Greatly improve shading model

- Directional toon lighting component on entities. (extension of the
shadow light source)
The shadows were doing this anyways, but with extremely bad
stairstepping. Now it smoothly blends into the shadow.
- Greatly reduce shadow acne via the above and a larger bias.
- Respect culling mode for each model.
- Two sided shading for course models.
- Disable alpha for water that does not use it.
- Only GBA Sky Garden's skybox receives shadows now.
- Custom light positions for some maps. (you can guess which)
gh-pages
riperiperi 2019-06-10 23:06:38 +01:00
parent f583ad11b1
commit bbb61394f4
11 changed files with 179 additions and 89 deletions

View File

@ -14,53 +14,53 @@ window.MKDSCONST = new (function() {
this.COURSEDIR = "/data/Course/";
this.COURSES = [ //in order of course id, nitro through retro
"cross_course",
"bank_course",
"beach_course",
"mansion_course",
{name:"cross_course", music: 74},
{name:"bank_course", music: 16},
{name:"beach_course", music: 15},
{name:"mansion_course", music: 21, lightHeight: 20/180, lightAngle: 160/180},
"desert_course",
"town_course",
"pinball_course",
"ridge_course",
{name:"desert_course", music: 38, lightHeight: 40/180},
{name:"town_course", music: 17},
{name:"pinball_course", music: 19},
{name:"ridge_course", music: 36},
"snow_course",
"clock_course",
"mario_course",
"airship_course",
{name:"snow_course", music: 37},
{name:"clock_course", music: 39},
{name:"mario_course", music: 74},
{name:"airship_course", music: 18, lightHeight: 40/180, lightAngle: 140/180},
"stadium_course",
"garden_course",
"koopa_course",
"rainbow_course",
{name:"stadium_course", music: 19},
{name:"garden_course", music: 20},
{name:"koopa_course", music: 40},
{name:"rainbow_course", music: 41},
"old_mario_sfc",
"old_momo_64",
"old_peach_agb",
"old_luigi_gc",
{name:"old_mario_sfc", music: 22},
{name:"old_momo_64", music: 30},
{name:"old_peach_agb", music: 26},
{name:"old_luigi_gc", music: 33},
"old_donut_sfc",
"old_frappe_64",
"old_koopa_agb",
"old_baby_gc",
{name:"old_donut_sfc", music: 24},
{name:"old_frappe_64", music: 31},
{name:"old_koopa_agb", music: 27},
{name:"old_baby_gc", music: 34},
"old_noko_sfc",
"old_choco_64",
"old_luigi_agb",
"old_kinoko_gc",
{name:"old_noko_sfc", music: 23},
{name:"old_choco_64", music: 29},
{name:"old_luigi_agb", music: 26},
{name:"old_kinoko_gc", music: 35},
"old_choco_sfc",
"old_hyudoro_64",
"old_sky_agb",
"old_yoshi_gc",
{name:"old_choco_sfc", music: 25},
{name:"old_hyudoro_64", music: 32},
{name:"old_sky_agb", music: 28, skyboxShadows: true},
{name:"old_yoshi_gc", music: 33, lightHeight: 30/180, lightAngle: 111/180},
"mini_stage1",
"mini_stage2",
"mini_stage3",
"mini_stage4",
"mini_block_64",
"mini_dokan_gc"
{name:"mini_stage1", music: 43, battle: true},
{name:"mini_stage2", music: 43, battle: true, lightHeight: 20/180, lightAngle: 160/180},
{name:"mini_stage3", music: 43, battle: true},
{name:"mini_stage4", music: 43, battle: true},
{name:"mini_block_64", music: 43, battle: true},
{name:"mini_dokan_gc", music: 43, battle: true}
]

