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| %{ techniques: [ {
passes: [
{ vert: vs frag: fs stage: forward cullMode: back depthTest: true depthWrite: true }
{ vert: vsOutline frag: fsOutline stage: forward cullMode: front depthTest: true depthWrite: true } ]
}
]
properties: { outlineColor: { type: 'color4', value: [1, 1, 1, 1] } outlineSize : { type: 'float', value: 0.05 }
diffuseColor: { type: 'color4', value: [1, 1, 1, 1] } diffuseTexture: { type: 'sampler2D', value: null }
normalTexture: { type: 'sampler2D', value: null } bumpScale: { type: 'float', value: 0.05 } } %}
%% vs { precision highp float;
#include <cc-local> #include <cc-global>
#include <common-attribute> #include <skinning>
varying vec3 v_worldNormal; varying vec3 v_worldPos;
void main () { vec4 position = vec4(a_position, 1); vec4 normal = vec4(1, 1, 1, 0);
MUL_ATTR_NORMAL(normal); SKIN_VERTEX(position, normal);
v_worldPos = (cc_matWorld * position).xyz; v_worldNormal = cc_matWorldIT * normal.xyz;
ATTRIBUTE_TO_VARYING();
gl_Position = cc_matViewProj * cc_matWorld * position; }
}
%% fs {
precision highp float;
#include <cc-global> #include <common-attribute> #include <encodings>
#include <common>
#include <normal> #include <diffuse> #include <specular> #include <emissive> #include <lights-phong> #include <alpha-test>
varying vec3 v_worldNormal; varying vec3 v_worldPos;
uniform lowp float bumpScale; uniform lowp vec4 outlineColor;
void doBrdf (inout Lighting result, LightInfo info, vec3 normal, vec3 viewDirection, float glossiness) { float ndh = 0.0; vec3 halfDir = normalize(viewDirection + info.lightDir); float NdotH = max(0.0, dot(normal, halfDir)); NdotH = pow(NdotH, max(1.0, glossiness * 128.0));
vec3 diffuse = info.radiance * max(0.0, dot(normal, info.lightDir)); vec3 specular = info.radiance * NdotH;
result.diffuse += diffuse; result.specular += specular; }
Lighting getDiffuseLight (vec3 normal, vec3 worldPos, vec3 viewDirection, float glossiness) { Lighting result; result.diffuse = vec3(0, 0, 0); result.specular = vec3(0, 0, 0);
#if _NUM_DIR_LIGHTS > 0 for (int i = 0; i < _NUM_DIR_LIGHTS; i++) { LightInfo info = computeDirectionalLighting(cc_dirLightDirection[i], cc_dirLightColor[i]); doBrdf(result, info, normal, viewDirection, glossiness); } #endif
#if _NUM_POINT_LIGHTS > 0 for (int i = 0; i < _NUM_POINT_LIGHTS; i++) { LightInfo info = computePointLighting(worldPos, cc_pointLightPositionAndRange[i], cc_pointLightColor[i]); doBrdf(result, info, normal, viewDirection, glossiness); } #endif
#if _NUM_SPOT_LIGHTS > 0 for (int i = 0; i < _NUM_SPOT_LIGHTS; i++) { LightInfo info = computeSpotLighting(worldPos, cc_spotLightPositionAndRange[i], cc_spotLightDirection[i], cc_spotLightColor[i]); doBrdf(result, info, normal, viewDirection, glossiness); } #endif
result.diffuse += cc_sceneAmbient;
return result; }
vec4 composePhongLight (Lighting lighting, PhongMaterial mtl) { vec4 o = vec4(0.0, 0.0, 0.0, 1.0);
o.rgb = lighting.diffuse * mtl.diffuse;
#if USE_EMISSIVE o.rgb += mtl.emissive; #endif
#if USE_SPECULAR o.rgb += lighting.specular * mtl.specular; #endif
#if _USE_SHADOW_MAP o.rgb *= computeShadow(); #endif
o.a = mtl.opacity;
return o; }
void CalcLight (inout vec4 outColor, in PhongMaterial material, in vec3 normal, in vec3 worldPosition, in vec3 viewDirection) { Lighting phongLighting = getDiffuseLight(normal, worldPosition, viewDirection, glossiness); outColor = composePhongLight(phongLighting, material); }
void main () { vec4 diffuse; CALC_DIFFUSE(diffuse); ALPHA_TEST(diffuse);
gl_FragColor = LINEAR_TO_OUTPUT_TEXEL( diffuse ); }
}
%% vsOutline {
precision highp float;
#include <cc-local> #include <cc-global>
#include <common-attribute> #include <skinning>
uniform lowp float outlineSize; uniform lowp vec4 outlineColor;
void main () {
vec4 position = vec4(a_position, 1); vec3 outNormal = normalize(a_normal);
position.x = position.x + outNormal.x * outlineSize; position.y = position.y + outNormal.y * outlineSize; position.z = position.z + outNormal.z * outlineSize;
SKIN_VERTEX(position); ATTRIBUTE_TO_VARYING();
gl_Position = cc_matViewProj * cc_matWorld * position; } }
%% fsOutline {
precision highp float;
uniform lowp vec4 outlineColor;
void main () { gl_FragColor = outlineColor; } }
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