// Copyright 2018 Google Inc. #extension GL_OES_standard_derivatives : enable precision mediump float; uniform vec4 u_time; uniform vec4 u_ambient_light_color; uniform vec4 u_SceneLight_0_color; uniform vec4 u_SceneLight_1_color; uniform float u_Cutoff; uniform sampler2D u_MainTex; 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; float dispAmount = .0025; 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); } #ifndef GL_OES_standard_derivatives vec3 PerturbNormal(vec3 position, vec3 normal, vec2 uv) { return normal; } #else uniform sampler2D u_BumpMap; uniform vec4 u_BumpMap_TexelSize; vec3 xxx_dFdx3(vec3 v) { return vec3(dFdx(v.x), dFdx(v.y), dFdx(v.z)); } vec3 xxx_dFdy3(vec3 v) { return vec3(dFdy(v.x), dFdy(v.y), dFdy(v.z)); } vec2 xxx_dFdx2(vec2 v) { return vec2(dFdx(v.x), dFdx(v.y)); } vec2 xxx_dFdy2(vec2 v) { return vec2(dFdy(v.x), dFdy(v.y)); } vec3 PerturbNormal(vec3 position, vec3 normal, vec2 uv) { highp vec3 vSigmaS = xxx_dFdx3(position); highp vec3 vSigmaT = xxx_dFdy3(position); highp vec3 vN = normal; highp vec3 vR1 = cross(vSigmaT, vN); highp vec3 vR2 = cross(vN, vSigmaS); float fDet = dot(vSigmaS, vR1); vec2 texDx = xxx_dFdx2(uv); vec2 texDy = xxx_dFdy2(uv); float resolution = max(u_BumpMap_TexelSize.z, u_BumpMap_TexelSize.w); highp float d = min(1., (0.5 / resolution) / max(length(texDx), length(texDy))); vec2 STll = uv; vec2 STlr = uv + d * texDx; vec2 STul = uv + d * texDy; highp float Hll = texture2D(u_BumpMap, STll).x; highp float Hlr = texture2D(u_BumpMap, STlr).x; highp float Hul = texture2D(u_BumpMap, STul).x; Hll = mix(Hll, 1. - Hll, float(!gl_FrontFacing)) * dispAmount; Hlr = mix(Hlr, 1. - Hlr, float(!gl_FrontFacing)) * dispAmount; Hul = mix(Hul, 1. - Hul, float(!gl_FrontFacing)) * dispAmount; highp float dBs = (Hlr - Hll) / d; highp float dBt = (Hul - Hll) / d; highp vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2); return normalize(abs(fDet) * vN - vSurfGrad); } #endif 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 normal, vec3 specColor, float shininess) { 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, v_color.rgb, specColor, shininess); vec3 lightOut1 = ShShaderWithSpec(normal, lightDir1, u_SceneLight_1_color.rgb, v_color.rgb, specColor); vec3 ambientOut = v_color.rgb * u_ambient_light_color.rgb; return (lightOut0 + lightOut1 + ambientOut); } void main() { vec2 scrollUV = v_texcoord0; float anim = ceil(mod(u_time.y * 12.0, 6.0)); scrollUV.x += anim; scrollUV.x *= 1.1; vec3 specColor = vec3(0.0); float shininess = 0.0; float brush_mask = texture2D(u_MainTex, scrollUV).w * v_color.a; if (brush_mask <= u_Cutoff) { discard; } gl_FragColor.rgb = ApplyFog(computeLighting(v_normal, specColor, shininess)); gl_FragColor.a = 1.0; }