MBHaxe/src/shaders/PhongMaterial.hx
2022-12-30 14:24:21 +05:30

97 lines
2.9 KiB
Haxe

package shaders;
class PhongMaterial extends hxsl.Shader {
static var SRC = {
@param var diffuseMap:Sampler2D;
@param var normalMap:Sampler2D;
@param var shininess:Float;
@param var specularColor:Vec4;
@param var ambientLight:Vec3;
@param var dirLight:Vec3;
@param var dirLightDir:Vec3;
@param var uvScaleFactor:Float;
@const var isHalfTile:Bool = false;
@global var camera:{
var position:Vec3;
@var var dir:Vec3;
};
@global var global:{
@perObject var modelView:Mat4;
@perObject var modelViewInverse:Mat4;
};
@input var input:{
var normal:Vec3;
var tangent:Vec3;
var uv:Vec2;
};
var calculatedUV:Vec2;
var pixelColor:Vec4;
var specColor:Vec3;
var specPower:Float;
var transformedPosition:Vec3;
var transformedNormal:Vec3;
@var var transformedTangent:Vec4;
@var var fragLightW:Float;
function __init__vertex() {
transformedTangent = vec4(input.tangent * global.modelView.mat3(), input.tangent.dot(input.tangent) > 0.5 ? 1. : -1.);
}
function lambert(normal:Vec3, lightPosition:Vec3):Float {
if (isHalfTile) {
return saturate(dot(normal, lightPosition));
}
var result = ((dot(normal, lightPosition) + 1) * 0.5);
return result;
}
function vertex() {
calculatedUV = input.uv * uvScaleFactor;
fragLightW = step(0, dot(dirLight, input.normal));
}
function fragment() {
// Diffuse part
var diffuse = diffuseMap.get(calculatedUV);
var outCol = diffuse;
var n = transformedNormal;
var nf = unpackNormal(normalMap.get(calculatedUV));
var tanX = transformedTangent.xyz.normalize();
var tanY = n.cross(tanX) * transformedTangent.w;
transformedNormal = (nf.x * tanX + nf.y * tanY + nf.z * n).normalize();
var shading = vec3(1, 1, 0.8980392);
var bumpDot = /*dirLight **/ lambert(transformedNormal, -dirLightDir);
if (isHalfTile)
outCol.xyz *= (shading * bumpDot) + ambientLight;
else
outCol.xyz *= shading * (bumpDot + ambientLight);
var eyeVec = (camera.position - transformedPosition).normalize();
var halfAng = (eyeVec - dirLightDir).normalize();
var specValue = saturate(transformedNormal.dot(halfAng)) * fragLightW;
var specular = specularColor * pow(specValue, shininess);
outCol += specular * diffuse.a;
// Gamma correction using our regression model
// y ~ ax^b
var a = 1.00759;
var b = 1.18764;
outCol.x = a * pow(outCol.x, b);
outCol.y = a * pow(outCol.y, b);
outCol.z = a * pow(outCol.z, b);
pixelColor = outCol;
}
}
public function new(diffuse, normal, shininess, specularVal, ambientLight, dirLight, dirLightDir, uvScaleFactor) {
super();
this.diffuseMap = diffuse;
this.normalMap = normal;
this.shininess = shininess;
this.specularColor = specularVal;
this.ambientLight = ambientLight.clone();
this.dirLight = dirLight.clone();
this.dirLightDir = dirLightDir.clone();
this.uvScaleFactor = uvScaleFactor;
}
}