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fgdata/Shaders/sunlight-nofiltering.frag

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uniform mat4 fg_ViewMatrix;
uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform sampler2DShadow shadow_tex;
uniform vec4 fg_SunDiffuseColor;
uniform vec4 fg_SunSpecularColor;
uniform vec4 fg_SunAmbientColor;
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uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes;
uniform int fg_ShadowNumber;
uniform vec4 fg_ShadowDistances;
uniform mat4 fg_ShadowMatrix_0;
uniform mat4 fg_ShadowMatrix_1;
uniform mat4 fg_ShadowMatrix_2;
uniform mat4 fg_ShadowMatrix_3;
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varying vec3 ray;
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
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vec3 normal_decode(vec2 enc);
vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
{
vec4 coords;
vec2 shift = vec2( 0.0 );
int index = 4;
float factor = 0.5;
if (ecPosition.z > -fg_ShadowDistances.x) {
index = 1;
if (fg_ShadowNumber == 1)
factor = 1.0;
tint = vec4(0.0,1.0,0.0,1.0);
coords = fg_ShadowMatrix_0 * ecPosition;
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} else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
index = 2;
shift = vec2( 0.0, 0.5 );
tint = vec4(0.0,0.0,1.0,1.0);
coords = fg_ShadowMatrix_1 * ecPosition;
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} else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) {
index = 3;
shift = vec2( 0.5, 0.0 );
tint = vec4(1.0,1.0,0.0,1.0);
coords = fg_ShadowMatrix_2 * ecPosition;
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} else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) {
shift = vec2( 0.5, 0.5 );
tint = vec4(1.0,0.0,0.0,1.0);
coords = fg_ShadowMatrix_3 * ecPosition;
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} else {
return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
}
coords.st *= factor;
coords.st += shift;
return coords;
}
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
discard;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec3 viewDir = normalize(ray);
vec3 pos = position( viewDir, coords, depth_tex );
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vec4 tint;
float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );
vec3 color = texture2D( color_tex, coords ).rgb;
vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
vec3 halfDir = normalize( lightDir - viewDir );
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vec3 Ispec = vec3(0.0);
vec3 Iemis = spec_emis.z * color;
float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0);
float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 );
if (cosAngIncidence > 0.0)
Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
float matID = texture2D( color_tex, coords ).a * 255.0;
if (matID >= 254.0)
Idiff += Ispec * spec_emis.x;
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gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
}