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- $input v_pos, v_view, v_normal, v_texcoord0
- /*
- * Copyright 2013 Milos Tosic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- SAMPLER2D(s_texColor, 0);
- SAMPLER2D(s_texStipple, 1);
- uniform vec4 u_stipple;
- vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
- {
- float ndotl = dot(_normal, _lightDir);
- vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
- float rdotv = dot(reflected, _viewDir);
- return vec2(ndotl, rdotv);
- }
- void main()
- {
- vec2 viewport = (u_viewRect.zw - u_viewRect.xy) * vec2(1.0/8.0, 1.0/4.0);
- vec2 stippleUV = viewport*(v_pos.xy*0.5 + 0.5);
- vec4 color = texture2D(s_texColor, v_texcoord0);
- if ( (u_stipple.x - texture2D(s_texStipple, stippleUV).x)*u_stipple.y > u_stipple.z
- || color.w < 0.5)
- {
- discard;
- }
- vec3 lightDir = vec3(0.0, 0.0, -1.0);
- vec3 normal = normalize(v_normal);
- vec3 view = normalize(v_view);
- vec2 bln = blinn(lightDir, normal, view);
- float l = saturate(bln.y) + 0.12;
- color.xyz = toLinear(color.xyz)*l;
- gl_FragColor = toGamma(color);
- }
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