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