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fgdata/Shaders/bumpspec.frag

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// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier
#version 120
//varying float fogCoord;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
uniform sampler2D tex_color;
uniform sampler2D tex_normal;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main (void)
{
vec4 ns = texture2D(tex_normal, gl_TexCoord[0].st);
vec3 N = ns.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(N, gl_LightSource[0].halfVector.xyz));
float pf;
if (nDotVP == 0.0)
pf = 0.0;
else
pf = pow(nDotHV, gl_FrontMaterial.shininess);
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
vec4 Specular = gl_LightSource[0].specular * pf;
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
color *= texture2D(tex_color, gl_TexCoord[0].xy);
color += Specular * gl_FrontMaterial.specular * ns.a;
color = clamp( color, 0.0, 1.0 );
// float fogFactor;
// const float LOG2 = 1.442695;
// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// fogFactor = clamp(fogFactor, 0.0, 1.0);
// gl_FragColor = mix(gl_Fog.color, color, fogFactor);
color.rgb = fog_Func(color.rgb, fogType);
gl_FragColor = color;
}