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fgdata/Shaders/default.frag

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// -*-C++-*-
// Ambient term comes in gl_Color.rgb.
#version 120
varying vec4 diffuse_term;
varying vec3 normal;
varying vec4 ecPosition;
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uniform sampler2D texture;
uniform sampler2D orthophotoTexture;
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////fog "include" /////
uniform int fogType;
uniform bool orthophotoAvailable;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
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void main()
{
vec3 n;
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float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
float shadowmap = getShadowing();
color += diffuse_term * NdotL * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess)
* shadowmap);
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}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
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texel = texture2D(texture, gl_TexCoord[0].st);
if (orthophotoAvailable) {
vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st);
if (sat_texel.a > 0) {
texel.rgb = sat_texel.rgb;
}
}
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}