Esempio n. 1
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 private static GLShader FragmentShader()
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <TerrainFragment> ()
                            from u in Shader.Uniforms <Terrain> ()
                            from l in Shader.Uniforms <LightingUniforms> ()
                            from c in Shader.Uniforms <CascadedShadowUniforms> ()
                            let rockColor = FragmentShaders.TextureColor(!u.rockSampler, f.fragTexturePos)
                                            let grassColor = FragmentShaders.TextureColor(!u.grassSampler, f.fragTexturePos)
                                                             let sandColor = FragmentShaders.TextureColor(!u.sandSampler, f.fragTexturePos)
                                                                             let sandBlend = FMath.SmoothStep(2f, 4f, f.height)
                                                                                             let flatColor = grassColor.Mix(sandColor, sandBlend)
                                                                                                             let rockBlend = FMath.SmoothStep(0.8f, 0.9f, f.slope)
                                                                                                                             let terrainColor = rockColor.Mix(flatColor, rockBlend)
                                                                                                                                                let diffuseLight = LightingShaders.LightDiffuseIntensity(
                                (!l.directionalLight).direction,
                                (!l.directionalLight).intensity,
                                f.vertexNormal)
                                                                                                                                                                   let ambient = (!l.globalLighting).ambientLightIntensity
                                                                                                                                                                                 //let shadow = ShadowShaders.PcfShadowMapFactor (f.fragPositionLightSpace, 0.0015f)
                                                                                                                                                                                 //let shadow = ShadowShaders.VarianceShadowMapFactor (new Vec4 (f.vertexPos, 1f))
                                                                                                                                                                                 let shadow = ShadowShaders.CascadedShadowMapFactor(new Vec4(f.vertexPos, 1f), 0.0015f)
                                                                                                                                                                                              let litColor = LightingShaders.GlobalLightIntensity(!l.globalLighting, ambient,
                                                                                                                                                                                                                                                  diffuseLight * shadow, new Vec3(0f), terrainColor, new Vec3(0f))
                                                                                                                                                                                                             select new
     {
         outputColor = litColor.Mix(!u.skyColor, f.visibility)
     }));
 }
Esempio n. 2
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 public static GLShader WhiteOutput <F> ()
     where F : Fragment
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <F> ()
                            select new
     {
         outputColor = new Vec3(1f)
     }));
 }
Esempio n. 3
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 private static GLShader DepthFragmentShader()
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <Fragment> ()
                            select new
     {
         depth = f.gl_FragCoord[2]
     }
                            ));
 }
Esempio n. 4
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 public static GLShader DirectOutput <F> ()
     where F : Fragment, IFragmentDiffuse
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <F> ()
                            select new
     {
         outputColor = new Vec3(f.fragDiffuse)
     }));
 }
Esempio n. 5
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 private static GLShader FragmentShader()
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <SkyboxFragment> ()
                            from u in Shader.Uniforms <Skybox> ()
                            select new
     {
         outputColor = (!u.cubeMap).Texture(f.texturePos)[Coord.x, Coord.y, Coord.z]
     }));
 }
Esempio n. 6
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 public static GLShader Passthrough <V, F> ()
     where V : struct, IVertex3D
     where F : Fragment, new ()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <V> ()
                            select new F()
     {
         gl_Position = new Vec4(v.position, 1f)
     }));
 }
Esempio n. 7
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 private static GLShader VertexShader()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <PositionalVertex> ()
                            from u in Shader.Uniforms <Skybox> ()
                            select new SkyboxFragment()
     {
         gl_Position = !u.perspectiveMatrix * !u.worldMatrix * new Vec4(v.position, 1f),
         texturePos = v.position + new Vec3(0f, 0.5f, 0f)
     }));
 }
Esempio n. 8
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 private static GLShader VertexShaderCascaded()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <EntityVertex> ()
                            from u in Shader.Uniforms <Shadows> ()
                            select new Fragment()
     {
         gl_Position = !u.modelViewMatrix * new Vec4(v.position, 1f)
     }
                            ));
 }
Esempio n. 9
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 public static GLShader TexturedOutput <F, U> ()
     where F : Fragment, IFragmentTexture <Vec2>
     where U : TextureUniforms
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <F> ()
                            from u in Shader.Uniforms <U> ()
                            select new
     {
         outputColor = (!u.textureMap).Texture(f.fragTexturePos)
     }));
 }
Esempio n. 10
