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); normal.z = sqrt( 1 - 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; vec3 Ispec = 0.0; gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0); }