41 lines
1.4 KiB
GLSL
41 lines
1.4 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 vec4 fg_SunDiffuseColor;
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uniform vec4 fg_SunSpecularColor;
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uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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varying vec3 ray;
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vec3 normal_decode(vec2 enc);
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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 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(Idiff + Ispec + Iemis, 1.0);
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}
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