View File

@ -88,11 +88,11 @@ window.clientScene = function(wsUrl, wsInstance, res) {
var mainNarc, texNarc
if (obj.c.substr(0, 5) == "mkds/") {
var cnum = Number(obj.c.substr(5));
var music = MKDSCONST.COURSE_MUSIC[cnum];
var cDir = MKDSCONST.COURSEDIR+MKDSCONST.COURSES[cnum];
var course = MKDSCONST.COURSE[cnum];
var cDir = MKDSCONST.COURSEDIR+course.name;
var mainNarc = new narc(lz77.decompress(gameROM.getFile(cDir+".carc")));
var texNarc = new narc(lz77.decompress(gameROM.getFile(cDir+"Tex.carc")));
setUpCourse(mainNarc, texNarc, music, obj)
setUpCourse(mainNarc, texNarc, course, obj)
}
else throw "custom tracks are not implemented yet!"
}
@ -124,7 +124,7 @@ window.clientScene = function(wsUrl, wsInstance, res) {
}
}
function setUpCourse(mainNarc, texNarc, music, obj) {
function setUpCourse(mainNarc, texNarc, course, obj) {
var chars = [];
for (var i=0; i<obj.k.length; i++) {
var k = obj.k[i];
@ -142,7 +142,7 @@ window.clientScene = function(wsUrl, wsInstance, res) {
}
}
t.activeScene = new courseScene(mainNarc, texNarc, music, chars, {}, res);
t.activeScene = new courseScene(mainNarc, texNarc, course, chars, {}, res);
for (var i=0; i<obj.k.length; i++) {
t.activeScene.karts[i].active = obj.k[i].active;

View File

@ -12,8 +12,8 @@
// render/*
//
window.courseScene = function(mainNarc, texNarc, music, chars, options, gameRes) {
window.courseScene = function(mainNarc, texNarc, courseObj, chars, options, gameRes) {
var music = courseObj.music;
var startSetups = [
{maxplayers:12, toAline:4, xspacing:32, yspacing:32, liney:160},
{maxplayers:24, toAline:4, xspacing:32, yspacing:32, liney:80},
@ -112,12 +112,18 @@ window.courseScene = function(mainNarc, texNarc, music, chars, options, gameRes)
if (!shadow) {
var skyMat = mat4.scale(mat4.create(), mvMatrix, [1/64, 1/64, 1/64]);
sky.setFrame(frame);
if (!courseObj.skyboxShadows) nitroRender.setLightIntensities(0, 0);
sky.draw(skyMat, pMatrix);
if (!courseObj.skyboxShadows) nitroRender.setLightIntensities();
}
var lvlMat = mat4.scale(mat4.create(), mvMatrix, [1/64, 1/64, 1/64]);//[2, 2, 2]);
course.setFrame(frame);
course.draw(lvlMat, pMatrix);
nitroRender.forceFlatNormals = true;
nitroRender.setLightIntensities(0);
course.draw(lvlMat, pMatrix);
nitroRender.setLightIntensities();
nitroRender.forceFlatNormals = false;
var transE = [];
@ -139,13 +145,14 @@ window.courseScene = function(mainNarc, texNarc, music, chars, options, gameRes)
else e.draw(mvMatrix, pMatrix, gl);
}
nitroRender.setLightIntensities(0);
for (var i=0; i<scn.particles.length; i++) {
var e = scn.particles[i];
e.draw(mvMatrix, pMatrix, gl);
}
scn.items.draw(mvMatrix, pMatrix, gl);
nitroRender.setLightIntensities();
}
function sndUpdate(view) {
@ -249,8 +256,11 @@ window.courseScene = function(mainNarc, texNarc, music, chars, options, gameRes)
function startCourse() {
scn.lightMat = mat4.create();
mat4.rotateX(scn.lightMat, scn.lightMat, Math.PI*(61/180));
mat4.rotateY(scn.lightMat, scn.lightMat, Math.PI*(21/180));
mat4.rotateX(scn.lightMat, scn.lightMat, Math.PI*(courseObj.lightHeight || (61/180)));
mat4.rotateY(scn.lightMat, scn.lightMat, Math.PI*(courseObj.lightAngle || (21/180)));
scn.lightDir = [0, 0, 1];
vec3.transformMat3(scn.lightDir, scn.lightDir, mat3.invert([], mat3.fromMat4([], scn.lightMat)));
scn.farShadMat = mat4.create();
mat4.translate(scn.farShadMat, scn.lightMat, getLightCenter());
@ -408,7 +418,7 @@ window.courseScene = function(mainNarc, texNarc, music, chars, options, gameRes)
switch (mode.id) {
case 0:
//race init. fade scene in and play init music.
nitroAudio.playSound(11, {volume:2}, null); //7:race (gp), 11:race2 (vs), 12:battle
nitroAudio.playSound((courseObj.battle)?12:11, {volume:2}, null); //7:race (gp), 11:race2 (vs), 12:battle
break;
case 1:
//spawn lakitu and countdown animation. allow pre-acceleration.

