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- $input v_normal, v_texcoord0, v_texcoord1, v_texcoord2
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- // struct ModelUniforms
- uniform vec4 u_modelParams[2];
- #define u_color (u_modelParams[0].xyz)
- #define u_lightPosition (u_modelParams[1].xyz)
- int ModHelper (float a, float b)
- {
- return int( a - (b*floor(a/b)));
- }
- vec3 GetGridColor (vec2 position, float width, vec3 color)
- {
- position = abs(floor( position + vec2(-width, -width) ));
- int posXMod = ModHelper(position.x, 2.0);
- int posYMod = ModHelper(position.y, 2.0);
- float gridColorScale = (posXMod == posYMod) ? 0.75 : 1.25;
- return toLinear(color) * gridColorScale;
- }
- void main()
- {
- vec3 worldSpacePosition = v_texcoord1.xyz; // contains ws pos
- vec2 gridCoord = worldSpacePosition.xz; // assuming y is up
- vec3 gridColor = GetGridColor(gridCoord.xy, 0.002, u_color);
- // get vertex normal
- vec3 normal = normalize(v_normal);
- vec3 light = (u_lightPosition - worldSpacePosition);
- light = normalize(light);
- float NdotL = saturate(dot(normal, light));
- float diffuse = NdotL * 1.0;
- vec3 V = v_texcoord2.xyz; // contains view vector
- vec3 H = normalize(V+light);
- float NdotH = saturate(dot(normal, H));
- float specular = 5.0 * pow(NdotH, 256);
- float ambient = 0.1;
- float lightAmount = ambient + diffuse;
- vec3 color = gridColor * lightAmount + specular;
- // leave color in linear space for better dof filter result
- gl_FragColor = vec4(color, 1.0);
- }
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