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 public static GLShader PassthroughTexture <V, F> ()
     where V : struct, IVertex3D, ITextured
     where F : Fragment, IFragmentTexture <Vec2>, new ()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <V> ()
                            select new F()
     {
         gl_Position = new Vec4(v.position, 1f),
         fragTexturePos = v.texturePos
     }
                            ));
 }
Esempio n. 11
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 public static GLShader FragmentShader()
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <PanelFragment> ()
                            from t in Shader.Uniforms <TextureUniforms> ()
                            from u in Shader.Uniforms <MaterialPanels> ()
                            let col = (!t.textureMap).Texture(f.fragTexturePos)
                                      select new
     {
         outputColor = !u.ColorOutput != 0 ? col :
                       new Vec4(col[Coord.x, Coord.x, Coord.x], 1f)
     }));
 }
Esempio n. 12
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 public static GLShader TransformedTexture <V, F, U> ()
     where V : struct, IVertex3D, ITextured
     where F : Fragment, IFragmentTexture <Vec2>, new ()
     where U : TransformUniforms
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <V> ()
                            from u in Shader.Uniforms <U> ()
                            select new F()
     {
         gl_Position = !u.perspectiveMatrix * !u.modelViewMatrix * new Vec4(v.position, 1f),
         fragTexturePos = v.texturePos
     }));
 }
Esempio n. 13
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 private static GLShader VarianceFragmentShader()
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <Fragment> ()
                            let depth = f.gl_FragCoord.Z
                                        let dx = FMath.dFdx(depth)
                                                 let dy = FMath.dFdy(depth)
                                                          let moment2 = depth * depth + 0.25f * (dx * dx + dy * dy)
                                                                        select new
     {
         variance = new Vec2(depth, moment2)
     }
                            ));
 }
Esempio n. 14
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 private static GLShader FragmentShader()
 {
     return(GLShader.Create(ShaderType.FragmentShader, () =>
                            from f in Shader.Inputs <GaussianFragment> ()
                            from u in Shader.Uniforms <TextureUniforms> ()
                            from c in Shader.Constants(new
     {
         weights = new float[] { 0.00598f, 0.060626f, 0.241843f, 0.383103f, 0.241843f, 0.060626f, 0.00598f }
     })
                            select new
     {
         outColor = Enumerable.Range(0, 7).Aggregate(new Vec4(0f), (r, i) =>
                                                     r + (!u.textureMap).Texture(f.fragTexturePos [i]) * c.weights[i])
     }
                            ));
 }
Esempio n. 15
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        public static GLShader FragmentShader()
        {
            return(GLShader.Create
                   (
                       ShaderType.FragmentShader, () =>

                       from f in Shader.Inputs <MaterialFragment> ()
                       from u in Shader.Uniforms <Materials> ()
                       let texCoords = ParallaxMapping(!u.heightMap, f.texPosition, f.tangentViewDir, 0.01f)
                                       let diffuse = (!u.diffuseMap).Texture(texCoords)[Coord.x, Coord.y, Coord.z]
                                                     let normal = (!u.normalMap).Texture(texCoords)[Coord.x, Coord.y, Coord.z] * 2f - new Vec3(1f)
                                                                  select new
            {
                outputColor = (normal.Dot(f.tangentLightDir).Clamp(0f, 1f) * diffuse).Clamp(0f, 1f)
            }
                   ));
        }
Esempio n. 16
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 public static GLShader VertexShader()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <EntityVertex> ()
                            from t in Shader.Uniforms <TransformUniforms> ()
                            let viewPos = !t.modelViewMatrix * new Vec4(v.position, 1f)
                                          select new EntityFragment()
     {
         gl_Position = !t.perspectiveMatrix * viewPos,
         fragPosition = viewPos[Coord.x, Coord.y, Coord.z],
         fragNormal = (!t.normalMatrix * v.normal).Normalized,
         fragDiffuse = v.diffuse,
         fragSpecular = v.specular,
         fragShininess = v.shininess,
         fragTexturePos = v.texturePos,
         fragReflectivity = v.reflectivity
     }));
 }
Esempio n. 17
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 private static GLShader VertexShader()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <TerrainVertex> ()
                            from u in Shader.Uniforms <Terrain> ()
                            from t in Shader.Uniforms <TransformUniforms> ()
                            let viewPos = !u.transforms.modelViewMatrix * new Vec4(v.position, 1f)
                                          select new TerrainFragment()
     {
         gl_Position = !t.perspectiveMatrix * viewPos,
         vertexNormal = (!t.normalMatrix * v.normal).Normalized,
         vertexPos = viewPos[Coord.x, Coord.y, Coord.z],
         visibility = LightingShaders.FogVisibility(viewPos.Z, 400f, 2f),
         height = v.position.Y,
         slope = v.normal.Dot(new Vec3(0f, 1f, 0f)),
         fragTexturePos = v.texturePos / 15f
     }));
 }
Esempio n. 18
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 public static GLShader VertexShader()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <MaterialVertex> ()
                            from t in Shader.Uniforms <TransformUniforms> ()
                            let viewPos = !t.modelViewMatrix * new Vec4(v.position, 1f)
                                          let tangent = (!t.normalMatrix * v.tangent).Normalized
                                                        let normal = (!t.normalMatrix * v.normal).Normalized
                                                                     let bitangent = tangent.Cross(normal)
                                                                                     let TBN = new Mat3(tangent, bitangent, normal).Transposed
                                                                                               select new MaterialFragment()
     {
         gl_Position = !t.perspectiveMatrix * viewPos,