View File

@ -84,7 +84,7 @@ window.sceneDrawer = new function() {
gl.colorMask(false, false, false, false);
scn.draw(gl, shadMat, true);
nitroRender.setShadowMode(shadowTarg.depth, scn.farShad.depth, shadMat, scn.farShadMat);
nitroRender.setShadowMode(shadowTarg.depth, scn.farShad.depth, shadMat, scn.farShadMat, scn.lightDir);
nitroRender.flagShadow = false;
nitroRender.updateBillboards(view.mv);

View File

@ -52,16 +52,16 @@ window.singleScene = function(course, wsInstance, res) {
var mainNarc, texNarc
if (course.substr(0, 5) == "mkds/") {
var cnum = Number(course.substr(5));
var music = MKDSCONST.COURSE_MUSIC[cnum];
var cDir = MKDSCONST.COURSEDIR+MKDSCONST.COURSES[cnum];
var course = MKDSCONST.COURSES[cnum];
var cDir = MKDSCONST.COURSEDIR+course.name;
var mainNarc = new narc(lz77.decompress(gameROM.getFile(cDir+".carc")));
var texNarc = new narc(lz77.decompress(gameROM.getFile(cDir+"Tex.carc")));
setUpCourse(mainNarc, texNarc, music)
setUpCourse(mainNarc, texNarc, course)
} else throw "custom tracks are not implemented yet!"
}
function setUpCourse(mainNarc, texNarc, music) {
function setUpCourse(mainNarc, texNarc, course) {
var chars = [];
chars.push({charN:mchar, kartN:mkart, controller:((window.prompt("press y for cpu controlled") == "y")?controlRaceCPU:controlDefault), raceCam:true, extraParams:[{k:"name", v:"single"}, {k:"active", v:true}]});
@ -72,7 +72,7 @@ window.singleScene = function(course, wsInstance, res) {
chars.push({charN:tchar, kartN:tkart, controller:controlRaceCPU, raceCam:false, extraParams:[{k:"name", v:"no"}, {k:"active", v:true}]});
}
t.activeScene = new courseScene(mainNarc, texNarc, music, chars, {}, res);
t.activeScene = new courseScene(mainNarc, texNarc, course, chars, {}, res);
t.myKart = t.activeScene.karts[0];
t.mode = {

View File

@ -31,6 +31,7 @@ window.ObjDecor = function(obji, scene) {
var animMat = null;
function draw(view, pMatrix) {
if (forceBill) nitroRender.setShadBias(0.001);
mat4.translate(mat, view, t.pos);
if (t.angle[2] != 0) mat4.rotateZ(mat, mat, t.angle[2]*(Math.PI/180));
@ -39,6 +40,7 @@ window.ObjDecor = function(obji, scene) {
mat4.scale(mat, mat, vec3.scale([], t.scale, 16));
res.mdl[0].draw(mat, pMatrix, animMat);
if (forceBill) nitroRender.resetShadOff();
}
function update() {

View File

@ -322,9 +322,9 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
k.items.update(input);
if (input.turn > 0.3) {
if (k.driveAnimF < 28) k.driveAnimF++;
} else if (input.turn < -0.3) {
if (k.driveAnimF > 0) k.driveAnimF--;
} else if (input.turn < -0.3) {
if (k.driveAnimF < 28) k.driveAnimF++;
} else {
if (k.driveAnimF > 14) k.driveAnimF--;
else if (k.driveAnimF < 14) k.driveAnimF++;
@ -725,8 +725,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
}
var velSeg = vec3.clone(baseVel);
if (k.kartColTimer > 0) {
vec3.scale([], k.kartColVel, k.kartColTimer/COLBOUNCE_TIME);
vec3.add(velSeg, velSeg, k.kartColVel);
vec3.add(velSeg, velSeg, vec3.scale([], k.kartColVel, k.kartColTimer/COLBOUNCE_TIME));
}
var posSeg = vec3.clone(k.pos);
var ignoreList = [];
@ -1046,7 +1045,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
//order y, x, z
var dir = k.physicalDir+k.driftOff+(Math.sin((COLBOUNCE_TIME-k.kartColTimer)/3)*(Math.PI/6)*(k.kartColTimer/COLBOUNCE_TIME));
var forward = [Math.sin(dir), 0, -Math.cos(dir)];
var side = [Math.cos(dir), 0, Math.sin(dir)];
var side = [-Math.cos(dir), 0, -Math.sin(dir)];
if (k.physBasis != null) {
vec3.transformMat4(forward, forward, k.physBasis.mat);
vec3.transformMat4(side, side, k.physBasis.mat);

