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fgdata/Shaders/light-point.frag

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GLSL
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#version 120
uniform vec2 fg_BufferSize;
uniform vec3 fg_Planes;
uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 LightPosition;
uniform vec4 Ambient;
uniform vec4 Diffuse;
uniform vec4 Specular;
uniform vec3 Attenuation;
uniform float Near;
uniform float Far;
varying vec4 ecPosition;
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
void main() {
vec3 ray = ecPosition.xyz / ecPosition.w;
vec3 ecPos3 = ray;
vec3 viewDir = normalize(ray);
vec2 coords = gl_FragCoord.xy / fg_BufferSize;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 pos = position(viewDir, coords, depth_tex);
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume
vec3 VP = LightPosition.xyz - pos;
if ( dot( VP, VP ) > ( Far * Far ) )
discard; // Don't light surface outside the light volume
float d = length( VP );
VP /= d;
vec3 halfVector = normalize(VP - viewDir);
float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
float cosAngIncidence = clamp(dot(normal, VP), 0.0, 1.0);
float nDotVP = max(0.0, dot(normal, VP));
float nDotHV = max(0.0, dot(normal, halfVector));
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vec4 color_material = texture2D( color_tex, coords );
vec3 color = color_material.rgb;
vec3 Iamb = Ambient.rgb * color * att;
vec3 Idiff = Diffuse.rgb * color * att * nDotVP;
float matID = color_material.a * 255.0;
float spec_intensity = spec_emis.x;
float spec_att = att;
if (matID == 254.0) { // 254: water, 255: Ubershader
spec_intensity = 1.0; // spec_color shouldn't depend on cloud cover when rendering spot light
spec_att = min(10.0 * att, 1.0); // specular attenuation reduced on water
}
vec3 Ispec = vec3(0.0);
if (cosAngIncidence > 0.0)
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Ispec = pow( nDotHV, spec_emis.y * 128.0 ) * spec_intensity * spec_att * Specular.rgb;
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gl_FragColor = vec4(Iamb + Idiff + Ispec, 1.0);
}