         texPosition = v.texturePos,
         tangentViewDir = (TBN * new Vec3(0f, 0f, 1f)).Normalized,
         tangentLightDir = (TBN * new Vec3(1f, 0f, 1f)).Normalized
     }));
 }
Esempio n. 19
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        private static GLShader FragmentShader()
        {
            return(GLShader.Create
                   (
                       ShaderType.FragmentShader, () =>

                       from f in Shader.Inputs <EntityFragment> ()
                       from u in Shader.Uniforms <Entities> ()
                       from l in Shader.Uniforms <LightingUniforms> ()
                       from c in Shader.Uniforms <CascadedShadowUniforms> ()
                       let samplerNo = (f.fragTexturePos.X / 10f).Truncate()
                                       let fragDiffuse =
                           samplerNo == 0 ? FragmentShaders.TextureColor((!u.samplers)[0], f.fragTexturePos) :
                           samplerNo == 1 ? FragmentShaders.TextureColor((!u.samplers)[1], f.fragTexturePos - new Vec2(10f)) :
                           samplerNo == 2 ? FragmentShaders.TextureColor((!u.samplers)[2], f.fragTexturePos - new Vec2(20f)) :
                           samplerNo == 3 ? FragmentShaders.TextureColor((!u.samplers)[3], f.fragTexturePos - new Vec2(30f)) :
                           f.fragDiffuse
                           let dirLight = LightingShaders.DirLightIntensity(!l.directionalLight, f.fragPosition,
                                                                            f.fragNormal, f.fragShininess)
                                          let totalLight = Control <LightingShaders.DiffuseAndSpecular> .For(0, (!u.pointLights).Length, dirLight,
                                                                                                             (i, total) =>
                                                                                                             (from pl in (!u.pointLights)[i].ToShader()
                                                                                                              let plint = LightingShaders.PointLightIntensity(pl, f.fragPosition, f.fragNormal, f.fragShininess)
                                                                                                                          select new LightingShaders.DiffuseAndSpecular(plint.diffuse + total.diffuse,
                                                                                                                                                                        plint.specular + total.specular))
                                                                                                             .Evaluate())
                                                           let envLight = (!u.diffuseMap).Texture(f.fragNormal)[Coord.x, Coord.y, Coord.z]
                                                                          let ambient = envLight * (!l.globalLighting).ambientLightIntensity
                                                                                        let reflectDiffuse = f.fragReflectivity == 0f ? fragDiffuse :
                                                                                                             fragDiffuse.Mix(LightingShaders.ReflectedColor(!u.diffuseMap, f.fragPosition, f.fragNormal),
                                                                                                                             f.fragReflectivity)
                                                                                                             //let shadow = ShadowShaders.PcfShadowMapFactor (f.fragPositionLightSpace, 0.0015f)
                                                                                                             //let shadow = ShadowShaders.VarianceShadowMapFactor (new Vec4 (f.fragPosition, 1f))
                                                                                                             let shadow = ShadowShaders.CascadedShadowMapFactor(new Vec4(f.fragPosition, 1f), 0.002f)
                                                                                                                          select new
            {
                outputColor = LightingShaders.GlobalLightIntensity(!l.globalLighting, ambient,
                                                                   totalLight.diffuse * shadow, totalLight.specular * shadow, reflectDiffuse, f.fragSpecular)
            }
                   ));
        }
Esempio n. 20
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 public static GLShader BasicShader <V, F, U> ()
     where V : struct, IVertex3D, IVertexColor <Vec3>, ITextured, IReflective
     where F : Fragment, IFragmentPosition, IFragmentDiffuse, IFragmentSpecular, IFragmentTexture <Vec2>,
 IFragmentReflectivity, new ()
     where U : TransformUniforms
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <V> ()
                            from t in Shader.Uniforms <U> ()
                            let viewPos = !t.modelViewMatrix * new Vec4(v.position, 1f)
                                          select new F()
     {
         gl_Position = !t.perspectiveMatrix * viewPos,
         fragPosition = viewPos[Coord.x, Coord.y, Coord.z],
         fragNormal = (!t.normalMatrix * v.normal).Normalized,
         fragDiffuse = v.diffuse,
         fragSpecular = v.specular,
         fragShininess = v.shininess,
         fragTexturePos = v.texturePos,
         fragReflectivity = v.reflectivity,
     }));
 }
Esempio n. 21
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 private static GLShader VerticalVertexShader()
 {
     return(GLShader.Create(ShaderType.VertexShader, () =>
                            from v in Shader.Inputs <TexturedVertex> ()
                            from u in Shader.Uniforms <TextureUniforms> ()
                            let height = (!u.textureMap).Size(0).Y
                                         let pixelSize = 1f / height
                                                         select new GaussianFragment()
     {
         gl_Position = new Vec4(v.position, 1f),
         fragTexturePos = new Vec2[7]
         {
             v.texturePos + new Vec2(0f, pixelSize * -3f),
             v.texturePos + new Vec2(0f, pixelSize * -2f),
             v.texturePos + new Vec2(0f, pixelSize * -1f),
             v.texturePos,
             v.texturePos + new Vec2(0f, pixelSize * 1f),
             v.texturePos + new Vec2(0f, pixelSize * 2f),
             v.texturePos + new Vec2(0f, pixelSize * 3f)
         }
     }
                            ));
 }