// Copyright 2018 Google Inc. precision mediump float; uniform vec4 u_ambient_light_color; uniform vec4 u_SceneLight_0_color; uniform vec4 u_SceneLight_1_color; uniform float u_Shininess; uniform vec3 u_SpecColor; uniform vec4 u_time; varying vec4 v_color; varying vec3 v_normal; varying vec3 v_position; varying vec3 v_light_dir_0; varying vec3 v_light_dir_1; varying vec2 v_texcoord0; uniform vec3 u_fogColor; uniform float u_fogDensity; varying float f_fog_coord; vec3 ApplyFog(vec3 color) { float density = (u_fogDensity / .693147) * 10.; float fogFactor = f_fog_coord * density; fogFactor = exp2(-fogFactor); fogFactor = clamp( fogFactor, 0.0, 1.0 ); return mix(u_fogColor, color.xyz, fogFactor); } const float PI = 3.141592654; const float INV_PI = 0.318309886; const vec3 GAMMA_DIELECTRIC_SPEC = vec3(0.220916301, 0.220916301, 0.220916301); const float GAMMA_ONE_MINUS_DIELECTRIC = (1.0 - 0.220916301); float Pow5(float x) { return x * x * x * x * x; } float DisneyDiffuseTerm(float NdotV, float NdotL, float LdotH, float perceptualRoughness) { float fd90 = 0.5 + 2.0 * LdotH * LdotH * perceptualRoughness; float lightScatter = 1.0 + (fd90 - 1.0) * Pow5(1.0 - NdotL); float viewScatter = 1.0 + (fd90 - 1.0) * Pow5(1.0 - NdotV); return lightScatter * viewScatter; } float SmithJointVisibilityTerm(float NdotL, float NdotV, float roughness) { float lambdaV = NdotL * mix(NdotV, 1.0, roughness); float lambdaL = NdotV * mix(NdotL, 1.0, roughness); return 0.5 / (lambdaV + lambdaL + 1e-5); } float GgxDistributionTerm(float NdotH, float roughness) { float a2 = roughness * roughness; float d = (NdotH * a2 - NdotH) * NdotH + 1.0; return INV_PI * a2 / (d * d + 1e-7); } vec3 FresnelTerm (vec3 F0, float cosA) { float t = Pow5(1.0 - cosA); return F0 + (vec3(1.0) - F0) * t; } vec3 SurfaceShaderInternal( vec3 normal, vec3 lightDir, vec3 eyeDir, vec3 lightColor, vec3 diffuseColor, vec3 specularColor, float perceptualRoughness) { float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); float NdotV = abs(dot(normal, eyeDir)); vec3 halfVector = normalize(lightDir + eyeDir); float NdotH = clamp(dot(normal, halfVector), 0.0, 1.0); float LdotH = clamp(dot(lightDir, halfVector), 0.0, 1.0); float diffuseTerm = NdotL * DisneyDiffuseTerm(NdotV, NdotL, LdotH, perceptualRoughness); if (length(specularColor) < 1e-5) { return diffuseColor * (lightColor * diffuseTerm); } float roughness = perceptualRoughness * perceptualRoughness; float V = GgxDistributionTerm(NdotH, roughness); float D = SmithJointVisibilityTerm(NdotL, NdotV, roughness); float specularTerm = V * D * PI; specularTerm = sqrt(max(1e-4, specularTerm)); specularTerm *= NdotL; vec3 fresnelColor = FresnelTerm(specularColor, LdotH); return lightColor * (diffuseTerm * diffuseColor + specularTerm * fresnelColor); } vec3 SurfaceShaderSpecularGloss( vec3 normal, vec3 lightDir, vec3 eyeDir, vec3 lightColor, vec3 albedoColor, vec3 specularColor, float gloss) { float oneMinusSpecularIntensity = 1.0 - clamp(max(max(specularColor.r, specularColor.g), specularColor.b), 0., 1.); vec3 diffuseColor = albedoColor * oneMinusSpecularIntensity; float perceptualRoughness = 1.0 - gloss; return SurfaceShaderInternal( normal, lightDir, eyeDir, lightColor, diffuseColor, specularColor, perceptualRoughness); } vec3 