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 vec3 fg_SunDirection; uniform vec3 fg_Planes; uniform vec4 fg_ShadowDistances; uniform int filtering; varying vec3 ray; varying vec4 eyePlaneS; varying vec4 eyePlaneT; varying vec4 eyePlaneR; varying vec4 eyePlaneQ; vec3 position( vec3 viewdir, float depth ); vec3 normal_decode(vec2 enc); vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint ) { vec4 coords; if (ecPosition.z > -fg_ShadowDistances.x) { tint = vec4(0.0,1.0,0.0,1.0); coords.s = dot( ecPosition, eyePlaneS ); coords.t = dot( ecPosition, eyePlaneT ); coords.p = dot( ecPosition, eyePlaneR ); coords.q = dot( ecPosition, eyePlaneQ ); } else { return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border } 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); float len = length(normal); normal /= len; vec3 viewDir = normalize(ray); vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r ); vec4 tint; float shadow; if (filtering == 2) { shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r; } else { 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 = lightDir - viewDir; len = length( halfDir ); vec3 Ispec = vec3(0.0); vec3 Iemis = spec_emis.z * color; if (len > 0.0001) { halfDir /= len; Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb; } 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); }