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fgdata/Shaders/light-spot.frag

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GLSL
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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 LightDirection;
uniform vec4 Ambient;
uniform vec4 Diffuse;
uniform vec4 Specular;
uniform vec3 Attenuation;
uniform float Exponent;
uniform float Cutoff;
uniform float CosCutoff;
uniform float Near;
uniform float Far;
varying vec4 ecPosition;
void main() {
vec3 ray = ecPosition.xyz / ecPosition.w;
vec3 ecPos3 = ray;
vec3 viewDir = normalize(ray);
vec2 coords = gl_FragCoord.xy / fg_BufferSize;
float depth = texture2D( depth_tex, coords ).r;
vec3 normal;
normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 pos;
pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
pos.xy = viewDir.xy * pos.z / viewDir.z;
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 spotDot = dot(-VP, normalize(LightDirection.xyz));
float spotAttenuation = 0.0;
if (spotDot < CosCutoff)
spotAttenuation = 0.0;
else
spotAttenuation = pow(spotDot, Exponent);
att *= spotAttenuation;
float nDotVP = max(0.0, dot(normal, VP));
float nDotHV = max(0.0, dot(normal, halfVector));
vec4 color = texture2D( color_tex, coords );
vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
}