SurfaceShaderMetallicRoughness( vec3 normal, vec3 lightDir, vec3 eyeDir, vec3 lightColor, vec3 albedoColor, float metallic, float perceptualRoughness) { vec3 specularColor = mix(GAMMA_DIELECTRIC_SPEC, albedoColor, metallic); float oneMinusReflectivity = GAMMA_ONE_MINUS_DIELECTRIC - metallic * GAMMA_ONE_MINUS_DIELECTRIC; vec3 diffuseColor = albedoColor * oneMinusReflectivity; return SurfaceShaderInternal( normal, lightDir, eyeDir, lightColor, diffuseColor, specularColor, perceptualRoughness); } vec3 ShShaderWithSpec( vec3 normal, vec3 lightDir, vec3 lightColor, vec3 diffuseColor, vec3 specularColor) { float specularGrayscale = dot(specularColor, vec3(0.3, 0.59, 0.11)); float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); float shIntensityMultiplier = 1. - specularGrayscale; shIntensityMultiplier *= shIntensityMultiplier; return diffuseColor * lightColor * NdotL * shIntensityMultiplier; } vec3 ShShader( vec3 normal, vec3 lightDir, vec3 lightColor, vec3 diffuseColor) { return ShShaderWithSpec(normal, lightDir, lightColor, diffuseColor, vec3(0.,0.,0.)); } vec3 LambertShader( vec3 normal, vec3 lightDir, vec3 lightColor, vec3 diffuseColor) { float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); return diffuseColor * lightColor * NdotL; } vec3 computeLighting(vec3 diffuseColor, vec3 specularColor, float shininess) { vec3 normal = normalize(v_normal); if (!gl_FrontFacing) { normal *= -1.0; } vec3 lightDir0 = normalize(v_light_dir_0); vec3 lightDir1 = normalize(v_light_dir_1); vec3 eyeDir = -normalize(v_position); vec3 lightOut0 = SurfaceShaderSpecularGloss(normal, lightDir0, eyeDir, u_SceneLight_0_color.rgb, diffuseColor, specularColor, shininess); vec3 lightOut1 = ShShaderWithSpec(normal, lightDir1, u_SceneLight_1_color.rgb, diffuseColor, u_SpecColor); vec3 ambientOut = diffuseColor * u_ambient_light_color.rgb; return (lightOut0 + lightOut1 + ambientOut); } vec4 bloomColor(vec4 color, float gain) { float cmin = length(color.rgb) * .05; color.rgb = max(color.rgb, vec3(cmin, cmin, cmin)); color.r = pow(color.r, 2.2); color.g = pow(color.g, 2.2); color.b = pow(color.b, 2.2); color.a = pow(color.a, 2.2); color.rgb *= 2.0 * exp(gain * 10.0); return color; } void main() { float envelope = sin ( mod ( v_texcoord0.x*2., 1.) * 3.14159); float lights = envelope < .1 ? 1. : 0.; float border = abs(envelope - .1) < .01 ? 0. : 1.; vec3 specularColor = vec3(.3,.3,.3) - lights * vec3(.15,.15,.15); float smoothness = .3 - lights * .3; float t = u_time.w; vec4 color = v_color; if (lights > 0.) { float colorindex = floor(mod(v_texcoord0.x*2. + 0.5, 3.)); if (colorindex == 0.) color.rgb = color.rgb * vec3(.2,.2,1.); else if (colorindex == 1.) color.rgb = color.rgb * vec3(1.,.2,.2); else color.rgb = color.rgb * vec3(.2,1.,.2); float lightindex = mod(v_texcoord0.x*2. + .5,7.); float timeindex = mod(t, 7.); float delta = abs(lightindex - timeindex); float on = 1. - clamp(delta*1.5, 0.0, 1.0); color = bloomColor(color * on, .7); } vec3 diffuseColor = (1.- lights) * color.rgb * .2; diffuseColor *= border; specularColor *= border; gl_FragColor.rgb = computeLighting(diffuseColor, specularColor, smoothness); gl_FragColor.a = 1.0; gl_FragColor.rgb += lights * color.rgb; gl_FragColor.rgb = ApplyFog(gl_FragColor.rgb); }