View File

@ -27,6 +27,7 @@ window.ObjWater = function(obji, scene) {
var wosc = 12.288;
var wstay = 5*60;
var wchange = 4*60;
var useAlpha = true; //probably a crutch - this should be defined in the water material (though it might be in nsbma)
function draw(view, pMatrix) {
if (nitroRender.flagShadow) return;
@ -41,7 +42,7 @@ window.ObjWater = function(obji, scene) {
var height = (t.pos[1])+wheight+Math.sin(frame/150)*wosc //0.106
mat4.translate(waterM, view, [Math.sin(frame/180)*96, height, Math.cos(frame/146)*96])
nitroRender.setColMult([1, 1, 1, 0x0A/31]);
if (useAlpha) nitroRender.setColMult([1, 1, 1, 0x0A/31]);
res.mdl[0].drawPoly(mat4.scale([], waterM, [16, 16, 16]), pMatrix, 0, 0); //water
gl.stencilFunc(gl.EQUAL, 0, 0xFF);
@ -49,7 +50,7 @@ window.ObjWater = function(obji, scene) {
if (obji.ID != 9) {
mat4.translate(waterM, view, [0, height, 0])
nitroRender.setColMult([1, 1, 1, 0x10/31]);
if (useAlpha) nitroRender.setColMult([1, 1, 1, 0x10/31]);
res.mdl[0].drawPoly(mat4.scale([], waterM, [16, 16, 16]), pMatrix, 0, 1); //white shore wash part, water is stencil masked out
}
@ -57,7 +58,7 @@ window.ObjWater = function(obji, scene) {
if (res.mdl[1] != null) {
mat4.translate(waterM, view, [-Math.sin((frame+30)/180)*96, height, Math.cos((frame+100)/146)*96])
nitroRender.setColMult([1, 1, 1, 0x04/31]);
if (useAlpha) nitroRender.setColMult([1, 1, 1, 0x04/31]);
res.mdl[1].draw(mat4.scale([], waterM, [16, 16, 16]), pMatrix); //water white detail part. stencil should do nothing here, since it's in the same position as the above.
}
@ -74,10 +75,13 @@ window.ObjWater = function(obji, scene) {
case 0x0001:
return {mdl:[{nsbmd:"beach_waterC.nsbmd"}, {nsbmd:"beach_waterA.nsbmd"}]};
case 0x0003:
useAlpha = false;
return {mdl:[{nsbmd:"town_waterC.nsbmd"}, {nsbmd:"town_waterA.nsbmd"}]};
case 0x0006:
useAlpha = false;
return {mdl:[{nsbmd:"yoshi_waterC.nsbmd"}]};
case 0x0009:
useAlpha = false;
return {mdl:[{nsbmd:"hyudoro_waterC.nsbmd"}, {nsbmd:"hyudoro_waterA.nsbmd"}]};
case 0x000C:
wheight = 38;

View File

@ -199,6 +199,7 @@ window.NitroParticle = function(scene, emitter, pos, vel, dir, dirVel, duration,
nitroRender.last.obj = obj;
}
gl.disable(gl.CULL_FACE);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
nitroRender.setColMult([1, 1, 1, 1]);

