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@@ -0,0 +1,150 @@
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+varying vec3 normal;
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+varying vec3 tangent;
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+varying vec3 binormal;
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+varying vec4 pos;
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+varying vec4 vertexColor;
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+uniform sampler2D diffuse;
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+uniform sampler2D normal_map;
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+uniform sampler2D specular_map;
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+
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+float calculateAttenuation(in int i, in float dist)
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+{
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+ return(1.0 / (gl_LightSource[i].constantAttenuation +
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+ gl_LightSource[i].linearAttenuation * dist +
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+ gl_LightSource[i].quadraticAttenuation * dist * dist));
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+}
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+
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+void pointLight(in int i, in vec3 bump, in vec3 normal, in vec3 tangent, in vec3 binormal, in vec4 pos, inout vec4 diffuse, inout vec4 specular) {
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+ vec4 color = gl_FrontMaterial.diffuse;
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+ vec4 matspec = gl_FrontMaterial.specular;
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+ float shininess = gl_FrontMaterial.shininess;
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+ vec4 lightspec = gl_LightSource[i].specular;
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+ vec4 lpos = gl_LightSource[i].position;
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+
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+ vec3 tmpVec = lpos.xyz - pos.xyz;
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+ lpos.x = dot(tmpVec, tangent);
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+ lpos.y = dot(tmpVec, binormal);
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+ lpos.z = dot(tmpVec, normal);
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+
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+ float distSqr = dot(lpos.xyz, lpos.xyz);
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+ vec3 lVec = lpos.xyz * inversesqrt(distSqr);
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+
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+ tmpVec = -pos.xyz;
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+ vec3 v;
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+ v.x = dot(tmpVec, tangent);
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+ v.y = dot(tmpVec, binormal);
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+ v.z = dot(tmpVec, normal);
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+
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+ v = normalize(v);
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+
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+ float nDotL = dot(lVec, bump);
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+ if(nDotL > 0.0) {
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+ float dist = length(lpos.xyz);
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+ float attenuation = calculateAttenuation(i, dist);
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+
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+ diffuse += color * max(0.0, nDotL) * gl_LightSource[i].diffuse * attenuation;
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+
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+ if (shininess != 0.0) {
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+ specular += lightspec * matspec * pow(clamp(dot(reflect(-lVec, bump), v),0.0,1.0), shininess) * attenuation;
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+ }
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+ }
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+}
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+
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+
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+void spotLight(in int i, in vec3 bump, in vec3 normal, in vec3 tangent, in vec3 binormal, in vec4 pos, inout vec4 diffuse, inout vec4 specular) {
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+ vec4 color = gl_FrontMaterial.diffuse;
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+ vec4 matspec = gl_FrontMaterial.specular;
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+ float shininess = gl_FrontMaterial.shininess;
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+ vec4 lightspec = gl_LightSource[i].specular;
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+ vec4 lpos = gl_LightSource[i].position;
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+
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+ vec3 tmpVec = lpos.xyz - pos.xyz;
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+ lpos.x = dot(tmpVec, tangent);
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+ lpos.y = dot(tmpVec, binormal);
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+ lpos.z = dot(tmpVec, normal);
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+
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+ float distSqr = dot(lpos.xyz, lpos.xyz);
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+ vec3 lVec = lpos.xyz * inversesqrt(distSqr);
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+
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+ tmpVec = -pos.xyz;
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+ vec3 v;
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+ v.x = dot(tmpVec, tangent);
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+ v.y = dot(tmpVec, binormal);
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+ v.z = dot(tmpVec, normal);
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+
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+ v = normalize(v);
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+
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+ tmpVec = gl_LightSource[i].spotDirection.xyz;
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+ vec3 lDir;
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+ lDir.x = dot(tmpVec, tangent);
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+ lDir.y = dot(tmpVec, binormal);
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+ lDir.z = dot(tmpVec, normal);
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+
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+ lDir = normalize(lDir);
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+
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+
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+ float cos_outer_cone_angle = gl_LightSource[i].spotExponent;
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+ float cos_cur_angle = dot(-lDir, lVec);
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+ float cos_inner_cone_angle = gl_LightSource[i].spotCosCutoff;
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+
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+ float cos_inner_minus_outer_angle = cos_inner_cone_angle - cos_outer_cone_angle;
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+ float spot = clamp((cos_cur_angle - cos_outer_cone_angle) / cos_inner_minus_outer_angle, 0.0, 1.0);
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+
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+
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+ float nDotL = dot(lVec, bump);
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+ if(nDotL > 0.0) {
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+ float dist = length(lpos.xyz);
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+ float attenuation = calculateAttenuation(i, dist);
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+
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+ diffuse += color * max(0.0, nDotL) * gl_LightSource[i].diffuse * attenuation * spot;
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+
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+ if (shininess != 0.0) {
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+ specular += lightspec * matspec * pow(clamp(dot(reflect(-lVec, bump), v),0.0,1.0), shininess) * attenuation * spot;
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+ }
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+ }}
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+
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+void doLights(in int numLights, in vec3 bump, in vec3 normal, in vec3 tangent, in vec3 binormal, in vec4 pos, inout vec4 diffuse, inout vec4 specular) {
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+ for (int i = 0; i < numLights; i++) {
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+ if (gl_LightSource[i].spotCutoff == 180.0) {
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+ pointLight(i, bump, normal, tangent, binormal, pos, diffuse, specular);
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+ } else {
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+ spotLight(i, bump, normal, tangent, binormal, pos, diffuse, specular);
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+ }
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+ }
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+}
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+
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+
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+void main()
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+{
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+ vec4 diffuse_val = vec4(0.0);
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+ vec4 specular_val = vec4(0.0);
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+
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+ vec3 bump = normalize( texture2D(normal_map, gl_TexCoord[0].st).xyz * 2.0 - 1.0);
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+
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+ doLights(6, bump, normal, tangent, binormal, pos, diffuse_val, specular_val);
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+
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+ specular_val.xyz *= texture2D(specular_map, gl_TexCoord[0].st).xyz * gl_FrontMaterial.specular.a;
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+
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+ diffuse_val.a = 1.0;
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+ specular_val.a = 1.0;
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+
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+ vec4 texColor = texture2D(diffuse, gl_TexCoord[0].st);
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+
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+ vec4 color = (diffuse_val * texColor * vertexColor) +
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+ (specular_val * 1.0)+
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+ (gl_FrontMaterial.ambient * texColor * vertexColor);
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+ color = clamp(color, 0.0, 1.0);
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+
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+ // fog
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+ const float LOG2 = 1.442695;
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+ float z = gl_FragCoord.z / gl_FragCoord.w;
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+ float fogFactor = exp2( -gl_Fog.density *
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+ gl_Fog.density *
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+ z *
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+ z *
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+ LOG2 );
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+
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+ fogFactor = clamp(fogFactor, 0.0, 1.0);
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+ gl_FragColor = mix(gl_Fog.color, color, fogFactor );
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+
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+}
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