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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"
- uniform vec4 u_params;
- uniform vec4 u_svparams;
- uniform vec4 u_ambient;
- uniform vec4 u_diffuse;
- uniform vec4 u_specular_shininess;
- uniform vec4 u_fog;
- uniform vec4 u_lightPosRadius;
- uniform vec4 u_lightRgbInnerR;
- SAMPLER2D(s_texColor, 0);
- SAMPLER2D(s_texStencil, 1);
- #define u_ambientPass u_params.x
- #define u_lightingPass u_params.y
- #define u_texelHalf u_params.z
- #define u_specular u_specular_shininess.xyz
- #define u_shininess u_specular_shininess.w
- #define u_fogColor u_fog.xyz
- #define u_fogDensity u_fog.w
- #define u_useStencilTex u_svparams.x
- 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(vec3 _view, vec3 _normal, vec3 _viewDir)
- {
- vec3 lightPos = mul(u_view, vec4(u_lightPosRadius.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.w);
- float attn = 50.0 * pow(dist, -2.0);
- vec3 rgb = (lc.y * u_diffuse.xyz + lc.z * u_specular) * u_lightRgbInnerR.rgb * attn;
- return rgb;
- }
- void main()
- {
- vec3 ambientColor = u_ambient.xyz * u_ambientPass;
- vec3 normal = normalize(v_normal);
- vec3 viewDir = -normalize(v_view);
- vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightingPass;
- vec2 ndc = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * u_texelHalf;
- vec4 texcolor = texture2D(s_texStencil, ndc);
- float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w);
- s *= u_useStencilTex;
- const float LOG2 = 1.442695;
- float z = length(v_view);
- float fogFactor = 1.0/exp2(u_fogDensity*u_fogDensity*z*z*LOG2);
- fogFactor = clamp(fogFactor, 0.0, 1.0);
- vec3 color = toLinear(texture2D(s_texColor, v_texcoord0)).xyz;
- vec3 ambient = toGamma(ambientColor * color);
- vec3 diffuse = toGamma(lightColor * color);
- vec3 final = mix(ambient, ambient + diffuse, float((abs(s) < 0.0001)));
- gl_FragColor.xyz = mix(u_fogColor, final, fogFactor);
- gl_FragColor.w = 1.0;
- }
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