52 lines
1.7 KiB
GLSL
52 lines
1.7 KiB
GLSL
|
// -*-C++-*-
|
||
|
|
||
|
// Ambient term comes in gl_Color.rgb.
|
||
|
varying vec4 diffuse_term;
|
||
|
varying vec3 normal;
|
||
|
varying float fogCoord;
|
||
|
|
||
|
uniform sampler2D texture;
|
||
|
uniform sampler2D lightmap_texture;
|
||
|
|
||
|
float luminance(vec3 color)
|
||
|
{
|
||
|
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 n, halfV;
|
||
|
float NdotL, NdotHV, fogFactor;
|
||
|
vec4 color = gl_Color;
|
||
|
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||
|
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||
|
vec4 texel;
|
||
|
vec4 fragColor;
|
||
|
vec4 specular = vec4(0.0);
|
||
|
n = normalize(normal);
|
||
|
// 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) * n;
|
||
|
NdotL = max(dot(n, lightDir), 0.0);
|
||
|
if (NdotL > 0.0) {
|
||
|
color += diffuse_term * NdotL;
|
||
|
halfV = halfVector;
|
||
|
NdotHV = max(dot(n, halfV), 0.0);
|
||
|
if (gl_FrontMaterial.shininess > 0.0)
|
||
|
specular.rgb = (gl_FrontMaterial.specular.rgb
|
||
|
* gl_LightSource[0].specular.rgb
|
||
|
* pow(NdotHV, gl_FrontMaterial.shininess));
|
||
|
}
|
||
|
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);
|
||
|
texel = texture2D(texture, gl_TexCoord[0].st);
|
||
|
fragColor = color * texel + specular;
|
||
|
vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb;
|
||
|
fragColor.rgb = max(fragColor.rgb, lightmapTexel*gl_FrontMaterial.diffuse*texel);
|
||
|
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
|
||
|
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
|
||
|
}
|