phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
60 lines (59 loc) • 2.49 kB
JavaScript
module.exports = [
'#define SHADER_NAME PHASER_LIGHT_FS',
'precision mediump float;',
'struct Light',
'{',
' vec2 position;',
' vec3 color;',
' float intensity;',
' float radius;',
'};',
'const int kMaxLights = %LIGHT_COUNT%;',
'uniform vec4 uCamera; /* x, y, rotation, zoom */',
'uniform vec2 uResolution;',
'uniform sampler2D uMainSampler;',
'uniform sampler2D uNormSampler;',
'uniform vec3 uAmbientLightColor;',
'uniform Light uLights[kMaxLights];',
'uniform mat3 uInverseRotationMatrix;',
'uniform int uLightCount;',
'varying vec2 outTexCoord;',
'varying float outTexId;',
'varying float outTintEffect;',
'varying vec4 outTint;',
'void main ()',
'{',
' vec3 finalColor = vec3(0.0, 0.0, 0.0);',
' vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);',
' vec4 texture = texture2D(uMainSampler, outTexCoord);',
' vec4 color = texture * texel;',
' if (outTintEffect == 1.0)',
' {',
' color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);',
' }',
' else if (outTintEffect == 2.0)',
' {',
' color = texel;',
' }',
' vec3 normalMap = texture2D(uNormSampler, outTexCoord).rgb;',
' vec3 normal = normalize(uInverseRotationMatrix * vec3(normalMap * 2.0 - 1.0));',
' vec2 res = vec2(min(uResolution.x, uResolution.y)) * uCamera.w;',
' for (int index = 0; index < kMaxLights; ++index)',
' {',
' if (index < uLightCount)',
' {',
' Light light = uLights[index];',
' vec3 lightDir = vec3((light.position.xy / res) - (gl_FragCoord.xy / res), 0.1);',
' vec3 lightNormal = normalize(lightDir);',
' float distToSurf = length(lightDir) * uCamera.w;',
' float diffuseFactor = max(dot(normal, lightNormal), 0.0);',
' float radius = (light.radius / res.x * uCamera.w) * uCamera.w;',
' float attenuation = clamp(1.0 - distToSurf * distToSurf / (radius * radius), 0.0, 1.0);',
' vec3 diffuse = light.color * diffuseFactor;',
' finalColor += (attenuation * diffuse) * light.intensity;',
' }',
' }',
' vec4 colorOutput = vec4(uAmbientLightColor + finalColor, 1.0);',
' gl_FragColor = color * vec4(colorOutput.rgb * colorOutput.a, colorOutput.a);',
'}',
].join('\n');