123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152 |
- #version 100
- precision mediump float;
- varying vec3 fragPosition;
- varying vec2 fragTexCoord;
- varying vec4 fragColor;
- varying vec3 fragNormal;
- uniform sampler2D texture0;
- uniform sampler2D texture1;
- uniform sampler2D texture2;
- uniform vec4 colAmbient;
- uniform vec4 colDiffuse;
- uniform vec4 colSpecular;
- uniform float glossiness;
- uniform int useNormal;
- uniform int useSpecular;
- uniform mat4 modelMatrix;
- uniform vec3 viewDir;
- struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
- };
- const int maxLights = 8;
- uniform Light lights[maxLights];
- vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
- {
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
- }
- vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
- {
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
- }
- vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
- {
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
- }
- void main()
- {
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture2D(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture2D(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
-
- // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
- }
- }
-
- // Calculate final fragment color
- gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
- }
|