View File

@ -14,8 +14,9 @@
window.nitroRender = new function() {
var gl, frag, vert, nitroShader;
var cVec, color, texCoord, norm;
var vecMode, vecPos, vecNorm, vecTx, vecCol, vecNum, vecMat, curMat;
var vecMode, vecPos, vecNorm, vecTx, vecCol, vecNum, vecMat, curMat, stripAlt;
var texWidth, texHeight, alphaMul = 1;
var t = this;
this.cullModes = [];
@ -35,6 +36,7 @@ window.nitroRender = new function() {
this.getViewHeight = getViewHeight;
this.flagShadow = false;
this.forceFlatNormals = false; //generate flat normals for this mesh. Used for course model for better shadows.
var parameters = {
0: 0,
@ -127,6 +129,7 @@ window.nitroRender = new function() {
vecMat = [];
}
vecNum = 0;
stripAlt = 0;
}
instructions[0x41] = function(view, off) { //end vtx
@ -154,6 +157,24 @@ window.nitroRender = new function() {
var norm = gl.createBuffer();
var posArray = new Float32Array(vecPos);
if (t.forceFlatNormals && modes[vecMode] == gl.TRIANGLES) {
//calculate new flat normals for each triangle
for (var i=0; i<vecPos.length; i+=9) {
var v1 = [vecPos[i], vecPos[i+1], vecPos[i+2]];
var v2 = [vecPos[i+3], vecPos[i+4], vecPos[i+5]];
var v3 = [vecPos[i+6], vecPos[i+7], vecPos[i+8]];
vec3.sub(v2, v2, v1);
vec3.sub(v3, v3, v1);
var newNorm = vec3.cross([], v2, v3);
vec3.normalize(newNorm, newNorm);
for (var j=0; j<3; j++) {
for (var k=0; k<3; k++) {
vecNorm[i+(j*3)+k] = newNorm[k];
}
}
}
}
gl.bindBuffer(gl.ARRAY_BUFFER, pos);
gl.bufferData(gl.ARRAY_BUFFER, posArray, gl.STATIC_DRAW);
@ -192,11 +213,14 @@ window.nitroRender = new function() {
}
if (optimiseTriangles && (vecMode > 1) && (vecNum > 2)) { //convert tri strips to individual triangles so we get one buffer per polygon
vecPos = vecPos.concat(vecPos.slice(vecPos.length-6));
vecNorm = vecNorm.concat(vecNorm.slice(vecNorm.length-6));
vecTx = vecTx.concat(vecTx.slice(vecTx.length-4));
vecCol = vecCol.concat(vecCol.slice(vecCol.length-8));
vecMat = vecMat.concat(vecMat.slice(vecMat.length-2));
var b = vecMat.length - (((stripAlt % 2) == 0)?1:3);
var s2 = vecMat.length - (((stripAlt % 2) == 0)?2:1);
vecPos = vecPos.concat(vecPos.slice(b*3, b*3+3)).concat(vecPos.slice(s2*3, s2*3+3));
vecNorm = vecNorm.concat(vecNorm.slice(b*3, b*3+3)).concat(vecNorm.slice(s2*3, s2*3+3));
vecTx = vecTx.concat(vecTx.slice(b*2, b*2+2)).concat(vecTx.slice(s2*2, s2*2+2));
vecCol = vecCol.concat(vecCol.slice(b*4, b*4+4)).concat(vecCol.slice(s2*4, s2*4+4));
vecMat = vecMat.concat(vecMat.slice(b, b+1)).concat(vecMat.slice(s2, s2+1));
stripAlt++;
}
vecNum++;
@ -206,7 +230,6 @@ window.nitroRender = new function() {
vecCol = vecCol.concat(color);
vecNorm = vecNorm.concat(norm);
vecMat.push(curMat);
}
function tenBitSign(val) {
@ -241,16 +264,19 @@ window.nitroRender = new function() {
gl.uniform1i(this.nitroShader.samplerUniform, 0);
}
this.setShadowMode = function(sTex, fsTex, sMat, fsMat) {
this.setShadowMode = function(sTex, fsTex, sMat, fsMat, dir) {
this.nitroShader = shaders[1];
var shader = shaders[1];
gl.useProgram(shader);
vec3.normalize(dir, dir);
gl.uniform3fv(shader.lightDirUniform, dir);
gl.uniformMatrix4fv(shader.shadowMatUniform, false, sMat);
gl.uniformMatrix4fv(shader.farShadowMatUniform, false, fsMat);
