phaser/src/renderer/webgl/shaders/Light-frag.js
2020-08-21 15:41:12 +01:00

53 lines
2 KiB
JavaScript

module.exports = [
'#define SHADER_NAME PHASER_FORWARD_DIFFUSE_FS',
'',
'precision mediump float;',
'',
'struct Light',
'{',
' vec2 position;',
' vec3 color;',
' float intensity;',
' float radius;',
'};',
'',
'const int kMaxLights = %LIGHT_COUNT%;',
'',
'uniform vec4 uCamera; /* x, y, rotation, zoom */',
'uniform vec2 uResolution;',
'uniform sampler2D uMainSampler;',
'uniform sampler2D uNormSampler;',
'uniform vec3 uAmbientLightColor;',
'uniform Light uLights[kMaxLights];',
'uniform mat3 uInverseRotationMatrix;',
'',
'varying vec2 outTexCoord;',
'varying vec4 outTint;',
'',
'void main()',
'{',
' vec3 finalColor = vec3(0.0, 0.0, 0.0);',
' vec4 color = texture2D(uMainSampler, outTexCoord) * vec4(outTint.rgb * outTint.a, outTint.a);',
' vec3 normalMap = texture2D(uNormSampler, outTexCoord).rgb;',
' vec3 normal = normalize(uInverseRotationMatrix * vec3(normalMap * 2.0 - 1.0));',
' vec2 res = vec2(min(uResolution.x, uResolution.y)) * uCamera.w;',
'',
' for (int index = 0; index < kMaxLights; ++index)',
' {',
' Light light = uLights[index];',
' vec3 lightDir = vec3((light.position.xy / res) - (gl_FragCoord.xy / res), 0.1);',
' vec3 lightNormal = normalize(lightDir);',
' float distToSurf = length(lightDir) * uCamera.w;',
' float diffuseFactor = max(dot(normal, lightNormal), 0.0);',
' float radius = (light.radius / res.x * uCamera.w) * uCamera.w;',
' float attenuation = clamp(1.0 - distToSurf * distToSurf / (radius * radius), 0.0, 1.0);',
' vec3 diffuse = light.color * diffuseFactor;',
' finalColor += (attenuation * diffuse) * light.intensity;',
' }',
'',
' vec4 colorOutput = vec4(uAmbientLightColor + finalColor, 1.0);',
'',
' gl_FragColor = color * vec4(colorOutput.rgb * colorOutput.a, colorOutput.a);',
'}',
''
].join('\n');