadBakedLight( hybridCol, hybridDir); highp ivec4 lightIdx = ivec4( int(worldVert.x), int(worldVert.y), int(worldVert.z), int((-worldVert.x))); Lamp l[4]; ReadLightArray3( lightIdx, l[0], l[1], l[2], l[3]); CalcDynamicLight( worldVert, worldNorm, l, hybridDir, hybridCol); } highp vec3 CalcDiffuseHybridLight( in highp vec3 worldVert, in highp vec3 worldNorm, in mediump vec4 bakedColor, in mediump vec2 bakedDir ) { mediump vec3 hybridCol; DoCalcHybridLight2( worldVert, worldNorm, hybridCol, bakedColor, bakedDir); return hybridCol; } v2f vert( in HybridAppData v ) { v2f o; highp vec3 worldVert = (_Object2World * v.vertex).xyz; highp vec3 worldNorm = normalize((xll_constructMat3_mf4x4( _Object2World) * v.normal.xyz)); o.diffuse = CalcDiffuseHybridLight( worldVert, worldNorm, v.bakedCol, v.bakedDir); o.pos = (glstate_matrix_mvp * v.vertex); return o; } varying mediump vec3 xlv_TEXCOORD2; void main() { v2f xl_retval; HybridAppData xlt_v; xlt_v.vertex = vec4(gl_Vertex); xlt_v.tangent = vec4(TANGENT); xlt_v.normal = vec3(gl_Normal); xlt_v.texcoord = vec4(gl_MultiTexCoord0); xlt_v.bakedCol = vec4(gl_Color); xlt_v.bakedDir = vec2(gl_MultiTexCoord1); xl_retval = vert( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_TEXCOORD2 = vec3(xl_retval.diffuse); }