gl.uniform1f(shader.lightIntensityUniform, 0.3);
this.resetShadOff();
this.setNormalFlip(1);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, sTex);
gl.uniform1i(shader.lightSamplerUniform, 1);
@ -263,16 +289,33 @@ window.nitroRender = new function() {
this.prepareShader();
}
this.setLightIntensities = function(intensity, shadIntensity) {
if (intensity == null) intensity = 0.3;
if (shadIntensity == null) shadIntensity = 1;
var shader = this.nitroShader;
gl.useProgram(this.nitroShader);
gl.uniform1f(shader.lightIntensityUniform, intensity);
gl.uniform1f(shader.shadLightenUniform, 1-shadIntensity);
}
this.setShadBias = function(bias) {
var shader = shaders[1];
var shader = this.nitroShader;
gl.useProgram(this.nitroShader);
gl.uniform1f(shader.shadOffUniform, bias);
gl.uniform1f(shader.farShadOffUniform, bias);
}
this.setNormalFlip = function(flip) {
var shader = this.nitroShader;
gl.useProgram(this.nitroShader);
gl.uniform1f(shader.normalFlipUniform, flip);
}
this.resetShadOff = function() {
var shader = shaders[1];
gl.uniform1f(shader.shadOffUniform, 0.00005+((mobile)?0.0005:0));
gl.uniform1f(shader.farShadOffUniform, 0.0005);
var shader = this.nitroShader;
gl.useProgram(this.nitroShader);
gl.uniform1f(shader.shadOffUniform, 0.0005+((mobile)?0.0005:0));
gl.uniform1f(shader.farShadOffUniform, 0.0020);
}
this.unsetShadowMode = function() {
@ -352,6 +395,7 @@ window.nitroRender = new function() {
vecMode = 0;
vecNum = 0;
stripAlt = 0;
vecPos = [];
vecNorm = [];
vecTx = [];
@ -782,10 +826,10 @@ function nitroModel(bmd, btx) {
}
}
if (nitroRender.last.tex != tex[pmat]) {
gl.bindTexture(gl.TEXTURE_2D, tex[pmat]); //load up material texture
nitroRender.last.tex = tex[pmat];
}
if (nitroRender.last.tex != tex[pmat]) {
gl.bindTexture(gl.TEXTURE_2D, tex[pmat]); //load up material texture
nitroRender.last.tex = tex[pmat];
}
var material = model.materials.objectData[pmat];
nitroRender.setAlpha(material.alpha);
@ -807,8 +851,26 @@ function nitroModel(bmd, btx) {
} else gl.uniformMatrix3fv(shader.texMatrixUniform, false, material.texMat);
if (modelBuffers[modelind][polyind] == null) modelBuffers[modelind][polyind] = nitroRender.renderDispList(poly.disp, tex[poly.mat], (poly.stackID == null)?model.lastStackID:poly.stackID);
drawModelBuffer(modelBuffers[modelind][polyind], gl, shader);
if (modelBuffers[modelind][polyind] == null) modelBuffers[modelind][polyind] = nitroRender.renderDispList(poly.disp, tex[poly.mat], (poly.stackID == null)?model.lastStackID:poly.stackID);
if (material.cullMode < 3) {
gl.enable(gl.CULL_FACE);
gl.cullFace(nitroRender.cullModes[material.cullMode]);
} else {
if (nitroRender.forceFlatNormals) {
//dual side lighting model, course render mode essentially
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
drawModelBuffer(modelBuffers[modelind][polyind], gl, shader);
nitroRender.setNormalFlip(-1);
gl.cullFace(gl.FRONT);
drawModelBuffer(modelBuffers[modelind][polyind], gl, shader);
nitroRender.setNormalFlip(1);
return;
}
gl.disable(gl.CULL_FACE);
}
drawModelBuffer(modelBuffers[modelind][polyind], gl, shader);
}
function frameLerp(frame, step, values) {

