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- $input v_normal, v_view, v_texcoord0
- /*
- * Copyright 2013-2014 Dario Manesku. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- #define MAX_NUM_LIGHTS 5
- uniform vec4 u_params;
- uniform vec4 u_ambient;
- uniform vec4 u_diffuse;
- uniform vec4 u_color;
- uniform vec4 u_specular_shininess;
- uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS];
- uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS];
- SAMPLER2D(s_texColor, 0);
- #define u_ambientPass u_params.x
- #define u_lightingPass u_params.y
- #define u_lightCount u_params.z
- #define u_lightIndex u_params.w
- #define u_specular u_specular_shininess.xyz
- #define u_shininess u_specular_shininess.w
- vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
- {
- float ndotl = dot(_normal, _lightDir);
- vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal);
- float rdotv = dot(reflected, _viewDir);
- return vec2(ndotl, rdotv);
- }
- vec4 lit(float _ndotl, float _rdotv, float _m)
- {
- float diff = max(0.0, _ndotl);
- float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m);
- return vec4(1.0, diff, spec, 1.0);
- }
- vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
- {
- vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
- vec3 toLight = lightPos - _view;
- vec3 lightDir = normalize(toLight);
- vec2 bln = blinn(lightDir, _normal, _viewDir);
- vec4 lc = lit(bln.x, bln.y, u_shininess);
- float dist = max(length(toLight), u_lightPosRadius[_idx].w);
- float attn = 250.0 * pow(dist, -2.0);
- vec3 rgb = (lc.y * u_diffuse.xyz + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
- return rgb;
- }
- void main()
- {
- vec3 normal = normalize(v_normal);
- vec3 viewDir = -normalize(v_view);
- vec3 ambientColor = u_ambient.xyz * u_ambientPass;
- vec3 lightColor = vec3_splat(0.0);
- for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
- {
- float condition = 0.0;
- if (u_lightCount > 1.0) // Stencil Reflection Scene.
- {
- condition = 1.0 - step(u_lightCount, float(ii)); // True for every light up to u_lightCount.
- }
- else // Projection Shadows Scene.
- {
- condition = float(float(ii) == u_lightIndex); // True only for current light.
- }
- lightColor += calcLight(ii, v_view, normal, viewDir) * condition;
- }
- lightColor *= u_lightingPass;
- vec3 color = toLinear(texture2D(s_texColor, v_texcoord0)).xyz;
- vec3 ambient = toGamma(ambientColor * color);
- vec3 diffuse = toGamma(lightColor * color);
- gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
- gl_FragColor.w = u_color.w;
- }
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