View File

@ -84,13 +84,16 @@ window.nitroShaders = new (function() {
varying vec4 color;\n\
varying vec4 lightDist;\n\
varying vec4 fLightDist;\n\
varying vec3 normal;\n\
\n\
uniform float shadOff; \n\
uniform float farShadOff; \n\
uniform sampler2D lightDSampler;\n\
uniform sampler2D farLightDSampler;\n\
uniform float shadLighten; \n\
\n\
uniform sampler2D uSampler;\n\
uniform vec3 lightDir;\n\
\n\
float shadowCompare(sampler2D map, vec2 pos, float compare, float so) {\n\
float depth = texture2D(map, pos).r;\n\
@ -118,17 +121,20 @@ window.nitroShaders = new (function() {
\n\
vec2 ldNorm = abs((lightDist.xy)-vec2(0.5, 0.5));\n\
float dist = max(ldNorm.x, ldNorm.y);\n\
float shadIntensity;\n\
\n\
if (dist > 0.5) {\n\
gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), shadowLerp(farLightDSampler, vec2(4096.0, 4096.0), fLightDist.xy, fLightDist.z-farShadOff, farShadOff*2.0));\n\
shadIntensity = shadowLerp(farLightDSampler, vec2(4096.0, 4096.0), fLightDist.xy, fLightDist.z-farShadOff, farShadOff*0.5);\n\
} else if (dist > 0.4) {\n\
float lerp1 = shadowLerp(farLightDSampler, vec2(4096.0, 4096.0), fLightDist.xy, fLightDist.z-farShadOff, farShadOff*2.0);\n\
float lerp2 = shadowLerp(lightDSampler, vec2(2048.0, 2048.0), lightDist.xy, lightDist.z-shadOff, shadOff*4.0);\n\
float lerp1 = shadowLerp(farLightDSampler, vec2(4096.0, 4096.0), fLightDist.xy, fLightDist.z-farShadOff, farShadOff*0.5);\n\
float lerp2 = shadowLerp(lightDSampler, vec2(2048.0, 2048.0), lightDist.xy, lightDist.z-shadOff, shadOff*0.5);\n\
\n\
gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), mix(lerp2, lerp1, (dist-0.4)*10.0));\n\
shadIntensity = mix(lerp2, lerp1, (dist-0.4)*10.0);\n\
} else {\n\
gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), shadowLerp(lightDSampler, vec2(2048.0, 2048.0), lightDist.xy, lightDist.z-shadOff, shadOff*4.0));\n\
shadIntensity = shadowLerp(lightDSampler, vec2(2048.0, 2048.0), lightDist.xy, lightDist.z-shadOff, shadOff*0.5);\n\
}\n\
shadIntensity = min(shadIntensity, max(0.0, dot(normalize(normal), lightDir) * 5.0));\n\
gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), min(1.0, shadIntensity + shadLighten));\n\
\n\
if (gl_FragColor.a == 0.0) discard;\n\
}\n\
@ -144,6 +150,7 @@ window.nitroShaders = new (function() {
uniform mat4 uPMatrix;\n\
uniform mat3 texMatrix;\n\
uniform mat4 matStack[16];\n\
uniform float normalFlip;\n\
\n\
uniform vec4 colMult;\n\
\n\
@ -155,6 +162,7 @@ window.nitroShaders = new (function() {
varying vec4 color;\n\
varying vec4 lightDist;\n\
varying vec4 fLightDist;\n\
varying vec3 normal;\n\
\n\
\n\
void main(void) {\n\
@ -164,7 +172,8 @@ window.nitroShaders = new (function() {
\n\
lightDist = (shadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
fLightDist = (farShadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
vec3 adjNorm = normalize(vec3(uMVMatrix * matStack[int(matrixID)] * vec4(aNormal, 0.0)));\n\
vec3 adjNorm = normalize(vec3(uMVMatrix * matStack[int(matrixID)] * vec4(aNormal, 0.0))) * normalFlip;\n\
normal = adjNorm; \n\
float diffuse = (1.0-lightIntensity)-dot(adjNorm, vec3(0.0, -1.0, 0.0))*lightIntensity;\n\
\n\
color = aColor*colMult;\n\
@ -303,12 +312,15 @@ window.nitroShaders = new (function() {
["shadowMatUniform", "shadowMat"],
["farShadowMatUniform", "farShadowMat"],
["lightIntensityUniform", "lightIntensity"],
["shadLightenUniform", "shadLighten"],
["lightDirUniform", "lightDir"],
["normalFlipUniform", "normalFlip"],
["shadOffUniform", "shadOff"],
["farShadOffUniform", "farShadOff"],
["lightSamplerUniform", "lightDSampler"],
["farLightSamplerUniform", "farLightDSampler"]
["farLightSamplerUniform", "farLightDSampler"],
]
config[0] = baseConf;